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@@ -111,7 +111,9 @@ void main() {
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vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;
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// this is a stub for the transparency model
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- diffuseColor.a *= saturate( 1. - transparency + linearToRelativeLuminance( reflectedLight.directSpecular + reflectedLight.indirectSpecular ) );
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+ #ifdef TRANSPARENCY
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+ diffuseColor.a *= saturate( 1. - transparency + linearToRelativeLuminance( reflectedLight.directSpecular + reflectedLight.indirectSpecular ) );
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+ #endif
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gl_FragColor = vec4( outgoingLight, diffuseColor.a );
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