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@@ -283,7 +283,7 @@ THREE.WebGLRenderer = function () {
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if ( material instanceof THREE.MeshColorFillMaterial ) {
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color = material.color;
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- _gl.uniform4f( _program.uniformColor, color.r, color.g, color.b, color.a );
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+ _gl.uniform4f( _program.uniformColor, color.r * color.a, color.g * color.a, color.b * color.a, color.a );
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_gl.uniform1i( _program.material, COLORFILL );
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@@ -292,7 +292,7 @@ THREE.WebGLRenderer = function () {
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lineWidth = material.lineWidth;
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color = material.color;
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- _gl.uniform4f( _program.uniformColor, color.r, color.g, color.b, color.a );
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+ _gl.uniform4f( _program.uniformColor, color.r * color.a, color.g * color.a, color.b * color.a, color.a );
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_gl.uniform1i( _program.material, COLORSTROKE );
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@@ -509,20 +509,20 @@ THREE.WebGLRenderer = function () {
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"uniform int material;", // 0 - ColorFill, 1 - ColorStroke, 2 - FaceColorFill, 3 - FaceColorStroke, 4 - Bitmap
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"void main(){",
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- "if(material==4) {", // texture
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+ "if(material==4) {", // Bitmap: texture
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"vec4 texelColor = texture2D(diffuse, vertexUv);",
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"gl_FragColor = vec4(texelColor.rgb * lightWeighting, texelColor.a);",
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- "} else if(material==3) {", // wireframe using vertex color
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+ "} else if(material==3) {", // FaceColorStroke: wireframe using vertex color
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"gl_FragColor = vec4(vertexColor.rgb * lightWeighting, vertexColor.a);",
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- "} else if(material==2) {", // triangle using vertex color
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+ "} else if(material==2) {", // FaceColorFill: triangle using vertex color
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"gl_FragColor = vec4(vertexColor.rgb * lightWeighting, vertexColor.a);",
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- "} else if(material==1) {", // wireframe using uniform color
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+ "} else if(material==1) {", // ColorStroke: wireframe using uniform color
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"gl_FragColor = vec4(uniformColor.rgb * lightWeighting, uniformColor.a);",
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- "} else {", // triangle using uniform color
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+ "} else {", // ColorFill: triangle using uniform color
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"gl_FragColor = vec4(uniformColor.rgb * lightWeighting, uniformColor.a);",
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//"gl_FragColor = vec4(vNormal, 1.0);",
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"}",
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