SinglePass Lighting: Comment out color ramp - doesn't seem to work
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@ -178,6 +178,11 @@ void main(){
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vec4 refColor = Optics_GetEnvColor(m_EnvMap, refVec.xyz);
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#endif
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// #ifdef COLORRAMP
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// diffuseColor.rgb *= texture2D(m_ColorRamp, vec2(light.x, 0.0)).rgb;
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// specularColor.rgb *= texture2D(m_ColorRamp, vec2(light.y, 0.0)).rgb;
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// #endif
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for( int i = 0;i < NB_LIGHTS; i+=3){
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vec4 lightColor = g_LightData[i];
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vec4 lightData1 = g_LightData[i+1];
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@ -205,11 +210,6 @@ void main(){
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vec2 light = computeLighting(normal, viewDir, lightDir.xyz, lightDir.w * spotFallOff , m_Shininess);
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#ifdef COLORRAMP
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diffuseColor.rgb *= texture2D(m_ColorRamp, vec2(light.x, 0.0)).rgb;
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specularColor.rgb *= texture2D(m_ColorRamp, vec2(light.y, 0.0)).rgb;
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#endif
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// Workaround, since it is not possible to modify varying variables
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vec4 SpecularSum2 = vec4(SpecularSum, 1.0);
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#ifdef USE_REFLECTION
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