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@ -55,8 +55,6 @@ varying vec3 SpecularSum; |
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uniform sampler2D m_ColorRamp; |
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uniform sampler2D m_ColorRamp; |
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#endif |
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#endif |
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uniform float m_AlphaDiscardThreshold; |
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#ifndef VERTEX_LIGHTING |
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#ifndef VERTEX_LIGHTING |
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uniform float m_Shininess; |
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uniform float m_Shininess; |
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@ -171,10 +169,7 @@ void main(){ |
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float alpha = DiffuseSum.a * diffuseColor.a; |
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float alpha = DiffuseSum.a * diffuseColor.a; |
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#ifdef ALPHAMAP |
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#ifdef ALPHAMAP |
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alpha = alpha * texture2D(m_AlphaMap, newTexCoord).r; |
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alpha = alpha * texture2D(m_AlphaMap, newTexCoord).r; |
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#endif |
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#endif |
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if(alpha < m_AlphaDiscardThreshold){ |
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discard; |
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} |
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#ifndef VERTEX_LIGHTING |
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#ifndef VERTEX_LIGHTING |
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float spotFallOff = 1.0; |
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float spotFallOff = 1.0; |
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