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little cleanup of vehicle rendering
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@@ -26,11 +26,9 @@ main(void)
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v_color = in_color;
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vec4 combinedAmbient = mix(u_emiss, u_amb, Normal.z);
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// v_color.rgb += u_ambLight.rgb*surfAmbient;
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v_color.rgb += combinedAmbient.rgb*surfAmbient;
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v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse;
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v_lightingCont = max(0.5, (v_color.r + v_color.g + v_color.b) / 3.0);
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// v_color = clamp(v_color, 0.0, 1.0);
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v_color *= u_matColor;
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// for fresnel
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@@ -45,7 +45,6 @@ float4 main(VS_out input) : COLOR
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float opacity = lerp(minOpacity, maxOpacity, fresnel)*pass1.a;
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float4 color = pass1 + float4(reflectivity * envOut, 0.0);
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//float4 color = float4(reflectivity, reflectivity, reflectivity, reflectivity);
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color.a = opacity;
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color.rgb = lerp(fogColor.rgb, color.rgb, input.TexCoord0.z);
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@@ -38,15 +38,12 @@ VS_out main(in VS_in input)
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output.Color = input.Prelight;
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float4 combinedAmbient = lerp(emissive, ambient, N.z);
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// output.Color.rgb += ambientLight.rgb * surfAmbient;
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output.Color.rgb += combinedAmbient.rgb * surfAmbient;
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int i;
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for(i = 0; i < numDirLights; i++)
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output.Color.xyz += DoDirLight(lights[i+firstDirLight], N)*surfDiffuse;
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lightingCont = max(0.5, (output.Color.r + output.Color.g + output.Color.b) / 3.0);
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// PS2 clamps before material color
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// output.Color = clamp(output.Color, 0.0, 1.0);
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output.Color *= matCol;
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// for fresnel
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@@ -27,11 +27,9 @@ const char *leedsVehicle_mobile_vert_src =
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" v_color = in_color;\n"
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" vec4 combinedAmbient = mix(u_emiss, u_amb, Normal.z);\n"
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"// v_color.rgb += u_ambLight.rgb*surfAmbient;\n"
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" v_color.rgb += combinedAmbient.rgb*surfAmbient;\n"
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" v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse;\n"
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" v_lightingCont = max(0.5, (v_color.r + v_color.g + v_color.b) / 3.0);\n"
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"// v_color = clamp(v_color, 0.0, 1.0);\n"
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" v_color *= u_matColor;\n"
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" // for fresnel\n"
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