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cosmetic
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@ -1,7 +1,6 @@
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#ifndef _MODEL_H_
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#define _MODEL_H_
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#include "Types.h"
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#include <vector>
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#include <unordered_map>
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#include <map>
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@ -37,7 +37,7 @@ static const char *fragmentShaderR3D =
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"uniform bool microTexture;\n"
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"uniform float microTextureScale;\n"
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"uniform vec2 baseTexSize;\n"
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"uniform bool texureInverted;\n"
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"uniform bool textureInverted;\n"
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"uniform bool alphaTest;\n"
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"uniform bool textureAlpha;\n"
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"uniform vec3 fogColour;\n"
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@ -62,7 +62,7 @@ static const char *fragmentShaderR3D =
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"{\n"
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"vec4 tex1Data = texture2D( tex1, gl_TexCoord[0].st);\n"
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"if(texureInverted) {\n"
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"if(textureInverted) {\n"
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"tex1Data.rgb = vec3(1.0) - vec3(tex1Data.rgb);\n"
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"}\n"
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@ -226,7 +226,7 @@ bool R3DShader::LoadShader(const char* vertexShader, const char* fragmentShader)
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m_locAlphaTest = glGetUniformLocation(m_shaderProgram, "alphaTest");
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m_locMicroTexScale = glGetUniformLocation(m_shaderProgram, "microTextureScale");
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m_locBaseTexSize = glGetUniformLocation(m_shaderProgram, "baseTexSize");
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m_locTextureInverted= glGetUniformLocation(m_shaderProgram, "texureInverted");
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m_locTextureInverted= glGetUniformLocation(m_shaderProgram, "textureInverted");
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m_locFogIntensity = glGetUniformLocation(m_shaderProgram, "fogIntensity");
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m_locFogDensity = glGetUniformLocation(m_shaderProgram, "fogDensity");
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