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Clamping diffuse+ambient light intensity to 1.0 (legacy engine)
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@ -129,7 +129,7 @@ void main(void)
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sunFactor = max(dot(sunVector,viewNormal),0.0);
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sunFactor = max(dot(sunVector,viewNormal),0.0);
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// Total light intensity: sum of all components
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// Total light intensity: sum of all components
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fsLightIntensity *= (sunFactor*lighting[1].x+lighting[1].y);
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fsLightIntensity *= min(1.0,(sunFactor*lighting[1].x+lighting[1].y));
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/*
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/*
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* Specular Lighting
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* Specular Lighting
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@ -164,7 +164,7 @@ static const char vertexShaderSource[] =
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"\t\tsunFactor = max(dot(sunVector,viewNormal),0.0);\n"
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"\t\tsunFactor = max(dot(sunVector,viewNormal),0.0);\n"
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"\t\t\n"
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"\t\t\n"
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"\t\t// Total light intensity: sum of all components\n"
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"\t\t// Total light intensity: sum of all components\n"
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"\t\tfsLightIntensity *= (sunFactor*lighting[1].x+lighting[1].y);\n"
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"\t\tfsLightIntensity *= min(1.0,(sunFactor*lighting[1].x+lighting[1].y));\n"
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"\t\t\n"
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"\t\t\n"
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"\t\t/*\n"
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"\t\t/*\n"
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"\t\t * Specular Lighting\n"
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"\t\t * Specular Lighting\n"
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