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Fixed new 3D engine's fragment shader to work on some older GPUs by reducing the number of discard statements to one
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@ -58,6 +58,8 @@ static const char *fragmentShaderBasic =
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"vec4 colData;\n"
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"vec4 finalData;\n"
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"bool discardFragment = false;\n"
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"tex1Data = vec4(1.0, 1.0, 1.0, 1.0);\n"
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"if(textureEnabled==1) {\n"
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@ -71,7 +73,7 @@ static const char *fragmentShaderBasic =
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"if (alphaTest==1) {\n" // does it make any sense to do this later?
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"if (tex1Data.a < (8.0/16.0)) {\n"
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"discard;\n"
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"discardFragment = true;\n"
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"}\n"
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"}\n"
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@ -84,12 +86,14 @@ static const char *fragmentShaderBasic =
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"finalData = tex1Data * colData;\n"
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"if (finalData.a < (1.0/16.0)) {\n" // basically chuck out any totally transparent pixels value = 1/16 the smallest transparency level h/w supports
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"discardFragment = true;\n"
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"}\n"
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"if (discardFragment) {\n"
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"discard;\n"
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"}\n"
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"if (lightEnable==1)\n"
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"{\n"
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"if (lightEnable==1) {\n"
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"vec3 lightIntensity;\n"
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"vec3 sunVector;\n" // sun lighting vector (as reflecting away from vertex)
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"float sunFactor;\n" // sun light projection along vertex normal (0.0 to 1.0)
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