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fixed shading doesn't effect the alpha channel
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@ -22,7 +22,7 @@ attribute vec3 inVertex;
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attribute vec3 inNormal;
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attribute vec2 inTexCoord;
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attribute vec4 inColour;
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attribute vec4 inFixedShade;
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attribute vec3 inFixedShade;
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// outputs to fragment shader
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varying float fsFogFactor;
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@ -38,14 +38,14 @@ vec4 GetVertexColour()
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if(fixedShading) {
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if(hardwareStep==0x15) {
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if(!lightEnabled) {
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polyColour += inFixedShade; // + vp ambient??
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polyColour.rgb += inFixedShade; // + vp ambient??
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}
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else {
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polyColour *= (inFixedShade + lighting[1].y); // fixed shade value + viewport ambient
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polyColour.rgb *= (inFixedShade + lighting[1].y); // fixed shade value + viewport ambient
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}
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}
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else {
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polyColour *= inFixedShade; //todo work out what ambient does. Probably a min clamp or 1-min clamp for signed values
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polyColour.rgb *= inFixedShade; //todo work out what ambient does. Probably a min clamp or 1-min clamp for signed values
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}
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}
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