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simplify
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@ -23,7 +23,7 @@ static const char *vertexShaderBasic =
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"viewVertex = vec3(gl_ModelViewMatrix * gl_Vertex);\n"
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"fsViewNormal = normalize(gl_NormalMatrix*gl_Normal);\n"
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"float z = length(viewVertex);\n"
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"fsFogFactor = clamp(1.0 - fogIntensity*(fogStart + z*fogDensity), 0.0, 1.0);\n"
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"fsFogFactor = clamp(fogIntensity*(fogStart + z*fogDensity), 0.0, 1.0);\n"
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"fsViewZ = -viewVertex.z;\n" // convert Z from GL->Real3D convention (want +Z to be further into screen)
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"gl_FrontColor = gl_Color;\n"
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@ -121,7 +121,7 @@ static const char *fragmentShaderBasic =
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"finalData.rgb += vec3(fsSpecularTerm, fsSpecularTerm, fsSpecularTerm);\n"
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*/
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"finalData.rgb = mix(fogColour, finalData.rgb, fsFogFactor);\n"
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"finalData.rgb = mix(finalData.rgb, fogColour, fsFogFactor);\n"
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"gl_FragColor = finalData;\n"
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"}\n";
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