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With fixed shading, when lighting is disabled, fixed shading appears to be a flat shaded version based upon the poly colour, instead of per vertex attributes.
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@ -37,11 +37,11 @@ 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.rgb += inFixedShade; // + vp ambient??
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if(lightEnabled) {
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polyColour.rgb *= (inFixedShade + lighting[1].y); // per vertex brightness + ambient
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}
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else {
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polyColour.rgb *= (inFixedShade + lighting[1].y); // fixed shade value + viewport ambient
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polyColour.rgb += lighting[1].y; // this is similar to above but basically a flat shaded version. So poly colour + ambient
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}
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}
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else {
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