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simplify
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81188bee07
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@ -27,7 +27,7 @@ struct Vertex
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float normal[3];
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float texcoords[2];
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UINT8 color[4];
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UINT8 fixedShade[4];
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UINT8 fixedShade;
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};
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struct Poly // our polys are always 3 triangles, unlike the real h/w
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@ -289,7 +289,7 @@ void CNew3D::RenderFrame(void)
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glVertexAttribPointer(m_r3dShader.GetVertexAttribPos("inNormal"), 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, normal));
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glVertexAttribPointer(m_r3dShader.GetVertexAttribPos("inTexCoord"), 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, texcoords));
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glVertexAttribPointer(m_r3dShader.GetVertexAttribPos("inColour"), 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(Vertex), (void*)offsetof(Vertex, color));
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glVertexAttribPointer(m_r3dShader.GetVertexAttribPos("inFixedShade"), 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(Vertex), (void*)offsetof(Vertex, fixedShade));
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glVertexAttribPointer(m_r3dShader.GetVertexAttribPos("inFixedShade"), 1, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(Vertex), (void*)offsetof(Vertex, fixedShade));
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m_r3dShader.SetShader(true);
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@ -1195,16 +1195,7 @@ void CNew3D::CacheModel(Model *m, const UINT32 *data)
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}
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}
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p.v[j].fixedShade[0] = shade; // hardware doesn't really have per vertex colours, only per poly
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p.v[j].fixedShade[1] = shade;
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p.v[j].fixedShade[2] = shade;
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p.v[j].fixedShade[3] = 255;
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}
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else {
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p.v[j].fixedShade[0] = 255;
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p.v[j].fixedShade[1] = 255;
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p.v[j].fixedShade[2] = 255;
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p.v[j].fixedShade[3] = 255;
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p.v[j].fixedShade = shade; // hardware doesn't really have per vertex colours, only per poly
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}
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float texU, texV = 0;
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@ -18,11 +18,11 @@ uniform bool lightEnabled; // also used in fragment shader
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uniform bool fixedShading; // also used in fragment shader
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// attributes
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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 vec3 inFixedShade;
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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 float inFixedShade;
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// outputs to fragment shader
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varying float fsFogFactor;
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