Unified moon/star rendering to share same shader. Also now actually using deferred shader when performing deferred rendering.
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@@ -29,6 +29,8 @@ out vec4 frag_data[3];
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#define frag_data gl_FragData
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#endif
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uniform float custom_alpha;
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VARYING vec4 vertex_color;
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VARYING vec2 vary_texcoord0;
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@@ -38,7 +40,7 @@ void main()
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{
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vec4 col = vertex_color * texture2D(diffuseMap, vary_texcoord0.xy);
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frag_data[0] = col;
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frag_data[0] = vec4(col.rgb,col.a*custom_alpha);
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frag_data[1] = vec4(0,0,0,0);
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//#define PACK_NORMALS
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#ifdef PACK_NORMALS
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