Catching up with Lindies part 2
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@@ -24,7 +24,9 @@
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*/
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#ifdef DEFINE_GL_FRAGCOLOR
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out vec4 gl_FragData[3];
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out vec4 frag_data[3];
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#else
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#define frag_data gl_FragData
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#endif
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uniform sampler2D diffuseMap;
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@@ -36,10 +38,10 @@ VARYING vec2 vary_texcoord0;
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void main()
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{
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vec3 col = vertex_color.rgb * texture2D(diffuseMap, vary_texcoord0.xy).rgb;
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gl_FragData[0] = vec4(col, 0.0);
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gl_FragData[1] = vertex_color.aaaa; // spec
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//gl_FragData[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested
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frag_data[0] = vec4(col, 0.0);
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frag_data[1] = vertex_color.aaaa; // spec
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//frag_data[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested
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vec3 nvn = normalize(vary_normal);
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gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
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frag_data[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
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}
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