Mats.
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@@ -41,13 +41,15 @@ VARYING vec2 vary_texcoord0;
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void default_lighting()
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{
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vec4 color = texture2D(diffuseMap,vary_texcoord0.xy) * vertex_color;
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vec4 color = texture2D(diffuseMap,vary_texcoord0.xy);
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if (color.a < minimum_alpha)
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{
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discard;
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}
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color.rgb *= vertex_color.rgb;
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color.rgb = atmosLighting(color.rgb);
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color.rgb = scaleSoftClip(color.rgb);
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@@ -30,6 +30,7 @@ out vec4 frag_color;
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#endif
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uniform float minimum_alpha;
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uniform float texture_gamma;
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vec3 fullbrightAtmosTransport(vec3 light);
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vec3 fullbrightScaleSoftClip(vec3 light);
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@@ -39,13 +40,16 @@ VARYING vec2 vary_texcoord0;
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void fullbright_lighting()
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{
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vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color;
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vec4 color = diffuseLookup(vary_texcoord0.xy);
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if (color.a < minimum_alpha)
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{
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discard;
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}
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color.rgb *= vertex_color.rgb;
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color.rgb = pow(color.rgb, vec3(texture_gamma));
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color.rgb = fullbrightAtmosTransport(color.rgb);
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color.rgb = fullbrightScaleSoftClip(color.rgb);
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@@ -32,6 +32,8 @@ out vec4 frag_color;
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VARYING vec4 vertex_color;
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VARYING vec2 vary_texcoord0;
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uniform float texture_gamma;
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vec3 fullbrightAtmosTransport(vec3 light);
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vec3 fullbrightScaleSoftClip(vec3 light);
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@@ -39,10 +41,14 @@ void fullbright_lighting()
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{
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vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color;
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color.rgb = pow(color.rgb, vec3(texture_gamma));
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color.rgb = fullbrightAtmosTransport(color.rgb);
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color.rgb = fullbrightScaleSoftClip(color.rgb);
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color.rgb = pow(color.rgb, vec3(1.0/texture_gamma));
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frag_color = color;
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}
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@@ -30,6 +30,7 @@ out vec4 frag_color;
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#endif
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uniform float minimum_alpha;
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uniform float texture_gamma;
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vec3 fullbrightAtmosTransport(vec3 light);
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vec3 fullbrightScaleSoftClip(vec3 light);
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@@ -41,17 +42,22 @@ VARYING vec2 vary_texcoord0;
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void fullbright_lighting()
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{
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vec4 color = texture2D(diffuseMap,vary_texcoord0.xy) * vertex_color;
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vec4 color = texture2D(diffuseMap,vary_texcoord0.xy);
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if (color.a < minimum_alpha)
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{
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discard;
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}
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color.rgb *= vertex_color.rgb;
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color.rgb = pow(color.rgb, vec3(texture_gamma));
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color.rgb = fullbrightAtmosTransport(color.rgb);
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color.rgb = fullbrightScaleSoftClip(color.rgb);
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color.rgb = pow(color.rgb, vec3(1.0/texture_gamma));
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frag_color = color;
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}
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@@ -31,7 +31,7 @@ out vec4 frag_color;
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uniform float minimum_alpha;
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vec4 diffuseLookup(vec2 texcoord);
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/* vec4 diffuseLookup(vec2 texcoord); */
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vec3 fullbrightAtmosTransport(vec3 light);
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vec4 applyWaterFog(vec4 color);
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