Full v2.6 renderer.
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@@ -8,13 +8,13 @@
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uniform sampler2D diffuseMap;
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varying vec3 vary_normal;
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varying vec4 vary_position;
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void main()
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{
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vec3 col = texture2D(diffuseMap, gl_TexCoord[0].xy).rgb;
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gl_FragData[0] = vec4(gl_Color.rgb*col, 1.0);
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gl_FragData[1] = vec4(col*(gl_Color.a*1.5), gl_Color.a);
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gl_FragData[2] = vec4(normalize(vary_normal), 0.0);
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gl_FragData[3] = vary_position;
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vec3 col = gl_Color.rgb * texture2D(diffuseMap, gl_TexCoord[0].xy).rgb;
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gl_FragData[0] = vec4(col, 0.0);
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gl_FragData[1] = gl_Color.aaaa; // spec
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//gl_FragData[1] = vec4(vec3(gl_Color.a), gl_Color.a+(1.0-gl_Color.a)*gl_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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}
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