Removes remaining after 6f3b4b31fd
shadow calculations in water models.
This was SVN commit r24600.
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@ -37,7 +37,6 @@ float fullDepth = 5.0; // Depth at which to use full murkiness (shallower water
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varying vec4 worldPos;
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varying vec4 v_tex;
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varying vec4 v_shadow;
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varying vec2 v_los;
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void main()
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@ -88,7 +87,7 @@ void main()
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losMod = texture2D(losTex, v_los).a;
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#if USE_SHADOW
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float shadow = get_shadow(vec4(v_shadow.xy - 8*waviness*n.xz, v_shadow.zw));
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float shadow = get_shadow();
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float fresShadow = mix(fresnel, fresnel*shadow, dot(sunColor, vec3(0.16666)));
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#else
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float fresShadow = fresnel;
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@ -15,7 +15,6 @@ uniform float specularPower;
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uniform vec3 specularColor;
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varying vec4 v_tex;
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varying vec4 v_shadow;
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varying vec2 v_los;
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varying vec3 v_half;
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varying vec3 v_normal;
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@ -35,7 +34,7 @@ void main()
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vec3 specular = sunColor * specularColor * pow(max(0.0, dot(normalize(v_normal), v_half)), specularPower);
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vec3 color = (texdiffuse.rgb * v_lighting + specular) * get_shadow();
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color += texdiffuse.rgb * ambient;
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color += texdiffuse.rgb * ambient;
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#if !IGNORE_LOS
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float los = texture2D(losTex, v_los).a;
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@ -46,4 +45,3 @@ void main()
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gl_FragColor.rgb = color;
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gl_FragColor.a = texdiffuse.a;
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}
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