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https://github.com/AleziaKurdis/overte.git
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Merge branch 'master' of https://github.com/worklist/hifi
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commit
f8338b66e1
5 changed files with 5 additions and 5 deletions
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@ -24,7 +24,7 @@ void main(void) {
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gl_FrontLightProduct[0].diffuse * max(0.0, dot(normalizedNormal, gl_LightSource[0].position)));
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// compute the specular component (sans exponent)
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float specular = max(0.0, dot(normalize(gl_LightSource[0].position + vec4(0.0, 0.0, 1.0, 0.0)), normalizedNormal));
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float specular = max(0.0, dot(gl_LightSource[0].position, normalizedNormal));
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// modulate texture by base color and add specular contribution
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gl_FragColor = base * texture2D(diffuseMap, gl_TexCoord[0].st) +
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@ -36,7 +36,7 @@ void main(void) {
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gl_FrontLightProduct[0].diffuse * max(0.0, dot(viewNormal, gl_LightSource[0].position)));
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// compute the specular component (sans exponent)
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float specular = max(0.0, dot(normalize(gl_LightSource[0].position + vec4(0.0, 0.0, 1.0, 0.0)), viewNormal));
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float specular = max(0.0, dot(gl_LightSource[0].position, viewNormal));
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// modulate texture by base color and add specular contribution
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gl_FragColor = base * texture2D(diffuseMap, gl_TexCoord[0].st) +
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@ -39,7 +39,7 @@ void main(void) {
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gl_FrontLightProduct[0].diffuse * max(0.0, dot(viewNormal, gl_LightSource[0].position)));
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// compute the specular component (sans exponent)
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float specular = max(0.0, dot(normalize(gl_LightSource[0].position + vec4(0.0, 0.0, 1.0, 0.0)), viewNormal));
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float specular = max(0.0, dot(gl_LightSource[0].position, viewNormal));
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// modulate texture by base color and add specular contribution
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gl_FragColor = base * texture2D(diffuseMap, gl_TexCoord[0].st) + vec4(pow(specular, gl_FrontMaterial.shininess) *
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@ -27,7 +27,7 @@ void main(void) {
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gl_FrontLightProduct[0].diffuse * max(0.0, dot(normalizedNormal, gl_LightSource[0].position)));
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// compute the specular component (sans exponent)
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float specular = max(0.0, dot(normalize(gl_LightSource[0].position + vec4(0.0, 0.0, 1.0, 0.0)), normalizedNormal));
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float specular = max(0.0, dot(gl_LightSource[0].position, normalizedNormal));
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// modulate texture by base color and add specular contribution
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gl_FragColor = base * texture2D(diffuseMap, gl_TexCoord[0].st) + vec4(pow(specular, gl_FrontMaterial.shininess) *
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@ -331,7 +331,7 @@ Menu::Menu() :
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#endif
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#ifdef HAVE_VISAGE
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addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::Visage, 0, true,
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addCheckableActionToQMenuAndActionHash(avatarOptionsMenu, MenuOption::Visage, 0, false,
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appInstance->getVisage(), SLOT(updateEnabled()));
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#endif
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