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simple shader checks
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5257194c48
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2 changed files with 4 additions and 5 deletions
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@ -112,10 +112,8 @@ void main(void) {
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opacity);
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color.rgb += emissive;
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// color.rgb = vec3(0.5, 0.5, 1.0);
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// Apply standard tone mapping
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_fragColor = vec4(pow(color.xyz, vec3(1.0 / 2.2)), 1.0);
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//_fragColor = vec4(pow(color.xyz, vec3(1.0 / 2.2)), color.w);
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_fragColor = vec4(pow(color.xyz, vec3(1.0 / 2.2)), color.w);
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/*_fragColor = vec4(evalGlobalLightingAlphaBlended(
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cam._viewInverse,
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@ -175,7 +175,8 @@ function HighlightedEntity(id, entityProperties) {
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},
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lineWidth: 1.0,
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ignoreRayIntersection: true,
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drawInFront: false // Arguable. For now, let's not distract with mysterious wires around the scene.
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//drawInFront: false // Arguable. For now, let's not distract with mysterious wires around the scene.
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drawInFront: true // Arguable. For now, let's not distract with mysterious wires around the scene.
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});
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HighlightedEntity.overlays.push(this);
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}
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