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first step factorizing the packDeferredFragment
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@ -18,7 +18,7 @@ uniform float glowIntensity;
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uniform float alphaThreshold;
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*/
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void packFragment(vec3 normal, float alpha, vec3 diffuse, vec3 specular, float shininess) {
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void packDeferredFragment(vec3 normal, float alpha, vec3 diffuse, vec3 specular, float shininess) {
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// gl_FragData[0] = vec4(diffuse.rgb, mix(gl_Color.a, 1.0 - gl_Color.a, step(diffuse.a, alphaThreshold)));
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gl_FragData[0] = vec4(diffuse.rgb, alpha);
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gl_FragData[1] = vec4(normal, 0.0) * 0.5 + vec4(0.5, 0.5, 0.5, 1.0);
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