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add type to shader include
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1 changed files with 2 additions and 2 deletions
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@ -21,8 +21,8 @@ float evalOpaqueFinalAlpha(float alpha, float mapAlpha) {
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return mix(alpha * glowIntensity, 1.0 - alpha * glowIntensity, step(mapAlpha, alphaThreshold));
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return mix(alpha * glowIntensity, 1.0 - alpha * glowIntensity, step(mapAlpha, alphaThreshold));
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}
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}
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const DEFAULT_SPECULAR = vec3(0.1);
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const vec3 DEFAULT_SPECULAR = vec3(0.1);
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const DEFAULT_SHININESS = 10;
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const float DEFAULT_SHININESS = 10;
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void packDeferredFragment(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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if (alpha != glowIntensity) {
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if (alpha != glowIntensity) {
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