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Replace evalGlobalLightingAlphaBlended
with evalGlobalLightingAlphaBlendedWithHaze
in all shaders.
This commit is contained in:
parent
8bf517b2f8
commit
d69297c02e
5 changed files with 5 additions and 5 deletions
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@ -66,7 +66,7 @@ void main(void) {
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TransformCamera cam = getTransformCamera();
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_fragColor = vec4(evalGlobalLightingAlphaBlended(
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_fragColor = vec4(evalGlobalLightingAlphaBlendedWithHaze(
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cam._viewInverse,
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1.0,
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occlusionTex,
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@ -76,7 +76,7 @@ void main(void) {
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TransformCamera cam = getTransformCamera();
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_fragColor = vec4(evalGlobalLightingAlphaBlended(
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_fragColor = vec4(evalGlobalLightingAlphaBlendedWithHaze(
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cam._viewInverse,
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1.0,
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occlusionTex,
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@ -65,7 +65,7 @@ void main(void) {
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vec3 fragNormal;
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<$transformEyeToWorldDir(cam, _normal, fragNormal)$>
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vec4 color = vec4(evalGlobalLightingAlphaBlended(
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vec4 color = vec4(evalGlobalLightingAlphaBlendedWithHaze(
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cam._viewInverse,
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1.0,
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occlusionTex,
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@ -45,7 +45,7 @@ void main(void) {
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TransformCamera cam = getTransformCamera();
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_fragColor0 = vec4(evalGlobalLightingAlphaBlended(
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_fragColor0 = vec4(evalGlobalLightingAlphaBlendedWithHaze(
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cam._viewInverse,
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1.0,
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1.0,
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@ -57,7 +57,7 @@ void main(void) {
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TransformCamera cam = getTransformCamera();
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_fragColor0 = vec4(evalGlobalLightingAlphaBlended(
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_fragColor0 = vec4(evalGlobalLightingAlphaBlendedWithHaze(
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cam._viewInverse,
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1.0,
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1.0,
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