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fixes for gl3
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@@ -23,11 +23,11 @@ VS_out main(in VS_in input)
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VS_out output;
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output.Position = mul(combinedMat, input.Position);
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float3 Vertex = mul(worldMat, input.Position).xyz;
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float3 Normal = mul(normalMat, input.Normal);
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float3 V = mul(worldMat, input.Position).xyz;
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float3 N = mul(normalMat, input.Normal);
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output.TexCoord0.xy = input.TexCoord;
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output.TexCoord1 = mul(texMat, float4(Normal, 1.0)).xy;
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output.TexCoord1 = mul(texMat, float4(N, 1.0)).xy;
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output.Color = input.Prelight;
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output.Color.rgb += ambientLight.rgb * surfAmbient;
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@@ -35,15 +35,15 @@ VS_out main(in VS_in input)
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int i;
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#ifdef DIRECTIONALS
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for(i = 0; i < numDirLights; i++)
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output.Color.xyz += DoDirLight(lights[i+firstDirLight], Normal)*surfDiffuse;
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output.Color.xyz += DoDirLight(lights[i+firstDirLight], N)*surfDiffuse;
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#endif
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#ifdef POINTLIGHTS
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for(i = 0; i < numPointLights; i++)
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output.Color.xyz += DoPointLight(lights[i+firstPointLight], Vertex.xyz, Normal)*surfDiffuse;
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output.Color.xyz += DoPointLight(lights[i+firstPointLight], V, N)*surfDiffuse;
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#endif
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#ifdef SPOTLIGHTS
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for(i = 0; i < numSpotLights; i++)
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output.Color.xyz += DoSpotLight(lights[i+firstSpotLight], Vertex.xyz, Normal)*surfDiffuse;
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output.Color.xyz += DoSpotLight(lights[i+firstSpotLight], V, N)*surfDiffuse;
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#endif
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// PS2 clamps before material color
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output.Color = clamp(output.Color, 0.0, 1.0);
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