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Drop fixed pipeline lighting stuff (#15165)
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@@ -1,4 +1,4 @@
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uniform lowp vec4 emissiveColor;
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uniform lowp vec4 materialColor;
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varying lowp vec4 varColor;
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@@ -14,7 +14,7 @@ void main(void)
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vec4 color = inVertexColor;
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#endif
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color *= emissiveColor;
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color *= materialColor;
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varColor = color;
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eyeVec = -(mWorldView * inVertexPosition).xyz;
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@@ -1,7 +1,7 @@
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uniform mat4 mWorld;
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uniform vec3 dayLight;
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uniform float animationTimer;
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uniform lowp vec4 emissiveColor;
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uniform lowp vec4 materialColor;
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varying vec3 vNormal;
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varying vec3 vPosition;
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@@ -115,7 +115,7 @@ void main(void)
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vec4 color = inVertexColor;
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#endif
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color *= emissiveColor;
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color *= materialColor;
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// The alpha gives the ratio of sunlight in the incoming light.
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nightRatio = 1.0 - color.a;
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@@ -1,6 +1,6 @@
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uniform lowp vec4 emissiveColor;
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uniform lowp vec4 materialColor;
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void main(void)
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{
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gl_FragColor = emissiveColor;
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gl_FragColor = materialColor;
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}
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