Fixed MaterialDiffuse not used without lighting
Former-commit-id: b60d410dcc04b1e9f4d5f55a03390c007539dcec
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@ -77,8 +77,7 @@ namespace
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if (flags & nzShaderFlags_AlphaMapping)
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sourceCode += "uniform sampler2D MaterialAlphaMap;\n";
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if ((flags & nzShaderFlags_DiffuseMapping) == 0 || flags & nzShaderFlags_Lighting)
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sourceCode += "uniform vec4 MaterialDiffuse;\n";
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sourceCode += "uniform vec4 MaterialDiffuse;\n";
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if (flags & nzShaderFlags_DiffuseMapping)
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sourceCode += "uniform sampler2D MaterialDiffuseMap;\n";
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@ -298,10 +297,11 @@ namespace
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}
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else if (flags & nzShaderFlags_DiffuseMapping)
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{
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sourceCode += fragmentColorKW + " = MaterialDiffuse*";
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if (flags & nzShaderFlags_AlphaMapping)
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sourceCode += fragmentColorKW + " = vec4(" + textureLookupKW + "(MaterialDiffuseMap, vTexCoord).rgb, " + textureLookupKW + "(MaterialAlphaMap, vTexCoord).r);\n";
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sourceCode += "vec4(" + textureLookupKW + "(MaterialDiffuseMap, vTexCoord).rgb, " + textureLookupKW + "(MaterialAlphaMap, vTexCoord).r);\n";
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else
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sourceCode += fragmentColorKW + " = " + textureLookupKW + "(MaterialDiffuseMap, vTexCoord);\n";
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sourceCode += textureLookupKW + "(MaterialDiffuseMap, vTexCoord);\n";
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}
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else
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sourceCode += fragmentColorKW + " = MaterialDiffuse;\n";
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