Updated Shaders for Deferred Shading
Former-commit-id: ab97c6e7b74bffad32d334a2d0e5bd4607047c03
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@ -74,8 +74,6 @@ void main()
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lightSpecular *= specularColor;
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vec3 lightColor = (lightAmbient + lightDiffuse + lightSpecular);
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vec4 fragmentColor = vec4(lightColor * diffuseColor, 1.0);
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RenderTarget0 = fragmentColor;
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};
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vec3 fragmentColor = diffuseColor * (lightAmbient + lightDiffuse + lightSpecular);
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RenderTarget0 = vec4(fragmentColor, 1.0);
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}
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@ -77,8 +77,6 @@ void main()
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lightSpecular *= specularColor;
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vec3 lightColor = (lightAmbient + lightDiffuse + lightSpecular);
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vec4 fragmentColor = vec4(lightColor * diffuseColor, 1.0);
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RenderTarget0 = fragmentColor;
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};
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vec3 fragmentColor = diffuseColor * (lightAmbient + lightDiffuse + lightSpecular);
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RenderTarget0 = vec4(fragmentColor, 1.0);
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}
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@ -83,8 +83,6 @@ void main()
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lightSpecular *= specularColor;
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vec3 lightColor = (lightAmbient + lightDiffuse + lightSpecular);
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vec4 fragmentColor = vec4(lightColor * diffuseColor, 1.0);
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RenderTarget0 = fragmentColor;
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vec3 fragmentColor = diffuseColor * (lightAmbient + lightDiffuse + lightSpecular);
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RenderTarget0 = vec4(fragmentColor, 1.0);
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}
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