Updated Shaders for Deferred Shading

Former-commit-id: ab97c6e7b74bffad32d334a2d0e5bd4607047c03
This commit is contained in:
Lynix 2013-12-20 20:05:51 +01:00
parent 69479de643
commit f2bb457850
6 changed files with 11 additions and 17 deletions

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@ -74,8 +74,6 @@ void main()
lightSpecular *= specularColor;
vec3 lightColor = (lightAmbient + lightDiffuse + lightSpecular);
vec4 fragmentColor = vec4(lightColor * diffuseColor, 1.0);
RenderTarget0 = fragmentColor;
};
vec3 fragmentColor = diffuseColor * (lightAmbient + lightDiffuse + lightSpecular);
RenderTarget0 = vec4(fragmentColor, 1.0);
}

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@ -77,8 +77,6 @@ void main()
lightSpecular *= specularColor;
vec3 lightColor = (lightAmbient + lightDiffuse + lightSpecular);
vec4 fragmentColor = vec4(lightColor * diffuseColor, 1.0);
RenderTarget0 = fragmentColor;
};
vec3 fragmentColor = diffuseColor * (lightAmbient + lightDiffuse + lightSpecular);
RenderTarget0 = vec4(fragmentColor, 1.0);
}

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@ -83,8 +83,6 @@ void main()
lightSpecular *= specularColor;
vec3 lightColor = (lightAmbient + lightDiffuse + lightSpecular);
vec4 fragmentColor = vec4(lightColor * diffuseColor, 1.0);
RenderTarget0 = fragmentColor;
vec3 fragmentColor = diffuseColor * (lightAmbient + lightDiffuse + lightSpecular);
RenderTarget0 = vec4(fragmentColor, 1.0);
}

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