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authoraap <aap@papnet.eu>2021-01-12 14:07:24 +0100
committeraap <aap@papnet.eu>2021-01-12 14:07:24 +0100
commit55320a03f14c473b0fff89585713d2ebd8feb92a (patch)
tree8f64328d62a3e9586f20e72928dc720db4400fc4 /src/extras/shaders/leedsVehicle_mobile_VS.hlsl
parentmobile vehicle rendering (diff)
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Diffstat (limited to 'src/extras/shaders/leedsVehicle_mobile_VS.hlsl')
-rw-r--r--src/extras/shaders/leedsVehicle_mobile_VS.hlsl3
1 files changed, 0 insertions, 3 deletions
diff --git a/src/extras/shaders/leedsVehicle_mobile_VS.hlsl b/src/extras/shaders/leedsVehicle_mobile_VS.hlsl
index 667c0963..3085c5e4 100644
--- a/src/extras/shaders/leedsVehicle_mobile_VS.hlsl
+++ b/src/extras/shaders/leedsVehicle_mobile_VS.hlsl
@@ -38,15 +38,12 @@ VS_out main(in VS_in input)
output.Color = input.Prelight;
float4 combinedAmbient = lerp(emissive, ambient, N.z);
-// output.Color.rgb += ambientLight.rgb * surfAmbient;
output.Color.rgb += combinedAmbient.rgb * surfAmbient;
int i;
for(i = 0; i < numDirLights; i++)
output.Color.xyz += DoDirLight(lights[i+firstDirLight], N)*surfDiffuse;
lightingCont = max(0.5, (output.Color.r + output.Color.g + output.Color.b) / 3.0);
- // PS2 clamps before material color
-// output.Color = clamp(output.Color, 0.0, 1.0);
output.Color *= matCol;
// for fresnel