fixes
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@@ -7,6 +7,7 @@ uniform vec4 Color;
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uniform sampler2D texture0;
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#define TILE_SIZE 16
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struct PointLight {
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vec4 Position;
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@@ -48,7 +49,7 @@ in VertexData{
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out vec4 fragmentColor;
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vec4 scene_ambient = vec4(0.6,0.6,0.6,1);
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vec4 scene_ambient = vec4(0.0,0.0,0.0,1);
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struct LightResult {
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vec4 Diffuse;
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@@ -98,10 +99,10 @@ void main()
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LightResult totalLighting;
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totalLighting.Diffuse = scene_ambient;
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int currentTile = int(floor(gl_FragCoord.x/TILE_SIZE) + (floor(gl_FragCoord.y/TILE_SIZE) * 80));
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int start = int(LightGrids.Data[int(tilePos.x + tilePos.y*80)].Start);
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int amount = int(LightGrids.Data[int(tilePos.x + tilePos.y*80)].Amount);
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int start = int(LightGrids.Data[currentTile].Start);
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int amount = int(LightGrids.Data[currentTile].Amount);
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//for(int i = 0; i < 3; i++)
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for(int i = start; i < start + amount; i++)
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{
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@@ -114,11 +115,11 @@ void main()
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}
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fragmentColor += Input.DiffuseColor * (totalLighting.Diffuse + totalLighting.Specular) * texel * Color;
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fragmentColor += vec4(LightGrids.Data[currentTile].Amount/3.0, 0, 0, 1);
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//fragmentColor = texel * Input.DiffuseColor * Color;
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if(int(gl_FragCoord.x)%16 == 0 || int(gl_FragCoord.y)%16 == 0 )
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{
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fragmentColor = vec4(0.5, 0, 0, 0);
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//fragmentColor = vec4(0.5, 0, 0, 0);
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} else {
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//fragmentColor += vec4(LightGrids.Data[int(tilePos.x + tilePos.y*80)].Amount/3.0, 0, 0, 1);
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