Glow Intencity can now be changed in the model component.
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@@ -8,4 +8,5 @@
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<NormalMap>true</NormalMap>
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<SpecularMap>true</SpecularMap>
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<GlowMap>true</GlowMap>
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<GlowIntensity>3.0</GlowIntensity>
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</Model>
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@@ -33,6 +33,9 @@
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<xs:element name="GlowMap" type="t:bool" minOccurs="0">
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<xs:annotation><xs:documentation>Whether the model should use the Glowmap or not</xs:documentation></xs:annotation>
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</xs:element>
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<xs:element name="GlowIntensity" type="t:double" minOccurs="0">
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<xs:annotation><xs:documentation>Intensity of the glow map</xs:documentation></xs:annotation>
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</xs:element>
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</xs:all>
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</xs:complexType>
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</xs:element>
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@@ -9,6 +9,7 @@ uniform vec2 ScreenDimensions;
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uniform vec4 FillColor;
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uniform vec4 AmbientColor;
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uniform float FillPercentage;
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uniform float GlowIntensity = 10;
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uniform vec2 DiffuseUVRepeat;
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uniform vec2 NormalUVRepeat;
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@@ -166,7 +167,7 @@ void main()
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color_result += FillColor;
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}
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sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1));
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color_result += glowTexel*3;
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color_result += glowTexel*GlowIntensity;
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bloomColor = vec4(clamp(color_result.xyz - 1.0, 0, 100), 1.0);
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