Merge remote-tracking branch 'origin/master' into Shadows
# Conflicts: # resources/Shaders/ForwardPlus.frag.glsl
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@@ -350,7 +350,8 @@ void main()
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vec4 color_result = mix((Color * diffuseTexel * DiffuseColor), Input.ExplosionColor, Input.ExplosionPercentageElapsed);
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color_result = color_result * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel));
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float specularResult = (specularTexel.r + specularTexel.g + specularTexel.b)/3.0;
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color_result = color_result * clamp(1/specularTexel, 0, 1)*2 + reflectionColor * clamp(specularTexel, 0, 1)/2;
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vec4 reflectionTotal = reflectionColor * (1-specularTexel.a) * color_result.a;
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color_result = color_result * clamp(1/specularTexel.a, 0, 1) + reflectionTotal;
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float pos = ((P * vec4(Input.Position, 1)).y + 1.0)/2.0;
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@@ -359,9 +360,9 @@ void main()
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}
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sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1));
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//sceneColor = vec4(reflectionColor.xyz, 1);
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color_result += glowTexel*GlowIntensity;
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color_result.xyz += glowTexel.xyz*GlowIntensity;
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bloomColor = vec4(clamp(color_result.xyz - 1.0, 0, 100), clamp(color_result.a, 0, 1));
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bloomColor = vec4(max(color_result.xyz - 1.0, 0.0), clamp(color_result.a, 0, 1));
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//Tiled Debug Code
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/*
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