Shader improvements for bcres
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@ -33,7 +33,17 @@ void main()
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return;
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}
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FragColor = vec4(1);
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// Diffuse lighting.
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float halfLambert = dot(difLightDirection, normal) * 0.5 + 0.5;
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vec4 diffuseMapColor = vec4(0.6);
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diffuseMapColor *= halfLambert;
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FragColor = vec4(0);
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FragColor.rgb += diffuseMapColor.rgb;
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if (renderVertColor == 1)
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FragColor *= min(color, vec4(1));
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vec3 displayNormal = (normal.xyz * 0.5) + 0.5;
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if (renderType == 1) // normals color
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