GFBModel shader improvements
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@ -115,7 +115,7 @@ void main()
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vert.tangent = tangent;
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vert.tangent = tangent;
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vert.binormal = binormal;
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vert.binormal = binormal;
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float specIntensity = 1;
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float specIntensity = 0.5f;
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// Wireframe color.
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// Wireframe color.
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if (colorOverride == 1)
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if (colorOverride == 1)
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@ -192,13 +192,10 @@ void main()
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fragColor.rgb += emissionTerm;
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fragColor.rgb += emissionTerm;
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// Global brightness adjustment.
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fragColor.rgb *= 4.5;
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fragColor.rgb *= min(boneWeightsColored, vec3(1));
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fragColor.rgb *= min(boneWeightsColored, vec3(1));
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// HDR tonemapping
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// HDR tonemapping
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fragColor.rgb = fragColor.rgb / (fragColor.rgb + vec3(1.0));
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// fragColor.rgb = fragColor.rgb / (fragColor.rgb + vec3(1.0));
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// Convert back to sRGB.
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// Convert back to sRGB.
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fragColor.rgb = pow(fragColor.rgb, vec3(1 / gamma));
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fragColor.rgb = pow(fragColor.rgb, vec3(1 / gamma));
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