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Fragment color multiplied by ambient color instead of luminosity.
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@@ -111,12 +111,15 @@ vec2 calc_headlights(light_s light, vec3 fragnormal)
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vec3 apply_lights(vec3 fragcolor, vec3 fragnormal, vec3 texturecolor, float reflectivity, float specularity, float shadowtone)
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vec3 apply_lights(vec3 fragcolor, vec3 fragnormal, vec3 texturecolor, float reflectivity, float specularity, float shadowtone)
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{
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{
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fragcolor *= param[0].rgb;
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vec3 emissioncolor = param[0].rgb * emission;
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vec3 emissioncolor = param[0].rgb * emission;
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vec3 envcolor = envmap_color(fragnormal);
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vec3 envcolor = envmap_color(fragnormal);
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if(lights_count == 0U)
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if(lights_count == 0U)
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return (fragcolor + emissioncolor + envcolor * reflectivity) * texturecolor;
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return (fragcolor + emissioncolor + envcolor * reflectivity) * texturecolor;
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// fragcolor *= lights[0].intensity;
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vec2 sunlight = calc_dir_light(lights[0], fragnormal);
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vec2 sunlight = calc_dir_light(lights[0], fragnormal);
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float diffuseamount = (sunlight.x * param[1].x) * lights[0].intensity;
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float diffuseamount = (sunlight.x * param[1].x) * lights[0].intensity;
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