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Zamiana metalic na floata z wazonym efektem.
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@@ -8,7 +8,7 @@ uniform sampler2D headlightmap;
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#include <conversion.glsl>
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float glossiness = 1.0;
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bool metalic = false;
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float metalic = 0.0;
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float length2(vec3 v)
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{
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@@ -167,16 +167,11 @@ vec3 apply_lights(vec3 fragcolor, vec3 fragnormal, vec3 texturecolor, float refl
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fragcolor += emissioncolor;
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vec3 specularcolor = specularamount * lights[0].color;
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if ((param[1].w < 0.0) || (metalic == true))
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{
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fragcolor += specularcolor;
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fragcolor *= texturecolor;
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}
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else
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{
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fragcolor *= texturecolor;
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fragcolor += specularcolor;
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}
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if (param[1].w < 0.0)
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{
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float metalic = 1.0;
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}
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fragcolor = mix(((fragcolor + specularcolor) * texturecolor),(fragcolor * texturecolor + specularcolor),metalic) ;
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return fragcolor;
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}
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