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Fix relfections on default shader and tonemapping
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@@ -38,10 +38,10 @@ void main()
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vec3 fragcolor = ambient;
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vec3 fragnormal = normalize(f_normal);
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float reflectivity = param[1].z;
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float specularity = (tex_color.r + tex_color.g + tex_color.b) * 0.5;
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//float specularity = (tex_color.r + tex_color.g + tex_color.b) * 0.5;
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glossiness = abs(param[1].w);
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fragcolor = apply_lights(fragcolor, fragnormal, tex_color.rgb, reflectivity, specularity, shadow_tone);
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fragcolor = apply_lights(fragcolor, fragnormal, tex_color.rgb, reflectivity, 0, shadow_tone);
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vec4 color = vec4(apply_fog(fragcolor), tex_color.a * alpha_mult);
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/*
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float distance = dot(f_pos.xyz, f_pos.xyz);
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@@ -44,7 +44,7 @@ void main()
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float specularity = (tex_color.r + tex_color.g + tex_color.b) * 0.5;
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glossiness = abs(param[1].w);
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fragcolor = apply_lights(fragcolor, fragnormal, tex_color.rgb, reflectivity, specularity, shadow_tone);
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fragcolor = apply_lights(fragcolor, fragnormal, tex_color.rgb, reflectivity, 0, shadow_tone);
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if(alphatestfail)
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fragcolor.r = 1.0;
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@@ -44,7 +44,7 @@ vec3 filmic(vec3 x)
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// AgX tonemapping based on nxrighthere / Missing Deadlines implementation.
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// 0: Default, 1: Golden, 2: Punchy
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#ifndef AGX_LOOK
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#define AGX_LOOK 2
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#define AGX_LOOK 0
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#endif
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vec3 AgxDefaultContrastApprox(vec3 x)
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@@ -109,8 +109,8 @@ vec3 AgxLook(vec3 val)
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vec3 offset = vec3(0.0);
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vec3 slope = vec3(1.0);
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vec3 power = vec3(1.0);
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float sat = 1.0;
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vec3 power = vec3(1.6);
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float sat = 0.9;
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#if AGX_LOOK == 1
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// Golden
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