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@ -66,7 +66,7 @@ vec4 Specular;
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// Diffuse * gl_FrontMaterial.diffuse;
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Ambient * gl_Color +
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Diffuse * gl_Color;
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color += Specular * vec4(SpecularVal,SpecularVal,SpecularVal,1);
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color += Specular * vec4(SpecularVal,SpecularVal,SpecularVal,1.0);
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color = clamp( color, 0.0, 1.0 );
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gl_FrontColor = color;
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gl_FrontColor.a *= alphaFade;
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@ -1,20 +1,20 @@
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varying vec3 pos;
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uniform vec3 StripeDir;
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uniform float Fuzz=.1;
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uniform float Width=0.5;
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uniform float Scale=1.0;
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float Width=0.5f;
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float Scale=1.0f;
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void main (void)
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{
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vec4 color;
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float scalar_pos=dot(Scale*StripeDir,pos);
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float scaled_pos=fract(scalar_pos*10.0) ;
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float scaled_pos=fract(scalar_pos*10.0);
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color = gl_Color;
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float frac1 = clamp(scaled_pos / Fuzz, 0.0, 1.0);
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float frac2 = clamp((scaled_pos - Width) / Fuzz, 0.0, 1.0);
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frac1 = frac1 * (1.0 - frac2);
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frac1 = frac1 * frac1 * (3.0 - (2.0 * frac1));
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frac1 = frac1 * (1.0 - frac2);
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frac1 = frac1 * frac1 * (3.0 - (2.0 * frac1));
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color.a=mix(0,1,frac1);
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gl_FragColor = color;
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@ -14,7 +14,7 @@ uniform float Edge;
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uniform float Phong;
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varying vec3 Normal;
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varying vec3 LightDir;
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uniform float Fuzz=.1;
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float Fuzz=0.1f;
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void main (void)
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{
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