use float instead of double
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10 changed files with 114 additions and 115 deletions
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@ -6,6 +6,7 @@ varying vec4 vShadowCoord;
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uniform sampler2D depth_texture;
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uniform sampler2D current_texture;
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uniform float enable_lighting;
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vec4 PhongShading(void)
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{
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@ -61,7 +62,7 @@ float ShadowCoef(void){
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}
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void main(void){
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vec4 c = PhongShading();
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vec4 c = enable_lighting > 0.5 ? PhongShading() : gl_Color;
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vec4 ambient = gl_LightSource[0].ambient;
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float shadow_coef = ShadowCoef();
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