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Fixed alpha of the opaque parts of texmap translucent parts.
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@@ -193,7 +193,7 @@ void lcContext::CreateShaderPrograms()
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"void main()\n"
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"{\n"
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LC_SHADER_PRECISION " vec4 TexelColor = texture2D(Texture, PixelTexCoord);"
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" gl_FragColor = vec4(mix(MaterialColor.xyz, TexelColor.xyz, TexelColor.a), MaterialColor.a);\n"
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" gl_FragColor = mix(MaterialColor, TexelColor, TexelColor.a);\n"
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"}\n",
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// LC_MATERIAL_UNLIT_VERTEX_COLOR
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LC_SHADER_VERSION
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@@ -231,8 +231,8 @@ void lcContext::CreateShaderPrograms()
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"{\n"
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LC_PIXEL_FAKE_LIGHTING
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LC_SHADER_PRECISION " vec4 TexelColor = texture2D(Texture, PixelTexCoord);"
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LC_SHADER_PRECISION " vec3 DiffuseColor = mix(MaterialColor.xyz, TexelColor.xyz, TexelColor.a) * Diffuse;\n"
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" gl_FragColor = vec4(DiffuseColor + SpecularColor, MaterialColor.a);\n"
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LC_SHADER_PRECISION " vec4 DiffuseColor = mix(MaterialColor, TexelColor, TexelColor.a);\n"
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" gl_FragColor = vec4(vec3(DiffuseColor) * Diffuse + SpecularColor, DiffuseColor.a);\n"
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"}\n"
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};
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