Update Freelancer Advanced Renderer to Version 1.2
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@@ -60,6 +60,7 @@ uniform bool enableAlphaTest;
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uniform bool enableCubemap;
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uniform bool enableRHWCoordinates;
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uniform bool enableAccurateSRGB;
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uniform bool isInstancedTransparent;
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in vec3 N;
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in vec3 v;
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@@ -246,7 +247,7 @@ void main()
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else
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{
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vertexAmbientColor=matAmbientColor.rgb;
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gouradDiffuseColor=vec4(ambientColor*vertexAmbientColor,matDiffuseColor.a);
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gouradDiffuseColor=vec4(ambientColor*vertexAmbientColor, isInstancedTransparent ? vertexColor.a : matDiffuseColor.a);
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}
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//FL never has specular lighting enabled
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specularColor=vec4(0,0,0,0);
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@@ -384,7 +385,7 @@ void main()
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}
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else if (fogMode == 1)
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{
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fogFactor =exp(-glFog.density * z);
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fogFactor =exp(-glFog.density * z);
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}
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else if (fogMode == 2)
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{
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@@ -394,8 +395,10 @@ void main()
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fogFactor = 1;
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fogFactor = clamp(fogFactor, 0.0, 1.0);
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finalColor.rgb = mix(glFog.color.rgb,finalColor.rgb, fogFactor);
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finalColor.rgb = mix(glFog.color.rgb,ToGammaCorrected(finalColor.rgb), fogFactor);
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gl_FragColor = vec4((finalColor.rgb), finalColor.a);
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}
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gl_FragColor = vec4(ToGammaCorrected(finalColor.rgb), finalColor.a);
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else
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gl_FragColor = vec4(ToGammaCorrected(finalColor.rgb), finalColor.a);
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//gl_FragColor = finalColor;
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}
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