Tweak lighting shaders, add commented versions without normal mapping
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@@ -22,7 +22,12 @@ void main() {
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//float y3 = clamp(0.5 * (y1 + 2),0,1) ;
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//float y = float(normbit.w == 0 ? y3 : y2);
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float y = y2;
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float x = 1 - dist / rad;
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vec3 c = y* (x * x * x) * lumRad.rgb;
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//float x = 1 - dist / rad;
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float x = 1 - (pow(dist / rad,4));
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//float x = 1;
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//float x = 1 - max(0, ((dist + 10000) - rad) * 0.0001) ;
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//vec3 c = y* (x * x * x) * lumRad.rgb;
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vec3 c = y* x * lumRad.rgb;
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//vec3 c = x * lumRad.rgb;
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fColor = vec4(c, 0);
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}
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