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Add lighting uniform to GLSL door plane shader
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@@ -119,6 +119,32 @@ static const char* FSDoor =
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"#version 330\n"
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BOO_GLSL_BINDING_HEAD
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"\n"
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"struct Light\n"
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"{\n"
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" vec4 pos;\n"
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" vec4 dir;\n"
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" vec4 color;\n"
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" vec4 linAtt;\n"
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" vec4 angAtt;\n"
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"};\n"
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"struct Fog\n" // Reappropriated for indirect texture scaling
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"{\n"
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" vec4 color;\n"
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" float indScale;\n"
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" float start;\n"
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"};\n"
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"\n"
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"UBINDING2 uniform LightingUniform\n"
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"{\n"
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" Light lights[" _XSTR(URDE_MAX_LIGHTS) "];\n"
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" vec4 ambient;\n"
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" vec4 kColor0;\n"
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" vec4 kColor1;\n"
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" vec4 kColor2;\n"
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" vec4 kColor3;\n"
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" Fog fog;\n"
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"};\n"
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"\n"
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"struct VertToFrag\n"
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"{\n"
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" vec4 mvPos;\n"
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