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@@ -93,7 +93,6 @@ uniform vec3 Material[6];
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// It should be called for each texture index. It uses two externally defined variables:
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// vec4 texColor
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// vec4 texMixed
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-// TODO alpha blending (dont use mix) see panel shader
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#define MIX_TEXTURE(i) \
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if (MatTexVisible(i)) { \
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texColor = texture(MatTexture[i], FragTexcoord * MatTexRepeat(i) + MatTexOffset(i)); \
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@@ -104,6 +103,13 @@ uniform vec3 Material[6];
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} \
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}
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+// TODO for alpha blending dont use mix use implementation below (similar to one in panel shader)
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+ //vec4 prevTexPre = texMixed; \
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+ //prevTexPre.rgb *= prevTexPre.a; \
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+ //vec4 currTexPre = texColor; \
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+ //currTexPre.rgb *= currTexPre.a; \
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+ //texMixed = currTexPre + prevTexPre * (1 - currTexPre.a); \
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+ //texMixed.rgb /= texMixed.a; \
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`
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const include_phong_model_source = `/***
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