Light mapping implemented
--HG-- extra : convert_revision : svn%3A7752d6cf-9f14-4ad2-affc-04f1e67b81a5/trunk%4023
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@@ -49,6 +49,11 @@ uniform sampler2D shadowTexture1;
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varying highp vec4 shadowMapCoord1;
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#endif
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#if HAS_SHADOW_MAP == 1
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uniform sampler2D shadowTexture1;
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varying mediump vec2 shadowCoord;
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#endif
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#if SHADOW_QUALITY >= 2
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uniform sampler2D shadowTexture2;
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varying highp vec4 shadowMapCoord2;
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@@ -175,6 +180,15 @@ void main()
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#else
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gl_FragColor += vec4(material_specular * specularFactor, 0.0);
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#endif
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// -------------------- Multiply shadow map --------------------
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#if HAS_SHADOW_MAP
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mediump vec3 shadowColor = vec3(texture2D(shadowTexture1, shadowCoord));
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gl_FragColor = vec4(gl_FragColor.r * shadowColor.r, gl_FragColor.g * shadowColor.g, gl_FragColor.b * shadowColor.b, 1.0);
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// gl_FragColor = vec4(shadowColor, 1.0);
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// gl_FragColor = vec4(shadowCoord.s, shadowCoord.t, 1.0, 1.0);
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#endif
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#endif
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