Implemented rim_light and rim_power shader parameters, enabling outlining of objects on a per-model basis.
Will need to later refactor to allow for a more scalable means of adding per-model shader attributes. --HG-- branch : nfb
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@@ -27,6 +27,11 @@
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// #extension GL_EXT_shadow_samplers : require
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#if ENABLE_RIM_COLOR == 1
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uniform lowp vec3 rim_color;
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uniform mediump float rim_power;
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#endif
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#if FOG_TYPE > 0
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// FOG_TYPE 1 - Linear
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// FOG_TYPE 2 - Exponential
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