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Use falloff start and stop opacity in NoLighting shader
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@ -15,7 +15,6 @@ varying float linearDepth;
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uniform bool useFalloff;
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uniform vec4 falloffParams;
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varying vec3 passViewPos;
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varying float passFalloff;
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#include "vertexcolors.glsl"
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@ -43,7 +42,12 @@ void main(void)
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vec3 viewNormal = gl_NormalMatrix * normalize(gl_Normal.xyz);
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vec3 viewDir = normalize(viewPos.xyz);
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float viewAngle = abs(dot(viewNormal, viewDir));
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passFalloff = smoothstep(falloffParams.y, falloffParams.x, viewAngle);
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passFalloff = smoothstep(falloffParams.x, falloffParams.y, viewAngle);
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float startOpacity = min(falloffParams.z, 1.0);
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float stopOpacity = max(falloffParams.w, 0.0);
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passFalloff = mix(startOpacity, stopOpacity, passFalloff);
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}
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else
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{
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