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make the vertex colours only affect diffuse, this caused some areas to
be darker than they should be
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@ -407,8 +407,8 @@ void NIFLoader::createMaterial(const String &name,
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}
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outStream <<
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" float3 lightingFinal = lightColour.xyz * diffuse.xyz + ambient.xyz * lightAmbient.xyz + emissive.xyz; \n"
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" oColor.xyz = lerp(lightingFinal * tex.xyz * vertexColour.xyz, fogColour, fogValue); \n"
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" float3 lightingFinal = lightColour.xyz * diffuse.xyz * vertexColour.xyz + ambient.xyz * lightAmbient.xyz + emissive.xyz; \n"
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" oColor.xyz = lerp(lightingFinal * tex.xyz, fogColour, fogValue); \n"
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" oColor.a = tex.a * diffuse.a * vertexColour.a; \n"
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"}";
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fragment->setSource(outStream.str());
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