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uniform sampler2D diffuseTexture;
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varying vec3 vNormal;
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varying float vFog;
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varying vec4 vFrontColor;
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uniform vec4 wall_color;
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uniform vec4 room_color;
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void main(void)
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{
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vec4 diffuseColor = texture2D(diffuseTexture, gl_TexCoord[0].st);
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vec3 lightDir = vec3(normalize(gl_LightSource[0].position));
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vec4 ambient = gl_LightSource[0].ambient * diffuseColor;
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vec4 diffuse = gl_LightSource[0].diffuse * max(dot(vNormal,lightDir) * 0.5,0.0) * diffuseColor;
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gl_FragColor = (ambient + diffuse) * room_color;
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gl_FragColor.a = wall_color.a * room_color.a;
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}
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@@ -0,0 +1,16 @@
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varying vec3 vNormal;
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varying vec4 dest_color;
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varying vec4 vFrontColor;
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void main(void)
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{
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gl_Position = ftransform();
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gl_TexCoord[0] = gl_MultiTexCoord0;
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gl_FrontColor = gl_Color;
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vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex;
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vec3 ecPosition3 = vec3(ecPosition) / ecPosition.w;
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gl_FogFragCoord = length(ecPosition3);
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vNormal = normalize(gl_NormalMatrix * gl_Normal);
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vFrontColor = gl_FrontMaterial.specular;
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}
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