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Update #53 - Improved FPS, reduced WebGL context loss crashes
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@ -63,7 +63,7 @@ uniform float u_alphaTestRef1f;
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#ifdef COMPILE_ENABLE_MC_LIGHTING
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uniform int u_lightsEnabled1i;
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uniform vec4 u_lightsDirections4fv[4];
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uniform vec4 u_lightsDirections4fv[2];
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uniform vec3 u_lightsAmbient3f;
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#ifndef COMPILE_NORMAL_ATTRIB
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uniform vec3 u_uniformNormal3f;
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@ -166,20 +166,14 @@ void main() {
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#else
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vec3 normal = u_uniformNormal3f;
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#endif
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float diffuse = 0.0;
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vec4 light;
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#ifdef EAGLER_HAS_GLES_300
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for(int i = 0; i < u_lightsEnabled1i; ++i) {
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#else
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for(int i = 0; i < 4; ++i) {
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#endif
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light = u_lightsDirections4fv[i];
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diffuse += max(dot(light.xyz, normal), 0.0) * light.w;
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#ifndef EAGLER_HAS_GLES_300
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if(i + 1 >= u_lightsEnabled1i) {
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float diffuse = 0.0;
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for(int i = 0; i < 2; ++i) {
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if(i >= u_lightsEnabled1i) {
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break;
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}
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#endif
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light = u_lightsDirections4fv[i];
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diffuse += max(dot(light.xyz, normal), 0.0) * light.w;
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}
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color.rgb *= min(u_lightsAmbient3f + vec3(diffuse), 1.0);
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#endif
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