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- vec4 shadingNeededForFragment(float par1CameraToP, vec3 par2Ambient, vec3 par3FinalisedLightOutput)
- {
- vec4 shadingNeeded = vec4(0,0,0,0);
- if(isWire == 1 && par1CameraToP <= 50)
- {
- shadingNeeded = vec4(1.0, 1.0, 1.0, 1.0) * smoothstep(5, 25, par1CameraToP); //Wireframe render
- }
- else
- {
- if(par1CameraToP <= 50)
- {
- shadingNeeded = vec4(emissiveLight, 1.0) + vec4(par2Ambient, 1.0) + vec4(par3FinalisedLightOutput, 1.0);
- }
- else
- {
- shadingNeeded = vec4(par2Ambient, 1.0) + vec4(par3FinalisedLightOutput, 1.0);
- }
- }
- return shadingNeeded;
- }
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