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Disable HW light calculation for RECTs.
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@ -87,9 +87,11 @@ static const char* vertex_shader =
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" texCoord1 -= uTexOffset[1]; \n"
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" vTexCoord1 = (uCacheOffset[1] + texCoord1)* uCacheScale[1];\n"
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" vLodTexCoord = texCoord * uCacheShiftScale[0]; \n"
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" vNumLights = aNumLights; \n"
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" } else { \n"
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" vTexCoord0 = aTexCoord0; \n"
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" vTexCoord1 = aTexCoord1; \n"
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" vNumLights = 0.0; \n"
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" } \n"
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" vNoiseCoord2D = vec2(gl_Position.x*uScreenWidth, gl_Position.y*uScreenHeight + uNoiseTime);\n"
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" if (aPosition.z < -aPosition.w) \n"
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@ -98,7 +100,6 @@ static const char* vertex_shader =
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" vFogFragCoord = aPosition.z/aPosition.w * uFogMultiplier \n"
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" + uFogOffset; \n"
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" vFogFragCoord = clamp(vFogFragCoord, 0.0, 1.0); \n"
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" vNumLights = aNumLights; \n"
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"} \n"
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;
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