fix emission buffer writing & fix entity shader
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@@ -15,6 +15,7 @@ out vec3 a_position;
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out vec3 a_realnormal;
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out vec4 a_color;
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out vec4 a_modelpos;
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out float a_emission;
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uniform mat4 u_model;
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uniform mat4 u_proj;
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@@ -31,8 +32,6 @@ uniform float u_torchlightDistance;
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#include <lighting>
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#include <fog>
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#define SKY_LIGHT_BRIGHTNESS_COMPENSATION 0.1
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void main() {
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a_modelpos = u_model * vec4(v_position, 1.0);
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vec3 pos3d = a_modelpos.xyz - u_cameraPos;
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@@ -48,13 +47,14 @@ void main() {
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a_texCoord = v_texCoord;
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a_dir = a_modelpos.xyz - u_cameraPos;
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vec3 skyLightColor = pick_sky_color(u_skybox) + SKY_LIGHT_BRIGHTNESS_COMPENSATION;
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vec3 skyLightColor = pick_sky_color(u_skybox);
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a_color.rgb = max(a_color.rgb, skyLightColor.rgb * v_light.a) * v_color;
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a_color.a = u_opacity;
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mat4 viewmodel = u_view * u_model;
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a_distance = length(viewmodel * vec4(pos3d, 0.0));
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a_fog = calc_fog(length(viewmodel * vec4(pos3d * FOG_POS_SCALE, 0.0)) / 256.0);
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a_emission = v_normal.w;
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vec4 viewmodelpos = u_view * a_modelpos;
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a_position = viewmodelpos.xyz;
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