little cleanup of vehicle rendering
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@@ -26,11 +26,9 @@ main(void)
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v_color = in_color;
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vec4 combinedAmbient = mix(u_emiss, u_amb, Normal.z);
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// v_color.rgb += u_ambLight.rgb*surfAmbient;
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v_color.rgb += combinedAmbient.rgb*surfAmbient;
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v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse;
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v_lightingCont = max(0.5, (v_color.r + v_color.g + v_color.b) / 3.0);
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// v_color = clamp(v_color, 0.0, 1.0);
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v_color *= u_matColor;
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// for fresnel
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