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Make shader twosided
1 parent 26555e9 commit 6d10681

4 files changed

Lines changed: 11 additions & 0 deletions

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share/covise/materials/Bump.xml

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@@ -51,6 +51,9 @@ vec4 diffuseColor = texture2D( diffuseMap, Texcoord ) ;
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vec3 L = normalize(lightDir);
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float lambertTerm = dot(N,L);
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if(lambertTerm < 0.0)
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lambertTerm = -lambertTerm;
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if(lambertTerm > 0.0)
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{
@@ -72,6 +75,8 @@ else
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gl_FrontMaterial.specular *
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specular;
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}
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else
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if(diffuseColor.a < 0.5)
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{
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discard;

share/covise/materials/BumpAlpha.xml

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@@ -55,6 +55,8 @@ gl_ClipVertex = gl_ModelViewMatrix*gl_Vertex;
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vec3 L = normalize(lightDir);
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float lambertTerm = dot(N,L);
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if(lambertTerm < 0.0)
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lambertTerm = -lambertTerm;
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if(lambertTerm > 0.0)
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{

share/covise/materials/BumpDiffuseLight.xml

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Original file line numberDiff line numberDiff line change
@@ -70,6 +70,8 @@ gl_ClipVertex = gl_ModelViewMatrix*gl_Vertex;
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vec3 L = normalize(lightDir);
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float lambertTerm = dot(N,L);
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if(lambertTerm < 0.0)
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lambertTerm = -lambertTerm;
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if(lambertTerm > 0.0)
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{

share/covise/materials/BumpDiffuseLightBrightness.xml

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Original file line numberDiff line numberDiff line change
@@ -75,6 +75,8 @@ gl_ClipVertex = gl_ModelViewMatrix*gl_Vertex;
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vec3 L = normalize(lightDir);
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float lambertTerm = dot(N,L);
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if(lambertTerm < 0.0)
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lambertTerm = -lambertTerm;
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if(lambertTerm > 0.0)
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{

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