Make shading of CAOs optional (#10033)
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@@ -39,11 +39,15 @@ void main(void)
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lightVec = sunPosition - worldPosition;
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eyeVec = -(gl_ModelViewMatrix * gl_Vertex).xyz;
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#if (MATERIAL_TYPE == TILE_MATERIAL_PLAIN) || (MATERIAL_TYPE == TILE_MATERIAL_PLAIN_ALPHA)
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vIDiff = 1.0;
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#else
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// This is intentional comparison with zero without any margin.
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// If normal is not equal to zero exactly, then we assume it's a valid, just not normalized vector
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vIDiff = length(gl_Normal) == 0.0
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? 1.0
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: directional_ambient(normalize(gl_Normal));
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#endif
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gl_FrontColor = gl_BackColor = gl_Color;
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}
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