Work on smooth blending.
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@ -6,6 +6,7 @@ struct v2f
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float4 TexCoordsYZ : TEXCOORD1;
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float4 TexCoordsXZ : TEXCOORD2;
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float4 Normal : TEXCOORD3;
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float Alpha : TEXCOORD4;
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};
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float4 main(v2f IN, uniform sampler2D colourMap : TEXUNIT0) : COLOR
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@ -18,5 +19,5 @@ float4 main(v2f IN, uniform sampler2D colourMap : TEXUNIT0) : COLOR
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//colourMapValue /= 3.0;
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return float4(colourMapValue/*IN.Color.rgb*/, pow(IN.Color.a,0.75));
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return float4(colourMapValue*IN.Color.rgb,pow(IN.Alpha,0.75));
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}
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@ -9,7 +9,7 @@ struct a2v
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{
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float4 Position : POSITION; //in object space
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float3 Normal : NORMAL;
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float4 Color : COLOR;
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float Alpha : TEXCOORD0;
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};
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struct v2f
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@ -20,6 +20,7 @@ struct v2f
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float4 TexCoordsYZ : TEXCOORD1;
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float4 TexCoordsXZ : TEXCOORD2;
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float4 Normal : TEXCOORD3;
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float Alpha : TEXCOORD4;
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};
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struct light
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@ -96,11 +97,10 @@ v2f doWork(a2v IN, float4x4 world, float4x4 viewProj, float textureScale, float4
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}
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OUT.Color.rgb += ambient.rgb;
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//Temporary
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OUT.Color = IN.Color;
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OUT.Position = mul(viewProj, OUT.Position);
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OUT.Alpha = IN.Alpha;
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return OUT;
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}
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