remove line thickness from the grid, add ambient light, fix lightmap texture resize
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@@ -168,7 +168,7 @@ void App::initShaders()
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" }\n"
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" }\n"
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" float edge = (zero_count > 1 && zero_count < 9) ? 0.75 : 0.0;\n"
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" frag = vec4(col.rgb, edge);\n"
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" frag = vec4(col.rgb, edge * (1.0 - zero_count / 9.f));\n"
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"}\n";
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// TEXTURE COMP ERASE
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static const char* shader_comp_erase_f =
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@@ -525,11 +525,12 @@ void App::initShaders()
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static const char* shader_lambert_f =
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SHADER_VERSION
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"uniform mediump vec3 light_dir;\n"
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"uniform mediump float ambient;\n"
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"in mediump vec3 n;\n"
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"out mediump vec4 frag;\n"
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"void main() {\n"
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" mediump float d = max(0.0, dot(normalize(n), light_dir));\n"
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" frag = vec4(vec3(d), 1.0);\n"
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" frag = vec4(vec3(d) + ambient, 1.0);\n"
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//" frag = vec4(normalize(n) * 0.5 + 0.5, 1.0);\n"
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"}\n";
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@@ -551,13 +552,14 @@ void App::initShaders()
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SHADER_VERSION
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"uniform mediump sampler2D tex;\n"
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"uniform mediump vec3 light_dir;\n"
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"uniform mediump float ambient;\n"
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"in mediump vec3 n;\n"
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"in mediump vec2 uv;\n"
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"out mediump vec4 frag;\n"
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"void main() {\n"
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" mediump float d = max(0.0, dot(normalize(n), normalize(light_dir)));\n"
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" mediump vec4 c = texture(tex, uv);\n"
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" frag = vec4(c.rgb * d, 1.0);\n"
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" frag = vec4(c.rgb * d + ambient, 1.0);\n"
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"}\n";
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// BAKE UVS
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