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Bugfix: made sure LOS is always thresholded to black
This was SVN commit r12561.
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@@ -246,6 +246,7 @@ void main()
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#if !IGNORE_LOS
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float los = texture2D(losTex, v_los).a;
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los = los < 0.01 ? 0.0 : los;
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color *= los;
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#endif
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@@ -219,6 +219,7 @@ void main()
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#endif
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float los = texture2D(losTex, v_los).a;
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los = los < 0.01 ? 0.0 : los;
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color *= los;
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#if DECAL
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@@ -53,6 +53,7 @@ void main()
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specular = pow(max(0.0, ndoth), shininess) * sunColor * specularStrength;
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losMod = texture2D(losMap, gl_TexCoord[3].st).a;
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losMod = losMod < 0.01 ? 0.0 : losMod;
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gl_FragColor.rgb = mix(refrColor + 0.3*specular, reflColor + specular, fresnel) * losMod;
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