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Really fixes #6. At least I hope...
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@ -192,6 +192,8 @@ ShaderEffect {
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(brightness_flickering !== 0 ? "
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finalColor = mix(finalColor, vec3(0.0), brightness);" : "") +
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"gl_FragColor = vec4(finalColor *"+brightness+", 1.0);
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"gl_FragColor = vec4(finalColor *"+brightness+", qt_Opacity);
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}"
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onStatusChanged: console.log(log) //Print warning messages
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}
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@ -1,6 +1,6 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<!DOCTYPE QtCreatorProject>
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<!-- Written by QtCreator 3.0.1, 2014-04-03T17:43:20. -->
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<!-- Written by QtCreator 3.0.1, 2014-04-04T01:31:42. -->
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<qtcreator>
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<data>
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<variable>ProjectExplorer.Project.ActiveTarget</variable>
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@ -43,6 +43,7 @@ ShaderEffect{
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uniform sampler2D normals;
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uniform highp float screen_distorsion;
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uniform highp float ambient_light;
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uniform highp float qt_Opacity;
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uniform vec4 reflection_color;
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varying lowp float brightness;
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@ -62,8 +63,10 @@ ShaderEffect{
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vec3 normal = normalize(txt_normal.rgb * 2.0 - 1.0);
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vec3 light_dir = normalize(vec3(0.5,0.5, 0.0) - vec3(qt_TexCoord0, 0.0));
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float reflection = (dot(normal, light_dir) * 0.4 + 0.2) * brightness;
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vec3 final_color = reflection_color * reflection * 0.5;
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final_color += txt_color * ambient_light;
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gl_FragColor = vec4(final_color * txt_normal.a, txt_color.a);
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vec3 final_color = reflection_color.rgb * reflection * 0.5;
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final_color += txt_color.rgb * ambient_light;
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gl_FragColor = vec4(final_color * txt_normal.a, txt_color.a * qt_Opacity);
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}"
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onStatusChanged: console.log(log) //Print warning messages
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}
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