Remove gradiant from cel shader
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@ -126,12 +126,7 @@ float calcLightIntensityDir(vec3 normal){
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vec3 lightDir = normalize(-dLDirection);
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// diffuse shading
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float diff = max(dot(normal, lightDir), 0.0);
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//clamp for cel shading
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// if(diff > 0.1){
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// diff = 0.3;
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// } else {
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// diff = diff * 3.0;
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// }
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return diff;
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}
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@ -130,7 +130,7 @@ float calcLightIntensityDir(vec3 normal){
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if(diff > 0.1){
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diff = 0.3;
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} else {
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diff = diff * 3.0;
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diff = 0.0;
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}
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return diff;
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}
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