Update flat_shaded.frag, on phone...
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@@ -1,4 +1,3 @@
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in vec4 vertexColor;
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in vec3 vertexWorldPos;
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in float vertexYPos;
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@@ -70,7 +69,7 @@ void main()
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}
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//fragColor = vec4(0.7,0.6,0.5,1.0);
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fragColor = vec4(returnColor.rgb,1.0);
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fragColor = returnColor;
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}
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float linearFog(float x, float fogStart, float fogLength, float fogMin, float fogRange) {
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@@ -88,4 +87,4 @@ float exponentialSquaredFog(float x, float fogStart, float fogLength,
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float fogMin, float fogRange, float fogDensity) {
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x = max((x-fogStart)/fogLength, 0.0) * fogDensity;
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return fogMin + fogRange - fogRange/exp(x*x);
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}
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}
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