fix uninitialized shader variable
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@@ -26,7 +26,7 @@ const float fogDensity = .00003;
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float finalpha;
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float light;
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vec4 texpixel, color;
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vec3 color = vec3(0);
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void lightSun();
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float lightSunShadow();
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void lightPoint(int i);
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@@ -41,14 +41,12 @@ void main() {
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lightSun();
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color += vec4(fragColor.rgb * light, 0.0f);
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color.a = fragColor.a;
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color.rgb = color.rgb;
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color += fragColor.rgb * light;
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float z = gl_FragCoord.z / gl_FragCoord.w;
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float fog = clamp(exp(-fogDensity * z * z), 0.2, 1);
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//float z = gl_FragCoord.z / gl_FragCoord.w;
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//float fog = clamp(exp(-fogDensity * z * z), 0.2, 1);
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outputColor = mix(fogColor, color, fog) * finalpha;
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outputColor = vec4(color, 1) * finalpha;
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}
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void lightSun() {
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@@ -63,7 +61,7 @@ void lightSun() {
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float shadow = lightSunShadow();
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light += diffuse * shadow;
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color += vec4(vec3(specular), 0.0f) * shadow;
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color += vec3(specular) * shadow;
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if (specular*shadow > 1.0f) {
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finalpha = min(finalpha + specular - 1.0f, 1.0f);
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