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n64_base.gdshaderinc: Removed redundant LIGHT_VOLUME flag behaviour
`LIGHT_VOLUME` is required for PSX shaders as light volumes there share vertex shader behaviour, but this doesn't apply to N64 shaders
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shaders/n64_base.gdshaderinc

Lines changed: 1 addition & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -95,9 +95,7 @@ void fragment()
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ALBEDO = (color_base * texture_color).rgb;
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#endif
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#ifdef LIGHT_VOLUME
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ALPHA = 1.0 - UV.y;
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#elif defined(ALPHA_BLEND) || defined(ALPHA_SCISSOR)
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#if defined(ALPHA_BLEND) || defined(ALPHA_SCISSOR)
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ALPHA = texture_color.a * color_base.a;
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#endif
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world/box/sparkle_mat.tres

Lines changed: 1 addition & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -9,6 +9,7 @@ shader = ExtResource("1")
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shader_parameter/modulate_color = Color(1, 1, 1, 1)
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shader_parameter/uv_scale = Vector2(1, 1)
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shader_parameter/uv_offset = Vector2(0, 0)
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shader_parameter/uv_pan_velocity = Vector2(0, 0)
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shader_parameter/billboard = true
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shader_parameter/y_billboard = false
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shader_parameter/alpha_scissor = 0.1

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