Fixed bug about SunLightPureColor.mtl
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@ -40,6 +40,8 @@ Code
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void main()
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{
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HandoverMI();
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Output.Normal=Normal;
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gl_Position=GetPosition3D();
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}
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}
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@ -66,7 +68,7 @@ Code
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vec3 diffuse =vec3(0.5)*dot(world_light_direction.xyz,world_normal)+vec3(0.5);
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//直接光颜色
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vec3 direct_color =sun.color.rgb*mi.Color.rgb;
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vec3 direct_color =diffuse*sun.color.rgb*mi.Color.rgb;
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// #ifndef HAVE_SPECULAR
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FragColor=vec4(direct_color,1.0);
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