" light_delta = normalize( light_delta );\n"
"\n"
" float quadratic = dist2*100.0;\n"
-" float attenuation = 1.0f/( 1.0f + quadratic );\n"
+" float attenuation = 1.0/( 1.0 + quadratic );\n"
" attenuation *= max( dot( light_delta, normal ), 0.0 );\n"
"\n"
" float falloff = max( 0.0, 1.0-(dist2*light_co.w) );\n"
"\n"
" vec3 vfrag = vec3(0.5,0.5,0.5);\n"
" vec4 vsamplemain = texture( uTexMain, aUv );\n"
+" vec4 wgarbage = texture( uTexGarbage, aCo.xz * 0.0015 + aCo.yx*0.002 );\n"
" vec3 qnorm = aNorm.xyz;\n"
" vfrag = vsamplemain.rgb;\n"
"\n"
" vec3 reflectdir = reflect( halfdir, qnorm );\n"
" oColour = mix( oColour, \n"
" vec4(texture(uTexCubemap,reflectdir).rgb * uColour.rgb, 1.0),\n"
-" uColour.a );\n"
+" uColour.a*wgarbage.b );\n"
"}\n"
""},
};