quake2ts 0.0.510 → 0.0.512

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@@ -3268,6 +3268,7 @@ uniform vec4 u_styleLayerMapping; // 0, 1, 2... or -1 if invalid
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  uniform float u_alpha;
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  uniform bool u_applyLightmap;
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  uniform bool u_warp;
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+ uniform bool u_lightmapOnly;
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  uniform float u_time;
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  uniform int u_renderMode; // 0: Textured, 1: Solid, 2: Solid Faceted
@@ -3283,7 +3284,10 @@ void main() {
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  if (u_renderMode == 0) {
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  // TEXTURED MODE
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- vec4 base = texture(u_diffuseMap, v_texCoord);
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+ vec4 base = vec4(1.0);
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+ if (!u_lightmapOnly) {
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+ base = texture(u_diffuseMap, v_texCoord);
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+ }
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  vec3 totalLight = vec3(1.0);
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