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small changes to shine
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@ -34,7 +34,7 @@ local light_world = class()
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light_world.blurv = love.graphics.newShader(_PACKAGE.."shaders/blurv.glsl")
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light_world.blurh = love.graphics.newShader(_PACKAGE.."shaders/blurh.glsl")
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light_world.normalShader = love.graphics.newShader(_PACKAGE.."shaders/normal.glsl")
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light_world.shineShader = love.graphics.newShader(_PACKAGE.."shaders/shadow.glsl")
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light_world.shineShader = love.graphics.newShader(_PACKAGE.."shaders/shine.glsl")
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light_world.refractionShader = love.graphics.newShader(_PACKAGE.."shaders/refraction.glsl")
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light_world.reflectionShader = love.graphics.newShader(_PACKAGE.."shaders/reflection.glsl")
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@ -55,7 +55,7 @@ function light_world:init(options)
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self.normalInvert = false
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self.disableMaterial = true
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self.disableNormals = true
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self.disableNormals = false
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self.disableShadows = false
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self.disableGlow = true
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self.disableReflection = true
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@ -134,7 +134,7 @@ function light_world:drawNormalShading(l,t,w,h,s)
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if light:isVisible() then
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self.normalShader:send('LightColor', {light.red / 255.0, light.green / 255.0, light.blue / 255.0, 1})
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self.normalShader:send("LightPos", {(light.x + l/s) * s, (h/s - (light.y + t/s)) * s, (light.z * 10) / 255.0})
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self.normalShader:send('Falloff', {light.glowSize, light.smooth, light.range})
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self.normalShader:send('Falloff', {0.3,4,20})
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util.process(self.render_buffer, {
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blendmode = 'additive',
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shader = self.normalShader
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