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|  | https://bitbucket.org/lindenlab/viewer-development-materials | 
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|  | with nV mobile graphics cards | 
|  | surface color in the vertex shader before passing it to the fragment shader. | 
|  | to work with it. | 
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|  | attachments. | 
|  | spotlight lighting | 
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|  | applied. | 
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|  | Assume that light attenuation wants to be linearized before we apply gamma correction. | 
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|  | *before* glow and other post processing effects that don't care about being gamma correct. | 
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|  | https://bitbucket.org/lindenlab/viewer-development-materials | 
|  | https://bitbucket.org/lindenlab/viewer-development-materials | 
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|  | are stored | 
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|  | breakage in shaders from Mac changes | 
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|  | default env intensity | 
|  | default env intensity | 
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|  | https://bitbucket.org/lindenlab/viewer-development-materials | 
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|  | https://bitbucket.org/lindenlab/viewer-development-materials | 
|  | distance falloff is still soft | 
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|  | bit of extra work (in progress). |