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|  | normal map texture coordinates. | 
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|  | with nV mobile graphics cards | 
|  | surface color in the vertex shader before passing it to the fragment shader. | 
|  | 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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|  | breakage in shaders from Mac changes | 
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|  | https://bitbucket.org/lindenlab/viewer-development-materials | 
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|  | distance falloff is still soft | 
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|  | bit of extra work (in progress). | 
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|  | transform so we can store the environment intensity in the blue channel. | 
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|  | map alpha. | 
|  | approximation in light curves.  Fix fresnel math. | 
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