Changed iso surface lighting to ignore intensity of the texture
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@@ -104,9 +104,9 @@ char volume_iso_frag[] = "uniform sampler3D baseTexture;\n"
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" vec3 normal = normalize(grad);\n"
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" float lightScale = 0.1 + abs(dot(normal.xyz, eyeDirection))*0.9;\n"
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"\n"
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" color.x *= lightScale;\n"
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" color.y *= lightScale;\n"
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" color.z *= lightScale;\n"
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" color.x = lightScale;\n"
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" color.y = lightScale;\n"
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" color.z = lightScale;\n"
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" }\n"
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" \n"
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" if (color.w>1.0) color.w = 1.0; \n"
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