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authorpresstabstartuniform sampler2D baseTexture; uniform sampler2D normalTexture; uniform vec3 yawVec; void main (void) { vec2 uv = gl_TexCoord[0].st; //texture sampling rate const float step = 1.0 / 256.0; float tl = texture2D(normalTexture, vec2(uv.x - step, uv.y + step)).r; float t = texture2D(normalTexture, vec2(uv.x - step, uv.y - step)).r; float tr = texture2D(normalTexture, vec2(uv.x + step, uv.y + step)).r; float r = texture2D(normalTexture, vec2(uv.x + step, uv.y)).r; float br = texture2D(normalTexture, vec2(uv.x + step, uv.y - step)).r; float b = texture2D(normalTexture, vec2(uv.x, uv.y - step)).r; float bl = texture2D(normalTexture, vec2(uv.x - step, uv.y - step)).r; float l = texture2D(normalTexture, vec2(uv.x - step, uv.y)).r; float dX = (tr + 2.0 * r + br) - (tl + 2.0 * l + bl); float dY = (bl + 2.0 * b + br) - (tl + 2.0 * t + tr); vec4 bump = vec4 (normalize(vec3 (dX, dY, 0.1)),1.0); float height = 2.0 * texture2D(normalTexture, vec2(uv.x, uv.y)).r - 1.0; vec4 base = texture2D(baseTexture, uv).rgba; vec3 L = normalize(vec3(0.0, 0.75, 1.0)); float specular = pow(clamp(dot(reflect(L, bump.xyz), yawVec), 0.0, 1.0), 1.0); float diffuse = dot(yawVec, bump&id=351cc2e79a7d78f7ec97ff9b33e4f0bad4042b19&id2=63e175dd70898e2ae714a025d1eaee45a453d41c'>diff)
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Fix multiple death messages (#5305)
Fix multiple death messages (#3565) and damage server logs after death.
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