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10<title>Default Shader Color Output</title>
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16    <h1>Default Shader Color Output</h1>
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18    <p>This section describes the methods for computing color output by the default shader.</p>
19    <p class="new_hint"><B>Note:</B> The color calculations change, depending whether vertex color is present or absent.</p>
20    <h2>Vertex color (present)</h2>
21    <p>When vertex color is present, color is computed as follows:</p>
22    <h3>RGB</h3>
23    <p class="system">Calculation: <br /> Vertex color + Hemispherical light + Vertex light</p>
24    <p class="hint_warn">Caution:<br /> If neither hemispherical light nor vertex light is present, the vertex color is output.</p>
25    <h3>Alpha</h3>
26    <p class="system">Calculation: <br /> Vertex alpha &times; Material diffuse alpha + Vertex light alpha</p>
27    <p class="hint_warn">Caution:<br /> The default value for the vertex light alpha is 0.</p>
28    <h2>Vertex color (absent)</h2>
29    <p>When vertex color is not present, color is computed as follows:</p>
30    <h3>RGB</h3>
31    <p class="system">Calculation: <br /> (Hemispherical light + vertex light)  &times; 1 </p>
32    <p class="hint_warn">Caution:<br /> If neither hemispherical light nor vertex light is present, the material diffuse color is output.</p>
33    <h3>Alpha</h3>
34    <p class="system">Calculation: <br /> Vertex light alpha + Material diffuse alpha</p>
35    <p class="hint_warn">Caution:<br /> If vertex light is not present, then the  material diffuse alpha is used.</p>
36    <h3>When using occlusion for hemispherical light</h3>
37    <p>If occlusion is enabled for hemispherical light, the following calculation method is used.</p>
38    <p class="system">Calculation: <br /> Vertex color + (Hemispherical light x Vertex alpha) + Vertex light.</p>
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