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Fixing compilation issues and shader issues on Mac, not fully fixing the transparency though
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8a93db6f5a
commit
1bff9a17e1
3 changed files with 8 additions and 5 deletions
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@ -86,7 +86,7 @@ TransformCamera getTransformCamera() {
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return camera;
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}
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uniform mat4 cameraTransform_viewInverse;
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uniform mat4 transformCamera_viewInverse;
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<@endif@>
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<@endfunc@>
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@ -146,7 +146,7 @@ uniform mat4 cameraTransform_viewInverse;
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<$worldDir$> = vec3(<$cameraTransform$>._viewInverse * vec4(<$eyeDir$>.xyz, 0.0));
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}
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<@else@>
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<$worldDir$> = vec3(cameraTransform_viewInverse * vec4(<$eyeDir$>.xyz, 0.0));
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<$worldDir$> = vec3(transformCamera_viewInverse * vec4(<$eyeDir$>.xyz, 0.0));
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<@endif@>
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<@endfunc@>
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@ -23,6 +23,9 @@ uniform mat4 texcoordMatrices[MAX_TEXCOORDS];
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// the tangent vector
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attribute vec3 tangent;
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// interpolated eye position
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varying vec4 interpolatedPosition;
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// the interpolated normal
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varying vec4 interpolatedNormal;
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@ -45,7 +48,7 @@ void main(void) {
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// standard transform
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TransformCamera cam = getTransformCamera();
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TransformObject obj = getTransformObject();
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<$transformModelToClipPos(cam, obj, gl_Vertex, gl_Position)$>
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<$transformModelToEyeAndClipPos(cam, obj, gl_Vertex, interpolatedPosition, gl_Position)$>
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<$transformModelToEyeDir(cam, obj, gl_Normal, interpolatedNormal.xyz)$>
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<$transformModelToEyeDir(cam, obj, tangent, interpolatedTangent.xyz)$>
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@ -25,7 +25,7 @@ uniform mat4 texcoordMatrices[MAX_TEXCOORDS];
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attribute vec4 clusterIndices;
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attribute vec4 clusterWeights;
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// interpolated eye position
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// interpolated eye position
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varying vec4 interpolatedPosition;
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// the interpolated normal
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@ -52,7 +52,7 @@ void main(void) {
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// standard transform
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TransformCamera cam = getTransformCamera();
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TransformObject obj = getTransformObject();
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<$transformModelToWorldAndClipPos(cam, obj, gl_Vertex, interpolatedPosition, gl_Position)$>
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<$transformModelToEyeAndClipPos(cam, obj, gl_Vertex, interpolatedPosition, gl_Position)$>
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<$transformModelToEyeDir(cam, obj, interpolatedNormal.xyz, interpolatedNormal.xyz)$>
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interpolatedNormal = vec4(normalize(interpolatedNormal.xyz), 0.0);
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