mirror of
https://github.com/overte-org/overte.git
synced 2025-04-16 16:26:17 +02:00
Cleaned up shader code as fade position is now world position
This commit is contained in:
parent
0123e2936b
commit
146f934019
30 changed files with 55 additions and 85 deletions
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@ -19,7 +19,6 @@
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in vec3 _normal;
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in vec4 _position;
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in vec4 _worldPosition;
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in vec4 _worldFadePosition;
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uniform sampler2D xMap;
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uniform sampler2D yMap;
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@ -31,7 +30,7 @@ uniform vec3 voxelVolumeSize;
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void main(void) {
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vec3 emissive;
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applyFade(_worldFadePosition.xyz, emissive);
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applyFade(_worldPosition.xyz, emissive);
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vec3 worldNormal = cross(dFdy(_worldPosition.xyz), dFdx(_worldPosition.xyz));
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worldNormal = normalize(worldNormal);
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@ -17,12 +17,9 @@
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<$declareStandardTransform()$>
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<@include Fade.slh@>
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out vec4 _position;
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out vec4 _worldPosition;
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out vec3 _normal;
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out vec4 _worldFadePosition;
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void main(void) {
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// standard transform
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@ -30,6 +27,5 @@ void main(void) {
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TransformObject obj = getTransformObject();
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<$transformModelToEyeAndClipPos(cam, obj, inPosition, _position, gl_Position)$>
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<$transformModelToEyeDir(cam, obj, inNormal.xyz, _normal)$>
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<$transformModelToWorldPos(obj, inPosition, _worldFadePosition)$>
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_worldPosition = inPosition;
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}
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@ -9,13 +9,6 @@
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<@if not FADE_SLH@>
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<@def FADE_SLH@>
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<@func transformModelToFadePos(objectTransform, objectPosition, fadePosition)@>
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{
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vec4 objectVector = vec4(<$objectPosition$>.xyz, 1.f);
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<$transformModelToWorldPos($objectTransform$, objectVector, $fadePosition$)$>
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}
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<@endfunc@>
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<@func declareFadeFragment()@>
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@ -22,7 +22,7 @@
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<$declareFadeFragment()$>
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in vec4 _position;
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in vec4 _worldFadePosition;
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in vec4 _worldPosition;
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in vec3 _normal;
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in vec3 _color;
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in vec2 _texCoord0;
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@ -32,7 +32,7 @@ in vec2 _texCoord1;
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void main(void) {
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vec3 fadeEmissive;
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applyFade(_worldFadePosition.xyz, fadeEmissive);
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applyFade(_worldPosition.xyz, fadeEmissive);
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Material mat = getMaterial();
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int matKey = getMaterialKey(mat);
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@ -19,13 +19,11 @@
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<@include MaterialTextures.slh@>
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<$declareMaterialTexMapArrayBuffer()$>
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<@include Fade.slh@>
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out float _alpha;
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out vec2 _texCoord0;
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out vec2 _texCoord1;
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out vec4 _position;
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out vec4 _worldFadePosition;
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out vec4 _worldPosition;
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out vec3 _normal;
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out vec3 _color;
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@ -41,6 +39,6 @@ void main(void) {
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TransformCamera cam = getTransformCamera();
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TransformObject obj = getTransformObject();
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<$transformModelToEyeAndClipPos(cam, obj, inPosition, _position, gl_Position)$>
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<$transformModelToFadePos(obj, inPosition, _worldFadePosition)$>
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<$transformModelToWorldPos(obj, inPosition, _worldPosition)$>
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<$transformModelToWorldDir(cam, obj, inNormal.xyz, _normal)$>
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}
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@ -28,12 +28,12 @@ in vec2 _texCoord0;
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in vec2 _texCoord1;
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in vec3 _normal;
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in vec3 _color;
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in vec4 _worldFadePosition;
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in vec4 _worldPosition;
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void main(void) {
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vec3 fadeEmissive;
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applyFade(_worldFadePosition.xyz, fadeEmissive);
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applyFade(_worldPosition.xyz, fadeEmissive);
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Material mat = getMaterial();
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int matKey = getMaterialKey(mat);
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@ -17,8 +17,6 @@
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<@include gpu/Transform.slh@>
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<$declareStandardTransform()$>
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<@include Fade.slh@>
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<@include MaterialTextures.slh@>
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<$declareMaterialTexMapArrayBuffer()$>
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@ -27,7 +25,7 @@ out vec2 _texCoord0;
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out vec2 _texCoord1;
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out vec3 _normal;
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out vec3 _color;
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out vec4 _worldFadePosition;
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out vec4 _worldPosition;
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void main(void) {
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// pass along the color in linear space
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@ -42,7 +40,7 @@ void main(void) {
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TransformCamera cam = getTransformCamera();
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TransformObject obj = getTransformObject();
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<$transformModelToEyeAndClipPos(cam, obj, inPosition, _position, gl_Position)$>
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<$transformModelToFadePos(obj, inPosition, _worldFadePosition)$>
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<$transformModelToWorldPos(obj, inPosition, _worldPosition)$>
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<$transformModelToWorldDir(cam, obj, inNormal.xyz, _normal)$>
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}
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@ -29,12 +29,12 @@ in vec2 _texCoord1;
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in vec3 _normal;
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in vec3 _tangent;
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in vec3 _color;
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in vec4 _worldFadePosition;
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in vec4 _worldPosition;
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void main(void) {
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vec3 fadeEmissive;
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applyFade(_worldFadePosition.xyz, fadeEmissive);
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applyFade(_worldPosition.xyz, fadeEmissive);
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Material mat = getMaterial();
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int matKey = getMaterialKey(mat);
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@ -17,8 +17,6 @@
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<@include gpu/Transform.slh@>
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<$declareStandardTransform()$>
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<@include Fade.slh@>
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<@include MaterialTextures.slh@>
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<$declareMaterialTexMapArrayBuffer()$>
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@ -28,7 +26,7 @@ out vec2 _texCoord1;
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out vec3 _normal;
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out vec3 _tangent;
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out vec3 _color;
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out vec4 _worldFadePosition;
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out vec4 _worldPosition;
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void main(void) {
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// pass along the color in linear space
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@ -42,7 +40,7 @@ void main(void) {
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TransformCamera cam = getTransformCamera();
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TransformObject obj = getTransformObject();
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<$transformModelToEyeAndClipPos(cam, obj, inPosition, _position, gl_Position)$>
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<$transformModelToFadePos(obj, inPosition, _worldFadePosition)$>
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<$transformModelToWorldPos(obj, inPosition, _worldPosition)$>
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<$transformModelToWorldDir(cam, obj, inNormal.xyz, _normal)$>
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<$transformModelToWorldDir(cam, obj, inTangent.xyz, _tangent)$>
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}
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@ -29,12 +29,12 @@ in vec2 _texCoord1;
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in vec3 _normal;
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in vec3 _tangent;
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in vec3 _color;
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in vec4 _worldFadePosition;
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in vec4 _worldPosition;
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void main(void) {
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vec3 fadeEmissive;
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applyFade(_worldFadePosition.xyz, fadeEmissive);
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applyFade(_worldPosition.xyz, fadeEmissive);
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Material mat = getMaterial();
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int matKey = getMaterialKey(mat);
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@ -28,12 +28,12 @@ in vec2 _texCoord0;
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in vec2 _texCoord1;
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in vec3 _normal;
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in vec3 _color;
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in vec4 _worldFadePosition;
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in vec4 _worldPosition;
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void main(void) {
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vec3 fadeEmissive;
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applyFade(_worldFadePosition.xyz, fadeEmissive);
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applyFade(_worldPosition.xyz, fadeEmissive);
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Material mat = getMaterial();
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int matKey = getMaterialKey(mat);
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@ -23,7 +23,7 @@
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<$declareFadeFragment()$>
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in vec4 _position;
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in vec4 _worldFadePosition;
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in vec4 _worldPosition;
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in vec2 _texCoord0;
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in vec2 _texCoord1;
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in vec3 _normal;
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@ -33,7 +33,7 @@ in vec3 _color;
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void main(void) {
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vec3 fadeEmissive;
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applyFade(_worldFadePosition.xyz, fadeEmissive);
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applyFade(_worldPosition.xyz, fadeEmissive);
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Material mat = getMaterial();
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int matKey = getMaterialKey(mat);
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@ -20,10 +20,8 @@
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<@include MaterialTextures.slh@>
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<$declareMaterialTexMapArrayBuffer()$>
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<@include Fade.slh@>
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out vec4 _position;
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out vec4 _worldFadePosition;
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out vec4 _worldPosition;
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out vec2 _texCoord0;
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out vec2 _texCoord1;
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out vec3 _normal;
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@ -44,7 +42,7 @@ void main(void) {
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TransformCamera cam = getTransformCamera();
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TransformObject obj = getTransformObject();
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<$transformModelToEyeAndClipPos(cam, obj, inPosition, _position, gl_Position)$>
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<$transformModelToFadePos(obj, inPosition, _worldFadePosition)$>
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<$transformModelToWorldPos(obj, inPosition, _worldPosition)$>
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<$transformModelToWorldDir(cam, obj, inNormal.xyz, _normal)$>
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<$transformModelToWorldDir(cam, obj, inTangent.xyz, _tangent)$>
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}
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@ -28,12 +28,12 @@ in vec2 _texCoord1;
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in vec3 _normal;
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in vec3 _tangent;
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in vec3 _color;
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in vec4 _worldFadePosition;
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in vec4 _worldPosition;
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void main(void) {
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vec3 fadeEmissive;
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applyFade(_worldFadePosition.xyz, fadeEmissive);
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applyFade(_worldPosition.xyz, fadeEmissive);
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Material mat = getMaterial();
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int matKey = getMaterialKey(mat);
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@ -17,10 +17,10 @@
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layout(location = 0) out vec4 _fragColor;
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in vec4 _worldFadePosition;
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in vec4 _worldPosition;
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void main(void) {
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applyFadeClip(_worldFadePosition.xyz);
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applyFadeClip(_worldPosition.xyz);
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// pass-through to set z-buffer
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_fragColor = vec4(1.0, 1.0, 1.0, 0.0);
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@ -16,16 +16,14 @@
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<@include gpu/Transform.slh@>
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<@include Fade.slh@>
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<$declareStandardTransform()$>
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out vec4 _worldFadePosition;
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out vec4 _worldPosition;
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void main(void) {
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// standard transform
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TransformCamera cam = getTransformCamera();
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TransformObject obj = getTransformObject();
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<$transformModelToClipPos(cam, obj, inPosition, gl_Position)$>
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<$transformModelToFadePos(obj, inPosition, _worldFadePosition)$>
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<$transformModelToWorldPos(obj, inPosition, _worldPosition)$>
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}
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@ -27,12 +27,12 @@ in vec2 _texCoord0;
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in vec2 _texCoord1;
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in vec3 _normal;
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in vec3 _color;
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in vec4 _worldFadePosition;
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in vec4 _worldPosition;
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void main(void) {
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vec3 fadeEmissive;
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applyFade(_worldFadePosition.xyz, fadeEmissive);
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applyFade(_worldPosition.xyz, fadeEmissive);
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Material mat = getMaterial();
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int matKey = getMaterialKey(mat);
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@ -33,14 +33,14 @@ in vec4 _position;
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in vec3 _normal;
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in vec3 _color;
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in float _alpha;
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in vec4 _worldFadePosition;
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in vec4 _worldPosition;
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out vec4 _fragColor;
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void main(void) {
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vec3 fadeEmissive;
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applyFade(_worldFadePosition.xyz, fadeEmissive);
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applyFade(_worldPosition.xyz, fadeEmissive);
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Material mat = getMaterial();
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int matKey = getMaterialKey(mat);
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@ -24,14 +24,14 @@
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in vec2 _texCoord0;
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in vec3 _color;
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in float _alpha;
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in vec4 _worldFadePosition;
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in vec4 _worldPosition;
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out vec4 _fragColor;
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void main(void) {
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vec3 fadeEmissive;
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applyFade(_worldFadePosition.xyz, fadeEmissive);
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applyFade(_worldPosition.xyz, fadeEmissive);
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Material mat = getMaterial();
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int matKey = getMaterialKey(mat);
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@ -26,12 +26,12 @@ in vec2 _texCoord0;
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in vec3 _normal;
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in vec3 _color;
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in float _alpha;
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in vec4 _worldFadePosition;
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in vec4 _worldPosition;
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void main(void) {
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vec3 fadeEmissive;
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applyFade(_worldFadePosition.xyz, fadeEmissive);
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applyFade(_worldPosition.xyz, fadeEmissive);
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Material mat = getMaterial();
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int matKey = getMaterialKey(mat);
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@ -24,7 +24,7 @@ in vec3 _modelNormal;
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in vec4 _color;
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in vec2 _texCoord0;
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in vec4 _position;
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in vec4 _worldFadePosition;
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in vec4 _worldPosition;
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//PROCEDURAL_COMMON_BLOCK
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@ -35,7 +35,7 @@ in vec4 _worldFadePosition;
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void main(void) {
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vec3 fadeEmissive;
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applyFade(_worldFadePosition.xyz, fadeEmissive);
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applyFade(_worldPosition.xyz, fadeEmissive);
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Material material = getMaterial();
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vec3 normal = normalize(_normal.xyz);
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@ -17,15 +17,13 @@
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<@include gpu/Transform.slh@>
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<$declareStandardTransform()$>
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<@include Fade.slh@>
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// the interpolated normal
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out vec3 _normal;
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out vec3 _modelNormal;
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out vec4 _color;
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out vec2 _texCoord0;
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out vec4 _position;
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out vec4 _worldFadePosition;
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out vec4 _worldPosition;
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void main(void) {
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_color = colorToLinearRGBA(inColor);
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TransformCamera cam = getTransformCamera();
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TransformObject obj = getTransformObject();
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<$transformModelToClipPos(cam, obj, inPosition, gl_Position)$>
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<$transformModelToFadePos(obj, inPosition, _worldFadePosition)$>
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<$transformModelToWorldPos(obj, inPosition, _worldPosition)$>
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<$transformModelToWorldDir(cam, obj, inNormal.xyz, _normal)$>
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}
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@ -26,12 +26,12 @@ uniform sampler2D originalTexture;
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in vec3 _normal;
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in vec4 _color;
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in vec2 _texCoord0;
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in vec4 _worldFadePosition;
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in vec4 _worldPosition;
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void main(void) {
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vec3 fadeEmissive;
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applyFade(_worldFadePosition.xyz, fadeEmissive);
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applyFade(_worldPosition.xyz, fadeEmissive);
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vec4 texel = texture(originalTexture, _texCoord0);
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float colorAlpha = _color.a;
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@ -25,12 +25,12 @@ uniform sampler2D originalTexture;
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in vec3 _normal;
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in vec4 _color;
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in vec2 _texCoord0;
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in vec4 _worldFadePosition;
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in vec4 _worldPosition;
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void main(void) {
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vec3 fadeEmissive;
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applyFade(_worldFadePosition.xyz, fadeEmissive);
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applyFade(_worldPosition.xyz, fadeEmissive);
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vec4 texel = texture(originalTexture, _texCoord0.st);
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float colorAlpha = _color.a;
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@ -32,12 +32,12 @@ in vec4 _position;
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in vec3 _normal;
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in vec4 _color;
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in vec2 _texCoord0;
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in vec4 _worldFadePosition;
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in vec4 _worldPosition;
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void main(void) {
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vec3 fadeEmissive;
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applyFade(_worldFadePosition.xyz, fadeEmissive);
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applyFade(_worldPosition.xyz, fadeEmissive);
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vec4 texel = texture(originalTexture, _texCoord0.st);
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float opacity = _color.a;
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@ -24,14 +24,14 @@ uniform sampler2D originalTexture;
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in vec3 _normal;
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in vec4 _color;
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in vec2 _texCoord0;
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in vec4 _worldFadePosition;
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in vec4 _worldPosition;
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layout(location = 0) out vec4 _fragColor0;
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void main(void) {
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vec3 fadeEmissive;
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applyFade(_worldFadePosition.xyz, fadeEmissive);
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applyFade(_worldPosition.xyz, fadeEmissive);
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vec4 texel = texture(originalTexture, _texCoord0.st);
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float colorAlpha = _color.a;
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@ -22,15 +22,13 @@
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<@include MaterialTextures.slh@>
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<$declareMaterialTexMapArrayBuffer()$>
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<@include Fade.slh@>
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out vec4 _position;
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out vec2 _texCoord0;
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out vec2 _texCoord1;
|
||||
out vec3 _normal;
|
||||
out vec3 _color;
|
||||
out float _alpha;
|
||||
out vec4 _worldFadePosition;
|
||||
out vec4 _worldPosition;
|
||||
|
||||
void main(void) {
|
||||
vec4 position = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
|
@ -50,6 +48,6 @@ void main(void) {
|
|||
TransformCamera cam = getTransformCamera();
|
||||
TransformObject obj = getTransformObject();
|
||||
<$transformModelToEyeAndClipPos(cam, obj, position, _position, gl_Position)$>
|
||||
<$transformModelToFadePos(obj, position, _worldFadePosition)$>
|
||||
<$transformModelToWorldPos(obj, position, _worldPosition)$>
|
||||
<$transformModelToWorldDir(cam, obj, interpolatedNormal.xyz, _normal.xyz)$>
|
||||
}
|
||||
|
|
|
@ -22,8 +22,6 @@
|
|||
<@include MaterialTextures.slh@>
|
||||
<$declareMaterialTexMapArrayBuffer()$>
|
||||
|
||||
<@include Fade.slh@>
|
||||
|
||||
out vec4 _position;
|
||||
out vec2 _texCoord0;
|
||||
out vec2 _texCoord1;
|
||||
|
@ -31,7 +29,7 @@ out vec3 _normal;
|
|||
out vec3 _tangent;
|
||||
out vec3 _color;
|
||||
out float _alpha;
|
||||
out vec4 _worldFadePosition;
|
||||
out vec4 _worldPosition;
|
||||
|
||||
void main(void) {
|
||||
vec4 position = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
|
@ -55,7 +53,7 @@ void main(void) {
|
|||
TransformCamera cam = getTransformCamera();
|
||||
TransformObject obj = getTransformObject();
|
||||
<$transformModelToEyeAndClipPos(cam, obj, position, _position, gl_Position)$>
|
||||
<$transformModelToFadePos(obj, position, _worldFadePosition)$>
|
||||
<$transformModelToWorldPos(obj, position, _worldPosition)$>
|
||||
<$transformModelToWorldDir(cam, obj, interpolatedNormal.xyz, interpolatedNormal.xyz)$>
|
||||
<$transformModelToWorldDir(cam, obj, interpolatedTangent.xyz, interpolatedTangent.xyz)$>
|
||||
|
||||
|
|
|
@ -15,12 +15,12 @@
|
|||
<@include Fade.slh@>
|
||||
<$declareFadeFragment()$>
|
||||
|
||||
in vec4 _worldFadePosition;
|
||||
in vec4 _worldPosition;
|
||||
|
||||
layout(location = 0) out vec4 _fragColor;
|
||||
|
||||
void main(void) {
|
||||
applyFadeClip(_worldFadePosition.xyz);
|
||||
applyFadeClip(_worldPosition.xyz);
|
||||
|
||||
// pass-through to set z-buffer
|
||||
_fragColor = vec4(1.0, 1.0, 1.0, 0.0);
|
||||
|
|
|
@ -16,11 +16,9 @@
|
|||
<@include gpu/Transform.slh@>
|
||||
<$declareStandardTransform()$>
|
||||
|
||||
<@include Fade.slh@>
|
||||
|
||||
<@include Skinning.slh@>
|
||||
|
||||
out vec4 _worldFadePosition;
|
||||
out vec4 _worldPosition;
|
||||
|
||||
void main(void) {
|
||||
vec4 position = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
|
@ -30,5 +28,5 @@ void main(void) {
|
|||
TransformCamera cam = getTransformCamera();
|
||||
TransformObject obj = getTransformObject();
|
||||
<$transformModelToClipPos(cam, obj, position, gl_Position)$>
|
||||
<$transformModelToFadePos(obj, position, _worldFadePosition)$>
|
||||
<$transformModelToWorldPos(obj, position, _worldPosition)$>
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue