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removed shader code used in a different branch
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2 changed files with 0 additions and 62 deletions
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<@include gpu/Config.slh@>
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<$VERSION_HEADER$>
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// Generated on <$_SCRIBE_DATE$>
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//
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// simple.frag
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// fragment shader
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//
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// Created by Andrzej Kapolka on 9/15/14.
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// Copyright 2014 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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<@include DeferredBufferWrite.slh@>
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// the interpolated normal
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varying vec4 interpolatedNormal;
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void main(void) {
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packDeferredFragment(
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normalize(interpolatedNormal.xyz),
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glowIntensity,
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gl_Color.rgb,
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gl_FrontMaterial.specular.rgb,
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gl_FrontMaterial.shininess);
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}
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<@include gpu/Config.slh@>
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<$VERSION_HEADER$>
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// Generated on <$_SCRIBE_DATE$>
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//
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// simple.vert
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// vertex shader
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//
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// Created by Andrzej Kapolka on 9/15/14.
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// Copyright 2014 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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<@include gpu/Transform.slh@>
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<$declareStandardTransform()$>
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// the interpolated normal
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varying vec4 interpolatedNormal;
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void main(void) {
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gl_TexCoord[0] = gl_MultiTexCoord0;
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// pass along the diffuse color
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gl_FrontColor = gl_Color;
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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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<$transformModelToEyeDir(cam, obj, gl_Normal, interpolatedNormal.xyz)$>
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interpolatedNormal = vec4(normalize(interpolatedNormal.xyz), 0.0);
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}
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