mirror of
https://github.com/overte-org/overte.git
synced 2025-04-21 06:24:43 +02:00
Fixed some shader program link errors
This commit is contained in:
parent
190e9313c7
commit
8ef25301cb
12 changed files with 75 additions and 75 deletions
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@ -22,19 +22,19 @@
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<@include Fade.slh@>
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<$declareFadeFragment()$>
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in vec4 _position;
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in vec4 _positionES;
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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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in vec3 _normalWS;
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in vec3 _color;
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in vec4 _worldPosition;
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in vec4 _positionWS;
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void main(void) {
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vec3 fadeEmissive;
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FadeObjectParams fadeParams;
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<$fetchFadeObjectParams(fadeParams)$>
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applyFade(fadeParams, _worldPosition.xyz, fadeEmissive);
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applyFade(fadeParams, _positionWS.xyz, fadeEmissive);
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Material mat = getMaterial();
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BITFIELD matKey = getMaterialKey(mat);
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@ -61,7 +61,7 @@ void main(void) {
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float scattering = getMaterialScattering(mat);
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packDeferredFragment(
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normalize(_normal),
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normalize(_normalWS),
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opacity,
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albedo,
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roughness,
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@ -22,9 +22,9 @@
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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 _worldPosition;
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out vec3 _normal;
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out vec4 _positionES;
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out vec4 _positionWS;
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out vec3 _normalWS;
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out vec3 _color;
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void main(void) {
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@ -38,7 +38,7 @@ 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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<$transformModelToEyeAndClipPos(cam, obj, inPosition, _position, gl_Position)$>
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<$transformModelToWorldPos(obj, inPosition, _worldPosition)$>
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<$transformModelToWorldDir(cam, obj, inNormal.xyz, _normal)$>
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<$transformModelToEyeAndClipPos(cam, obj, inPosition, _positionES, gl_Position)$>
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<$transformModelToWorldPos(obj, inPosition, _positionWS)$>
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<$transformModelToWorldDir(cam, obj, inNormal.xyz, _normalWS)$>
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}
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@ -2,7 +2,7 @@
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<$VERSION_HEADER$>
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// Generated on <$_SCRIBE_DATE$>
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//
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// model_normal_specular_map_fade.frag
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// model_normal_map_fade.frag
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// fragment shader
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//
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// Created by Olivier Prat on 06/05/17.
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@ -22,20 +22,20 @@
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<@include Fade.slh@>
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<$declareFadeFragment()$>
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in vec4 _position;
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in vec4 _positionES;
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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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in vec3 _tangent;
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in vec3 _normalWS;
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in vec3 _tangentWS;
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in vec3 _color;
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in vec4 _worldPosition;
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in vec4 _positionWS;
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void main(void) {
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vec3 fadeEmissive;
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FadeObjectParams fadeParams;
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<$fetchFadeObjectParams(fadeParams)$>
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applyFade(fadeParams, _worldPosition.xyz, fadeEmissive);
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applyFade(fadeParams, _positionWS.xyz, fadeEmissive);
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Material mat = getMaterial();
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BITFIELD matKey = getMaterialKey(mat);
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@ -56,8 +56,8 @@ void main(void) {
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vec3 emissive = getMaterialEmissive(mat);
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<$evalMaterialEmissive(emissiveTex, emissive, matKey, emissive)$>;
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vec3 fragNormal;
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<$evalMaterialNormalLOD(_position, normalTex, _normal, _tangent, fragNormal)$>
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vec3 fragNormalWS;
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<$evalMaterialNormalLOD(_positionES, normalTex, _normalWS, _tangentWS, fragNormalWS)$>
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float metallic = getMaterialMetallic(mat);
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<$evalMaterialMetallic(metallicTex, metallic, matKey, metallic)$>;
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@ -65,12 +65,12 @@ void main(void) {
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float scattering = getMaterialScattering(mat);
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packDeferredFragment(
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normalize(fragNormal.xyz),
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normalize(fragNormalWS.xyz),
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opacity,
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albedo,
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roughness,
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metallic,
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emissive+fadeEmissive,
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emissive + fadeEmissive,
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occlusionTex,
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scattering);
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}
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@ -20,12 +20,12 @@
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<@include MaterialTextures.slh@>
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<$declareMaterialTexMapArrayBuffer()$>
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out vec4 _position;
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out vec4 _worldPosition;
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out vec4 _positionES;
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out vec4 _positionWS;
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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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out vec3 _tangent;
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out vec3 _normalWS;
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out vec3 _tangentWS;
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out vec3 _color;
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out float _alpha;
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@ -41,8 +41,8 @@ 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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<$transformModelToEyeAndClipPos(cam, obj, inPosition, _position, gl_Position)$>
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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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<$transformModelToEyeAndClipPos(cam, obj, inPosition, _positionES, gl_Position)$>
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<$transformModelToWorldPos(obj, inPosition, _positionWS)$>
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<$transformModelToWorldDir(cam, obj, inNormal.xyz, _normalWS)$>
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<$transformModelToWorldDir(cam, obj, inTangent.xyz, _tangentWS)$>
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}
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@ -24,7 +24,7 @@
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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 _worldPosition;
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in vec4 _positionWS;
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out vec4 _fragColor;
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@ -33,7 +33,7 @@ void main(void) {
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FadeObjectParams fadeParams;
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<$fetchFadeObjectParams(fadeParams)$>
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applyFade(fadeParams, _worldPosition.xyz, fadeEmissive);
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applyFade(fadeParams, _positionWS.xyz, fadeEmissive);
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Material mat = getMaterial();
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BITFIELD matKey = getMaterialKey(mat);
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@ -23,17 +23,17 @@
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<$declareMaterialTextures(ALBEDO)$>
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in vec2 _texCoord0;
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in vec3 _normal;
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in vec3 _normalWS;
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in vec3 _color;
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in float _alpha;
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in vec4 _worldPosition;
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in vec4 _positionWS;
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void main(void) {
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vec3 fadeEmissive;
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FadeObjectParams fadeParams;
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<$fetchFadeObjectParams(fadeParams)$>
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applyFade(fadeParams, _worldPosition.xyz, fadeEmissive);
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applyFade(fadeParams, _positionWS.xyz, fadeEmissive);
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Material mat = getMaterial();
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BITFIELD matKey = getMaterialKey(mat);
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@ -48,7 +48,7 @@ void main(void) {
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albedo *= _color;
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albedo += fadeEmissive;
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packDeferredFragmentUnlit(
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normalize(_normal),
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normalize(_normalWS),
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opacity,
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albedo * isUnlitEnabled());
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}
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@ -23,13 +23,13 @@
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<@include MaterialTextures.slh@>
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<$declareMaterialTexMapArrayBuffer()$>
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out vec4 _position;
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out vec4 _positionES;
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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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out vec3 _normalWS;
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out vec3 _color;
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out float _alpha;
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out vec4 _worldPosition;
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out vec4 _positionWS;
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void main(void) {
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vec4 position = vec4(0.0, 0.0, 0.0, 0.0);
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@ -48,7 +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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<$transformModelToEyeAndClipPos(cam, obj, position, _position, gl_Position)$>
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<$transformModelToWorldPos(obj, position, _worldPosition)$>
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<$transformModelToWorldDir(cam, obj, interpolatedNormal.xyz, _normal.xyz)$>
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<$transformModelToEyeAndClipPos(cam, obj, position, _positionES, gl_Position)$>
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<$transformModelToWorldPos(obj, position, _positionWS)$>
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<$transformModelToWorldDir(cam, obj, interpolatedNormal.xyz, _normalWS.xyz)$>
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}
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@ -23,13 +23,13 @@
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<@include MaterialTextures.slh@>
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<$declareMaterialTexMapArrayBuffer()$>
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out vec4 _position;
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out vec4 _positionES;
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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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out vec3 _normalWS;
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out vec3 _color;
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out float _alpha;
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out vec4 _worldPosition;
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out vec4 _positionWS;
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void main(void) {
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vec4 position = vec4(0.0, 0.0, 0.0, 0.0);
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@ -48,7 +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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<$transformModelToEyeAndClipPos(cam, obj, position, _position, gl_Position)$>
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<$transformModelToWorldPos(obj, position, _worldPosition)$>
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<$transformModelToWorldDir(cam, obj, interpolatedNormal.xyz, _normal.xyz)$>
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<$transformModelToEyeAndClipPos(cam, obj, position, _positionES, gl_Position)$>
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<$transformModelToWorldPos(obj, position, _positionWS)$>
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<$transformModelToWorldDir(cam, obj, interpolatedNormal.xyz, _normalWS.xyz)$>
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}
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@ -23,11 +23,11 @@
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<@include MaterialTextures.slh@>
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<$declareMaterialTexMapArrayBuffer()$>
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out vec4 _position;
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out vec4 _positionES;
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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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out vec3 _tangent;
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out vec3 _normalWS;
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out vec3 _tangentWS;
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out vec3 _color;
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out float _alpha;
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@ -52,10 +52,10 @@ 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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<$transformModelToEyeAndClipPos(cam, obj, position, _position, gl_Position)$>
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<$transformModelToEyeAndClipPos(cam, obj, position, _positionES, gl_Position)$>
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<$transformModelToWorldDir(cam, obj, interpolatedNormal.xyz, interpolatedNormal.xyz)$>
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<$transformModelToWorldDir(cam, obj, interpolatedTangent.xyz, interpolatedTangent.xyz)$>
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_normal = interpolatedNormal.xyz;
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_tangent = interpolatedTangent.xyz;
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_normalWS = interpolatedNormal.xyz;
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_tangentWS = interpolatedTangent.xyz;
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}
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@ -23,11 +23,11 @@
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<@include MaterialTextures.slh@>
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<$declareMaterialTexMapArrayBuffer()$>
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out vec4 _position;
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out vec4 _positionES;
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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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out vec3 _tangent;
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out vec3 _normalWS;
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out vec3 _tangentWS;
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out vec3 _color;
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out float _alpha;
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@ -52,10 +52,10 @@ 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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<$transformModelToEyeAndClipPos(cam, obj, position, _position, gl_Position)$>
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<$transformModelToEyeAndClipPos(cam, obj, position, _positionES, gl_Position)$>
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<$transformModelToWorldDir(cam, obj, interpolatedNormal.xyz, interpolatedNormal.xyz)$>
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<$transformModelToWorldDir(cam, obj, interpolatedTangent.xyz, interpolatedTangent.xyz)$>
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_normal = interpolatedNormal.xyz;
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_tangent = interpolatedTangent.xyz;
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_normalWS = interpolatedNormal.xyz;
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_tangentWS = interpolatedTangent.xyz;
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}
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@ -23,14 +23,14 @@
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<@include MaterialTextures.slh@>
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<$declareMaterialTexMapArrayBuffer()$>
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out vec4 _position;
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out vec4 _positionES;
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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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out vec3 _tangent;
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out vec3 _normalWS;
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out vec3 _tangentWS;
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out vec3 _color;
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out float _alpha;
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out vec4 _worldPosition;
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out vec4 _positionWS;
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void main(void) {
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vec4 position = vec4(0.0, 0.0, 0.0, 0.0);
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@ -53,11 +53,11 @@ 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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<$transformModelToEyeAndClipPos(cam, obj, position, _position, gl_Position)$>
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<$transformModelToWorldPos(obj, position, _worldPosition)$>
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<$transformModelToEyeAndClipPos(cam, obj, position, _positionES, gl_Position)$>
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<$transformModelToWorldPos(obj, position, _positionWS)$>
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<$transformModelToWorldDir(cam, obj, interpolatedNormal.xyz, interpolatedNormal.xyz)$>
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<$transformModelToWorldDir(cam, obj, interpolatedTangent.xyz, interpolatedTangent.xyz)$>
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_normal = interpolatedNormal.xyz;
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_tangent = interpolatedTangent.xyz;
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_normalWS = interpolatedNormal.xyz;
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_tangentWS = interpolatedTangent.xyz;
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}
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@ -23,14 +23,14 @@
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<@include MaterialTextures.slh@>
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<$declareMaterialTexMapArrayBuffer()$>
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out vec4 _position;
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out vec4 _positionES;
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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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out vec3 _tangent;
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out vec3 _normalWS;
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out vec3 _tangentWS;
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out vec3 _color;
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out float _alpha;
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out vec4 _worldPosition;
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out vec4 _positionWS;
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void main(void) {
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vec4 position = vec4(0.0, 0.0, 0.0, 0.0);
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// standard transform
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TransformCamera cam = getTransformCamera();
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TransformObject obj = getTransformObject();
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<$transformModelToEyeAndClipPos(cam, obj, position, _position, gl_Position)$>
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<$transformModelToWorldPos(obj, position, _worldPosition)$>
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<$transformModelToEyeAndClipPos(cam, obj, position, _positionES, gl_Position)$>
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<$transformModelToWorldPos(obj, position, _positionWS)$>
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<$transformModelToWorldDir(cam, obj, interpolatedNormal.xyz, interpolatedNormal.xyz)$>
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<$transformModelToWorldDir(cam, obj, interpolatedTangent.xyz, interpolatedTangent.xyz)$>
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_normal = interpolatedNormal.xyz;
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_tangent = interpolatedTangent.xyz;
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_normalWS = interpolatedNormal.xyz;
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_tangentWS = interpolatedTangent.xyz;
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}
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