Clean up deferred shaders by moving common methods into shared glsl file
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@@ -36,11 +36,7 @@ uniform float minimum_alpha;
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VARYING vec4 vertex_color;
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VARYING vec2 vary_texcoord0;
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vec2 encode_normal(vec3 n)
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{
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float f = sqrt(8 * n.z + 8);
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return n.xy / f + 0.5;
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}
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vec2 encode_normal(vec3 n);
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void main()
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{
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