Lazy shader update. attribute -> ATTRIBUTE, varying -> VARYING. Moved some shader preprocessor stuff from llviewershadermgr.cpp to llshadermgr.cpp to match LL (although it looks more messy)
This commit is contained in:
@@ -7,7 +7,7 @@
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attribute vec4 weight; //1
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ATTRIBUTE vec4 weight; //1
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uniform vec4 matrixPalette[45];
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@@ -7,7 +7,7 @@
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attribute vec4 object_weight;
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ATTRIBUTE vec4 object_weight;
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uniform mat4 matrixPalette[32];
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@@ -20,11 +20,11 @@ uniform vec2 screen_res;
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vec3 atmosLighting(vec3 light);
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vec3 scaleSoftClip(vec3 light);
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varying vec3 vary_ambient;
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varying vec3 vary_directional;
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varying vec3 vary_fragcoord;
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varying vec3 vary_position;
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varying vec3 vary_pointlight_col;
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VARYING vec3 vary_ambient;
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VARYING vec3 vary_directional;
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VARYING vec3 vary_fragcoord;
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VARYING vec3 vary_position;
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VARYING vec3 vary_pointlight_col;
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uniform mat4 inv_proj;
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@@ -20,11 +20,11 @@ uniform vec2 screen_res;
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vec3 atmosLighting(vec3 light);
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vec3 scaleSoftClip(vec3 light);
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varying vec3 vary_ambient;
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varying vec3 vary_directional;
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varying vec3 vary_fragcoord;
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varying vec3 vary_position;
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varying vec3 vary_pointlight_col;
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VARYING vec3 vary_ambient;
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VARYING vec3 vary_directional;
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VARYING vec3 vary_fragcoord;
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VARYING vec3 vary_position;
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VARYING vec3 vary_pointlight_col;
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uniform mat4 inv_proj;
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@@ -18,12 +18,12 @@ vec3 atmosAffectDirectionalLight(float lightIntensity);
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vec3 scaleDownLight(vec3 light);
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vec3 scaleUpLight(vec3 light);
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varying vec3 vary_position;
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varying vec3 vary_ambient;
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varying vec3 vary_directional;
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varying vec3 vary_normal;
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varying vec3 vary_fragcoord;
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varying vec3 vary_pointlight_col;
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VARYING vec3 vary_position;
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VARYING vec3 vary_ambient;
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VARYING vec3 vary_directional;
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VARYING vec3 vary_normal;
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VARYING vec3 vary_fragcoord;
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VARYING vec3 vary_pointlight_col;
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uniform float near_clip;
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@@ -17,13 +17,13 @@ vec3 atmosAffectDirectionalLight(float lightIntensity);
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vec3 scaleDownLight(vec3 light);
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vec3 scaleUpLight(vec3 light);
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varying vec3 vary_ambient;
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varying vec3 vary_directional;
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varying vec3 vary_fragcoord;
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varying vec3 vary_position;
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varying vec3 vary_light;
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varying vec3 vary_pointlight_col;
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varying float vary_texture_index;
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VARYING vec3 vary_ambient;
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VARYING vec3 vary_directional;
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VARYING vec3 vary_fragcoord;
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VARYING vec3 vary_position;
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VARYING vec3 vary_light;
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VARYING vec3 vary_pointlight_col;
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VARYING float vary_texture_index;
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uniform float near_clip;
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uniform float shadow_offset;
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@@ -19,11 +19,11 @@ vec3 atmosAffectDirectionalLight(float lightIntensity);
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vec3 scaleDownLight(vec3 light);
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vec3 scaleUpLight(vec3 light);
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varying vec3 vary_position;
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varying vec3 vary_ambient;
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varying vec3 vary_directional;
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varying vec3 vary_fragcoord;
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varying vec3 vary_pointlight_col;
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VARYING vec3 vary_position;
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VARYING vec3 vary_ambient;
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VARYING vec3 vary_directional;
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VARYING vec3 vary_fragcoord;
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VARYING vec3 vary_pointlight_col;
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uniform float near_clip;
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@@ -9,7 +9,7 @@
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uniform sampler2D diffuseMap;
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varying vec3 vary_normal;
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VARYING vec3 vary_normal;
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void main()
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{
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@@ -9,7 +9,7 @@
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uniform sampler2D diffuseMap;
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varying vec4 post_pos;
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VARYING vec4 post_pos;
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void main()
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{
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@@ -9,9 +9,9 @@
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mat4 getSkinnedTransform();
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attribute vec4 weight;
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ATTRIBUTE vec4 weight;
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varying vec4 post_pos;
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VARYING vec4 post_pos;
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void main()
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{
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@@ -9,9 +9,9 @@
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mat4 getSkinnedTransform();
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attribute vec4 weight;
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ATTRIBUTE vec4 weight;
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varying vec3 vary_normal;
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VARYING vec3 vary_normal;
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void main()
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{
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@@ -19,7 +19,7 @@ uniform vec2 delta;
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uniform vec3 kern[4];
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uniform float kern_scale;
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varying vec2 vary_fragcoord;
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VARYING vec2 vary_fragcoord;
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uniform mat4 inv_proj;
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uniform vec2 screen_res;
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@@ -7,7 +7,7 @@
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varying vec2 vary_fragcoord;
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VARYING vec2 vary_fragcoord;
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uniform vec2 screen_res;
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void main()
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@@ -10,9 +10,9 @@
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uniform sampler2D diffuseMap;
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uniform sampler2D bumpMap;
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varying vec3 vary_mat0;
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varying vec3 vary_mat1;
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varying vec3 vary_mat2;
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VARYING vec3 vary_mat0;
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VARYING vec3 vary_mat1;
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VARYING vec3 vary_mat2;
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void main()
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{
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@@ -7,9 +7,9 @@
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varying vec3 vary_mat0;
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varying vec3 vary_mat1;
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varying vec3 vary_mat2;
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VARYING vec3 vary_mat0;
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VARYING vec3 vary_mat1;
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VARYING vec3 vary_mat2;
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mat4 getObjectSkinnedTransform();
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@@ -7,9 +7,9 @@
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varying vec3 vary_mat0;
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varying vec3 vary_mat1;
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varying vec3 vary_mat2;
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VARYING vec3 vary_mat0;
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VARYING vec3 vary_mat1;
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VARYING vec3 vary_mat2;
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void main()
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{
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@@ -11,9 +11,9 @@
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// The fragment shader for the sky
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/////////////////////////////////////////////////////////////////////////
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varying vec4 vary_CloudColorSun;
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varying vec4 vary_CloudColorAmbient;
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varying float vary_CloudDensity;
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VARYING vec4 vary_CloudColorSun;
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VARYING vec4 vary_CloudColorAmbient;
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VARYING float vary_CloudDensity;
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uniform sampler2D cloud_noise_texture;
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uniform vec4 cloud_pos_density1;
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@@ -12,9 +12,9 @@
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///////////////////////////////////////////////////////////////////////////////
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// Output parameters
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varying vec4 vary_CloudColorSun;
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varying vec4 vary_CloudColorAmbient;
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varying float vary_CloudDensity;
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VARYING vec4 vary_CloudColorSun;
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VARYING vec4 vary_CloudColorAmbient;
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VARYING float vary_CloudDensity;
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// Inputs
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uniform vec3 camPosLocal;
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@@ -10,7 +10,7 @@ uniform float minimum_alpha;
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uniform sampler2D diffuseMap;
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varying vec3 vary_normal;
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VARYING vec3 vary_normal;
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void main()
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{
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@@ -5,7 +5,7 @@
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* $/LicenseInfo$
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*/
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varying vec3 vary_normal;
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VARYING vec3 vary_normal;
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uniform float minimum_alpha;
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@@ -9,7 +9,7 @@
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uniform sampler2D diffuseMap;
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varying vec3 vary_normal;
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VARYING vec3 vary_normal;
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void main()
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{
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@@ -5,7 +5,7 @@
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* $/LicenseInfo$
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*/
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varying vec3 vary_normal;
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VARYING vec3 vary_normal;
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void main()
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{
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@@ -7,7 +7,7 @@
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varying vec3 vary_normal;
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VARYING vec3 vary_normal;
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mat4 getObjectSkinnedTransform();
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@@ -7,8 +7,8 @@
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varying vec3 vary_normal;
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varying float vary_texture_index;
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VARYING vec3 vary_normal;
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VARYING float vary_texture_index;
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void main()
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{
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@@ -14,7 +14,7 @@ vec3 atmosAffectDirectionalLight(float lightIntensity);
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vec3 scaleDownLight(vec3 light);
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vec3 scaleUpLight(vec3 light);
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varying float vary_texture_index;
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VARYING float vary_texture_index;
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void main()
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{
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@@ -20,7 +20,7 @@ uniform sampler2D depthGIMap;
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uniform sampler2D lightFunc;
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// Inputs
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varying vec2 vary_fragcoord;
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VARYING vec2 vary_fragcoord;
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uniform vec2 screen_res;
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@@ -7,7 +7,7 @@
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varying vec2 vary_fragcoord;
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VARYING vec2 vary_fragcoord;
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uniform vec2 screen_res;
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@@ -9,7 +9,7 @@
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uniform sampler2DRect diffuseMap;
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varying vec2 vary_fragcoord;
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VARYING vec2 vary_fragcoord;
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void main()
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{
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@@ -8,7 +8,7 @@
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varying vec2 vary_fragcoord;
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VARYING vec2 vary_fragcoord;
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uniform vec2 screen_res;
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@@ -27,7 +27,7 @@ uniform int light_count;
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uniform vec4 light[MAX_LIGHT_COUNT];
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uniform vec4 light_col[MAX_LIGHT_COUNT];
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varying vec4 vary_fragcoord;
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VARYING vec4 vary_fragcoord;
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uniform vec2 screen_res;
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uniform float far_z;
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@@ -7,7 +7,7 @@
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varying vec4 vary_fragcoord;
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VARYING vec4 vary_fragcoord;
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void main()
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{
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@@ -37,9 +37,9 @@ uniform float sun_wash;
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uniform int proj_shadow_idx;
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uniform float shadow_fade;
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varying vec4 vary_light;
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VARYING vec4 vary_light;
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varying vec4 vary_fragcoord;
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VARYING vec4 vary_fragcoord;
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uniform vec2 screen_res;
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uniform mat4 inv_proj;
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@@ -20,9 +20,9 @@ uniform sampler2DRect depthMap;
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uniform vec3 env_mat[3];
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uniform float sun_wash;
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varying vec4 vary_light;
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VARYING vec4 vary_light;
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varying vec4 vary_fragcoord;
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VARYING vec4 vary_fragcoord;
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uniform vec2 screen_res;
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uniform mat4 inv_proj;
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@@ -7,8 +7,8 @@
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varying vec4 vary_light;
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varying vec4 vary_fragcoord;
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VARYING vec4 vary_light;
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VARYING vec4 vary_fragcoord;
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void main()
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{
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@@ -25,7 +25,7 @@ uniform float magnification;
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uniform mat4 inv_proj;
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uniform vec2 screen_res;
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varying vec2 vary_fragcoord;
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VARYING vec2 vary_fragcoord;
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float getDepth(vec2 pos_screen)
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{
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@@ -13,7 +13,7 @@ uniform sampler2DRect diffuseRect;
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uniform sampler2D bloomMap;
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uniform vec2 screen_res;
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varying vec2 vary_fragcoord;
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VARYING vec2 vary_fragcoord;
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void main()
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{
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@@ -7,7 +7,7 @@
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varying vec2 vary_fragcoord;
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VARYING vec2 vary_fragcoord;
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uniform vec2 screen_res;
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void main()
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@@ -20,7 +20,7 @@ uniform int kern_length;
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uniform float kern_scale;
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uniform vec3 blur_quad;
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varying vec2 vary_fragcoord;
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VARYING vec2 vary_fragcoord;
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uniform mat4 inv_proj;
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uniform vec2 screen_res;
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@@ -7,7 +7,7 @@
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varying vec2 vary_fragcoord;
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VARYING vec2 vary_fragcoord;
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uniform vec2 screen_res;
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void main()
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@@ -9,7 +9,7 @@ uniform float minimum_alpha;
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uniform sampler2D diffuseMap;
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varying vec4 post_pos;
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VARYING vec4 post_pos;
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void main()
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{
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@@ -7,7 +7,7 @@
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varying vec4 post_pos;
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VARYING vec4 post_pos;
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void main()
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{
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@@ -7,7 +7,7 @@
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varying vec4 post_pos;
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VARYING vec4 post_pos;
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void main()
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{
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@@ -7,7 +7,7 @@
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varying vec4 post_pos;
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VARYING vec4 post_pos;
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void main()
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{
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@@ -11,7 +11,7 @@
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// The fragment shader for the sky
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/////////////////////////////////////////////////////////////////////////
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varying vec4 vary_HazeColor;
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VARYING vec4 vary_HazeColor;
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uniform sampler2D cloud_noise_texture;
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uniform vec4 gamma;
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@@ -12,7 +12,7 @@
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///////////////////////////////////////////////////////////////////////////////
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// Output parameters
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varying vec4 vary_HazeColor;
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VARYING vec4 vary_HazeColor;
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// Inputs
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uniform vec3 camPosLocal;
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@@ -45,8 +45,8 @@ uniform vec3 env_mat[3];
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//uniform vec4 shadow_clip;
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uniform mat3 ssao_effect_mat;
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varying vec4 vary_light;
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varying vec2 vary_fragcoord;
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VARYING vec4 vary_light;
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VARYING vec2 vary_fragcoord;
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vec3 vary_PositionEye;
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@@ -40,8 +40,8 @@ uniform vec3 env_mat[3];
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//uniform vec4 shadow_clip;
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uniform mat3 ssao_effect_mat;
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varying vec4 vary_light;
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varying vec2 vary_fragcoord;
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VARYING vec4 vary_light;
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VARYING vec2 vary_fragcoord;
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vec3 vary_PositionEye;
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@@ -9,8 +9,8 @@
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uniform vec2 screen_res;
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varying vec4 vary_light;
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varying vec2 vary_fragcoord;
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VARYING vec4 vary_light;
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VARYING vec2 vary_fragcoord;
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void main()
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{
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//transform vertex
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@@ -32,9 +32,9 @@ uniform float far_clip;
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uniform vec3 proj_origin; //origin of projection to be used for angular attenuation
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uniform float sun_wash;
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varying vec4 vary_light;
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VARYING vec4 vary_light;
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varying vec4 vary_fragcoord;
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VARYING vec4 vary_fragcoord;
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uniform vec2 screen_res;
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uniform mat4 inv_proj;
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@@ -24,8 +24,8 @@ uniform float ssao_max_radius;
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uniform float ssao_factor;
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uniform float ssao_factor_inv;
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varying vec2 vary_fragcoord;
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varying vec4 vary_light;
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VARYING vec2 vary_fragcoord;
|
||||
VARYING vec4 vary_light;
|
||||
|
||||
uniform mat4 inv_proj;
|
||||
uniform vec2 screen_res;
|
||||
|
||||
@@ -7,8 +7,8 @@
|
||||
|
||||
|
||||
|
||||
varying vec4 vary_light;
|
||||
varying vec2 vary_fragcoord;
|
||||
VARYING vec4 vary_light;
|
||||
VARYING vec2 vary_fragcoord;
|
||||
|
||||
uniform vec2 screen_res;
|
||||
|
||||
|
||||
@@ -13,7 +13,7 @@ uniform sampler2D detail_2;
|
||||
uniform sampler2D detail_3;
|
||||
uniform sampler2D alpha_ramp;
|
||||
|
||||
varying vec3 vary_normal;
|
||||
VARYING vec3 vary_normal;
|
||||
|
||||
void main()
|
||||
{
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
|
||||
|
||||
|
||||
varying vec3 vary_normal;
|
||||
VARYING vec3 vary_normal;
|
||||
|
||||
vec4 texgen_object(vec4 vpos, vec4 tc, mat4 mat, vec4 tp0, vec4 tp1)
|
||||
{
|
||||
|
||||
@@ -9,7 +9,7 @@
|
||||
|
||||
uniform sampler2D diffuseMap;
|
||||
|
||||
varying vec3 vary_normal;
|
||||
VARYING vec3 vary_normal;
|
||||
|
||||
void main()
|
||||
{
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
|
||||
|
||||
|
||||
varying vec3 vary_normal;
|
||||
VARYING vec3 vary_normal;
|
||||
|
||||
void main()
|
||||
{
|
||||
|
||||
@@ -40,10 +40,10 @@ uniform vec2 screen_res;
|
||||
uniform mat4 norm_mat; //region space to screen space
|
||||
|
||||
//bigWave is (refCoord.w, view.w);
|
||||
varying vec4 refCoord;
|
||||
varying vec4 littleWave;
|
||||
varying vec4 view;
|
||||
varying vec4 vary_position;
|
||||
VARYING vec4 refCoord;
|
||||
VARYING vec4 littleWave;
|
||||
VARYING vec4 view;
|
||||
VARYING vec4 vary_position;
|
||||
|
||||
void main()
|
||||
{
|
||||
|
||||
@@ -15,11 +15,11 @@ uniform float time;
|
||||
uniform vec3 eyeVec;
|
||||
uniform float waterHeight;
|
||||
|
||||
varying vec4 refCoord;
|
||||
varying vec4 littleWave;
|
||||
varying vec4 view;
|
||||
VARYING vec4 refCoord;
|
||||
VARYING vec4 littleWave;
|
||||
VARYING vec4 view;
|
||||
|
||||
varying vec4 vary_position;
|
||||
VARYING vec4 vary_position;
|
||||
|
||||
float wave(vec2 v, float t, float f, vec2 d, float s)
|
||||
{
|
||||
|
||||
@@ -15,9 +15,9 @@ uniform float refScale;
|
||||
uniform vec4 waterFogColor;
|
||||
|
||||
//bigWave is (refCoord.w, view.w);
|
||||
varying vec4 refCoord;
|
||||
varying vec4 littleWave;
|
||||
varying vec4 view;
|
||||
VARYING vec4 refCoord;
|
||||
VARYING vec4 littleWave;
|
||||
VARYING vec4 view;
|
||||
|
||||
void main()
|
||||
{
|
||||
|
||||
@@ -32,9 +32,9 @@ uniform float blurMultiplier;
|
||||
uniform vec4 fogCol;
|
||||
|
||||
//bigWave is (refCoord.w, view.w);
|
||||
varying vec4 refCoord;
|
||||
varying vec4 littleWave;
|
||||
varying vec4 view;
|
||||
VARYING vec4 refCoord;
|
||||
VARYING vec4 littleWave;
|
||||
VARYING vec4 view;
|
||||
|
||||
void main()
|
||||
{
|
||||
|
||||
@@ -15,9 +15,9 @@ uniform float time;
|
||||
uniform vec3 eyeVec;
|
||||
uniform float waterHeight;
|
||||
|
||||
varying vec4 refCoord;
|
||||
varying vec4 littleWave;
|
||||
varying vec4 view;
|
||||
VARYING vec4 refCoord;
|
||||
VARYING vec4 littleWave;
|
||||
VARYING vec4 view;
|
||||
|
||||
float wave(vec2 v, float t, float f, vec2 d, float s)
|
||||
{
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
|
||||
|
||||
|
||||
varying vec3 vary_PositionEye;
|
||||
VARYING vec3 vary_PositionEye;
|
||||
|
||||
vec3 getPositionEye()
|
||||
{
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
|
||||
|
||||
|
||||
varying vec3 vary_PositionEye;
|
||||
VARYING vec3 vary_PositionEye;
|
||||
|
||||
|
||||
vec3 getPositionEye()
|
||||
|
||||
Reference in New Issue
Block a user