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)
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@@ -23,11 +23,11 @@ uniform vec2 shadow_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 float shadow_bias;
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@@ -24,11 +24,11 @@ uniform vec2 shadow_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 float shadow_bias;
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@@ -17,11 +17,11 @@ 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_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 float near_clip;
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uniform float shadow_offset;
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@@ -17,12 +17,12 @@ 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_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 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_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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uniform float shadow_offset;
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@@ -12,7 +12,7 @@
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uniform sampler2DRect depthMap;
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uniform sampler2DRect normalMap;
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varying vec2 vary_fragcoord;
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VARYING vec2 vary_fragcoord;
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uniform float depth_cutoff;
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uniform float norm_cutoff;
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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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@@ -36,9 +36,9 @@ 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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@@ -47,8 +47,8 @@ uniform mat3 ssao_effect_mat;
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uniform mat4 inv_proj;
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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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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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@@ -35,9 +35,9 @@ 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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@@ -29,8 +29,8 @@ 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;
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VARYING vec4 vary_light;
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uniform mat4 inv_proj;
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uniform vec2 screen_res;
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@@ -29,8 +29,8 @@ 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;
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VARYING vec4 vary_light;
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uniform mat4 inv_proj;
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uniform vec2 screen_res;
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@@ -7,8 +7,8 @@
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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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uniform vec2 screen_res;
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@@ -11,7 +11,7 @@
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uniform sampler2DRect RenderTexture;
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uniform float bloomStrength;
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varying vec4 gl_TexCoord[gl_MaxTextureCoords];
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VARYING vec4 gl_TexCoord[gl_MaxTextureCoords];
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float blurWeights[4] = float[4](.05,.1,.2,.3);
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@@ -30,9 +30,9 @@ uniform float waterFogKS;
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uniform vec2 screenRes;
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//bigWave is (refCoord.w, view.w);
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varying vec4 refCoord;
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varying vec4 littleWave;
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varying vec4 view;
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VARYING vec4 refCoord;
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VARYING vec4 littleWave;
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VARYING vec4 view;
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vec4 applyWaterFog(vec4 color, vec3 viewVec)
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{
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@@ -29,9 +29,9 @@ uniform float blurMultiplier;
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//bigWave is (refCoord.w, view.w);
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varying vec4 refCoord;
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varying vec4 littleWave;
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varying vec4 view;
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VARYING vec4 refCoord;
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VARYING vec4 littleWave;
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VARYING vec4 view;
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void main()
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{
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@@ -11,7 +11,7 @@ void calcAtmospherics(vec3 inPositionEye);
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uniform vec4 origin;
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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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@@ -9,7 +9,7 @@
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void calcAtmospherics(vec3 inPositionEye);
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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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@@ -11,7 +11,7 @@ vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
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void calcAtmospherics(vec3 inPositionEye);
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varying float vary_texture_index;
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VARYING float vary_texture_index;
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uniform vec4 origin;
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@@ -10,7 +10,7 @@
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vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
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void calcAtmospherics(vec3 inPositionEye);
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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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@@ -7,7 +7,7 @@
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// varying param funcs
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// VARYING param funcs
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void setSunlitColor(vec3 v);
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void setAmblitColor(vec3 v);
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void setAdditiveColor(vec3 v);
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@@ -16,8 +16,8 @@ void setPositionEye(vec3 v);
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vec3 getAdditiveColor();
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//varying vec4 vary_CloudUVs;
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//varying float vary_CloudDensity;
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//VARYING vec4 vary_CloudUVs;
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//VARYING float vary_CloudDensity;
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// Inputs
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uniform vec4 morphFactor;
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@@ -7,12 +7,12 @@
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varying vec3 vary_PositionEye;
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VARYING vec3 vary_PositionEye;
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varying vec3 vary_SunlitColor;
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varying vec3 vary_AmblitColor;
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varying vec3 vary_AdditiveColor;
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varying vec3 vary_AtmosAttenuation;
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VARYING vec3 vary_SunlitColor;
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VARYING vec3 vary_AmblitColor;
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VARYING vec3 vary_AdditiveColor;
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VARYING vec3 vary_AtmosAttenuation;
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vec3 getPositionEye()
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{
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@@ -7,12 +7,12 @@
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varying vec3 vary_PositionEye;
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VARYING vec3 vary_PositionEye;
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varying vec3 vary_SunlitColor;
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varying vec3 vary_AmblitColor;
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varying vec3 vary_AdditiveColor;
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varying vec3 vary_AtmosAttenuation;
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VARYING vec3 vary_SunlitColor;
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VARYING vec3 vary_AmblitColor;
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VARYING vec3 vary_AdditiveColor;
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VARYING vec3 vary_AtmosAttenuation;
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vec3 getPositionEye()
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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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@@ -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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