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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