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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@@ -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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