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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@@ -11,11 +11,11 @@ vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
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mat4 getSkinnedTransform();
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void calcAtmospherics(vec3 inPositionEye);
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attribute vec4 clothing; //4
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ATTRIBUTE vec4 clothing; //4
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attribute vec4 gWindDir; //7
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attribute vec4 gSinWaveParams; //3
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attribute vec4 gGravity; //5
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ATTRIBUTE vec4 gWindDir; //7
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ATTRIBUTE vec4 gSinWaveParams; //3
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ATTRIBUTE vec4 gGravity; //5
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const vec4 gMinMaxConstants = vec4(1.0, 0.166666, 0.0083143, .00018542); // #minimax-generated coefficients
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const vec4 gPiConstants = vec4(0.159154943, 6.28318530, 3.141592653, 1.5707963); // # {1/2PI, 2PI, PI, PI/2}
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@@ -17,7 +17,7 @@ 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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@@ -24,7 +24,7 @@ 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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@@ -14,7 +14,7 @@ uniform sampler2D bloomMap;
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uniform sampler2DRect edgeMap;
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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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@@ -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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@@ -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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@@ -12,7 +12,7 @@
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uniform sampler2DRect lightMap;
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uniform sampler2DRect diffuseRect;
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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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float i = texture2DRect(lightMap, vary_fragcoord.xy).r;
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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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@@ -35,7 +35,7 @@ uniform float gi_luminance;
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uniform vec4 sunlight_color;
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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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@@ -22,7 +22,7 @@ uniform float kern_scale;
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uniform float gi_edge_weight;
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uniform float gi_blur_brightness;
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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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@@ -45,8 +45,8 @@ 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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@@ -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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