Deferred class2 alpha shader should actually compile now.
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@@ -8,7 +8,6 @@
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#extension GL_ARB_texture_rectangle : enable
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uniform sampler2D diffuseMap;
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uniform sampler2D noiseMap;
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uniform sampler2DRect depthMap;
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uniform mat4 shadow_matrix[6];
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@@ -22,7 +21,6 @@ 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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uniform mat4 inv_proj;
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@@ -46,8 +44,6 @@ void main()
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vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
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frag *= screen_res;
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vec3 samp_pos = getPosition(frag).xyz;
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vec4 pos = vec4(vary_position, 1.0);
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vec4 diff= texture2D(diffuseMap, gl_TexCoord[0].xy);
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@@ -9,7 +9,6 @@ vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
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void calcAtmospherics(vec3 inPositionEye);
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float calcDirectionalLight(vec3 n, vec3 l);
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float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight);
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vec3 atmosAmbient(vec3 light);
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vec3 atmosAffectDirectionalLight(float lightIntensity);
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@@ -12,7 +12,6 @@ uniform sampler2DRectShadow shadowMap0;
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uniform sampler2DRectShadow shadowMap1;
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uniform sampler2DRectShadow shadowMap2;
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uniform sampler2DRectShadow shadowMap3;
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uniform sampler2D noiseMap;
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uniform sampler2DRect depthMap;
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uniform mat4 shadow_matrix[6];
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@@ -69,8 +68,6 @@ void main()
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vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
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frag *= screen_res;
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vec3 samp_pos = getPosition(frag).xyz;
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float shadow = 1.0;
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vec4 pos = vec4(vary_position, 1.0);
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@@ -9,7 +9,6 @@ vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
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void calcAtmospherics(vec3 inPositionEye);
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float calcDirectionalLight(vec3 n, vec3 l);
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float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight);
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vec3 atmosAmbient(vec3 light);
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vec3 atmosAffectDirectionalLight(float lightIntensity);
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@@ -41,7 +40,7 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
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//distance attenuation
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float dist2 = d*d/(la*la);
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float da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
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45
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// spotlight coefficient.
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float spot = max(dot(-ln, lv), is_pointlight);
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da *= spot*spot; // GL_SPOT_EXPONENT=2
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@@ -10,8 +10,6 @@
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uniform sampler2DRect depthMap;
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uniform sampler2DRect normalMap;
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uniform float gi_dist_cutoff;
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varying vec2 vary_fragcoord;
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uniform float depth_cutoff;
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