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sv-1.8.7.8
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1-8-6Supp
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43aa145c94 |
@@ -74,8 +74,7 @@ void main()
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//transform vertex
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#ifdef HAS_SKIN
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mat4 trans = getObjectSkinnedTransform();
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trans = modelview_matrix * trans;
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mat4 trans = modelview_matrix * getObjectSkinnedTransform();
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pos = trans * vec4(position.xyz, 1.0);
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@@ -34,9 +34,8 @@ mat4 getObjectSkinnedTransform();
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void main()
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{
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//transform vertex
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mat4 mat = getObjectSkinnedTransform();
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mat4 mat = modelview_matrix * getObjectSkinnedTransform();
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mat = modelview_matrix * mat;
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vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz;
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@@ -44,9 +44,7 @@ void main()
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{
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vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
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mat4 mat = getObjectSkinnedTransform();
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mat = modelview_matrix * mat;
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mat4 mat = modelview_matrix * getObjectSkinnedTransform();
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vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz;
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@@ -41,9 +41,8 @@ void main()
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{
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vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
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mat4 mat = getObjectSkinnedTransform();
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mat = modelview_matrix * mat;
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mat4 mat = modelview_matrix * getObjectSkinnedTransform();
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vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz;
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vec4 norm = vec4(position.xyz, 1.0);
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@@ -83,9 +83,7 @@ VARYING vec2 vary_texcoord0;
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void main()
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{
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#if HAS_SKIN
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mat4 mat = getObjectSkinnedTransform();
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mat = modelview_matrix * mat;
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mat4 mat = modelview_matrix * getObjectSkinnedTransform();
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vec3 pos = (mat*vec4(position.xyz,1.0)).xyz;
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@@ -43,9 +43,8 @@ void main()
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//transform vertex
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vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
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mat4 mat = getObjectSkinnedTransform();
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mat = modelview_matrix * mat;
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mat4 mat = modelview_matrix * getObjectSkinnedTransform();
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vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz;
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vertex_color = emissive;
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@@ -42,9 +42,8 @@ mat4 getObjectSkinnedTransform();
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void main()
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{
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mat4 mat = getObjectSkinnedTransform();
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mat = modelview_matrix * mat;
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mat4 mat = modelview_matrix * getObjectSkinnedTransform();
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vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz;
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vec4 norm = vec4(position.xyz, 1.0);
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@@ -42,9 +42,8 @@ void main()
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//transform vertex
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vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
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mat4 mat = getObjectSkinnedTransform();
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mat = modelview_matrix * mat;
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mat4 mat = modelview_matrix * getObjectSkinnedTransform();
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vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz;
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calcAtmospherics(pos.xyz);
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@@ -42,9 +42,8 @@ mat4 getObjectSkinnedTransform();
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void main()
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{
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mat4 mat = getObjectSkinnedTransform();
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mat = modelview_matrix * mat;
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mat4 mat = modelview_matrix * getObjectSkinnedTransform();
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vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz;
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vec4 norm = vec4(position.xyz, 1.0);
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@@ -44,9 +44,8 @@ void main()
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//transform vertex
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vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
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mat4 mat = getObjectSkinnedTransform();
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mat = modelview_matrix * mat;
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mat4 mat = modelview_matrix * getObjectSkinnedTransform();
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vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz;
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vec4 norm = vec4(position.xyz, 1.0);
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