forked from teamnwah/openmw-tes3coop
Make shadows play nicely with per-vertex lighting
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c67b3267fb
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26ecf2088b
5 changed files with 33 additions and 13 deletions
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@ -1,21 +1,33 @@
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#define MAX_LIGHTS 8
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#define MAX_LIGHTS 8
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vec3 perLight(int lightIndex, vec3 viewPos, vec3 viewNormal, vec4 diffuse, vec3 ambient, float shadowing)
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vec3 lightAmbient(int lightIndex, vec3 ambient)
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{
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return ambient * gl_LightSource[lightIndex].ambient.xyz;
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}
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vec3 lightDiffuse(int lightIndex, vec4 diffuse, vec3 viewNormal, vec3 lightDir)
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{
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return diffuse.xyz * gl_LightSource[lightIndex].diffuse.xyz * max(dot(viewNormal.xyz, lightDir), 0.0);
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}
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void perLight(out vec3 ambientOut, out vec3 diffuseOut, int lightIndex, vec3 viewPos, vec3 viewNormal, vec4 diffuse, vec3 ambient)
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{
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{
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vec3 lightDir;
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vec3 lightDir;
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float d;
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float lightDistance;
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lightDir = gl_LightSource[lightIndex].position.xyz - (viewPos.xyz * gl_LightSource[lightIndex].position.w);
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lightDir = gl_LightSource[lightIndex].position.xyz - (viewPos.xyz * gl_LightSource[lightIndex].position.w);
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d = length(lightDir);
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lightDistance = length(lightDir);
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lightDir = normalize(lightDir);
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lightDir = normalize(lightDir);
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float illumination = clamp(1.0 / (gl_LightSource[lightIndex].constantAttenuation + gl_LightSource[lightIndex].linearAttenuation * lightDistance + gl_LightSource[lightIndex].quadraticAttenuation * lightDistance * lightDistance), 0.0, 1.0);
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return (ambient * gl_LightSource[lightIndex].ambient.xyz + diffuse.xyz * gl_LightSource[lightIndex].diffuse.xyz * max(dot(viewNormal.xyz, lightDir), 0.0)) * clamp(1.0 / (gl_LightSource[lightIndex].constantAttenuation + gl_LightSource[lightIndex].linearAttenuation * d + gl_LightSource[lightIndex].quadraticAttenuation * d * d), 0.0, 1.0) * shadowing;
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ambientOut = lightAmbient(lightIndex, ambient) * illumination;
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diffuseOut = lightDiffuse(lightIndex, diffuse, viewNormal, lightDir) * illumination;
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}
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}
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#ifdef FRAGMENT
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#ifdef FRAGMENT
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vec4 doLighting(vec3 viewPos, vec3 viewNormal, vec4 vertexColor, float shadowing)
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vec4 doLighting(vec3 viewPos, vec3 viewNormal, vec4 vertexColor, float shadowing)
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#else
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#else
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vec4 doLighting(vec3 viewPos, vec3 viewNormal, vec4 vertexColor)
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vec4 doLighting(vec3 viewPos, vec3 viewNormal, vec4 vertexColor, out vec3 shadowDiffuse)
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#endif
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#endif
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{
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{
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#if @colorMode == 3
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#if @colorMode == 3
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@ -30,14 +42,18 @@ vec4 doLighting(vec3 viewPos, vec3 viewNormal, vec4 vertexColor)
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#endif
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#endif
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vec4 lightResult = vec4(0.0, 0.0, 0.0, diffuse.a);
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vec4 lightResult = vec4(0.0, 0.0, 0.0, diffuse.a);
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vec3 diffuseLight, ambientLight;
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perLight(ambientLight, diffuseLight, 0, viewPos, viewNormal, diffuse, ambient);
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#ifdef FRAGMENT
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#ifdef FRAGMENT
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lightResult.xyz += perLight(0, viewPos, viewNormal, diffuse, ambient, shadowing);
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lightResult.xyz += ambientLight + diffuseLight * shadowing;
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#else
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#else
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lightResult.xyz += perLight(0, viewPos, viewNormal, diffuse, ambient, 1.0);
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shadowDiffuse = diffuseLight;
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lightResult.xyz += ambientLight;
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#endif
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#endif
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for (int i=1; i<MAX_LIGHTS; ++i)
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for (int i=1; i<MAX_LIGHTS; ++i)
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{
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{
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lightResult.xyz += perLight(i, viewPos, viewNormal, diffuse, ambient, 1.0);
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perLight(ambientLight, diffuseLight, i, viewPos, viewNormal, diffuse, ambient);
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lightResult.xyz += ambientLight + diffuseLight;
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}
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}
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lightResult.xyz += gl_LightModel.ambient.xyz * ambient;
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lightResult.xyz += gl_LightModel.ambient.xyz * ambient;
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@ -50,6 +50,7 @@ varying float depth;
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#if !PER_PIXEL_LIGHTING
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#if !PER_PIXEL_LIGHTING
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varying vec4 lighting;
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varying vec4 lighting;
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varying vec3 shadowDiffuseLighting;
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#else
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#else
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varying vec4 passColor;
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varying vec4 passColor;
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#endif
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#endif
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@ -120,7 +121,7 @@ void main()
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float shadowing = shadow2DProj(shadowTexture, shadowSpaceCoords).r;
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float shadowing = shadow2DProj(shadowTexture, shadowSpaceCoords).r;
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#if !PER_PIXEL_LIGHTING
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#if !PER_PIXEL_LIGHTING
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gl_FragData[0] *= lighting * shadowing;
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gl_FragData[0] *= lighting + vec4(shadowDiffuseLighting * shadowing, 0);
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#else
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#else
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gl_FragData[0] *= doLighting(passViewPos, normalize(viewNormal), passColor, shadowing);
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gl_FragData[0] *= doLighting(passViewPos, normalize(viewNormal), passColor, shadowing);
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#endif
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#endif
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@ -39,6 +39,7 @@ varying float depth;
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#if !PER_PIXEL_LIGHTING
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#if !PER_PIXEL_LIGHTING
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varying vec4 lighting;
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varying vec4 lighting;
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varying vec3 shadowDiffuseLighting;
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#else
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#else
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varying vec4 passColor;
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varying vec4 passColor;
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#endif
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#endif
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@ -95,7 +96,7 @@ void main(void)
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#endif
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#endif
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#if !PER_PIXEL_LIGHTING
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#if !PER_PIXEL_LIGHTING
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lighting = doLighting(viewPos.xyz, viewNormal, gl_Color);
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lighting = doLighting(viewPos.xyz, viewNormal, gl_Color, shadowDiffuseLighting);
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#else
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#else
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passColor = gl_Color;
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passColor = gl_Color;
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#endif
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#endif
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@ -20,6 +20,7 @@ varying float depth;
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#if !PER_PIXEL_LIGHTING
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#if !PER_PIXEL_LIGHTING
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varying vec4 lighting;
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varying vec4 lighting;
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varying vec3 shadowDiffuseLighting;
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#else
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#else
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varying vec4 passColor;
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varying vec4 passColor;
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#endif
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#endif
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@ -72,7 +73,7 @@ void main()
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float shadowing = shadow2DProj(shadowTexture, shadowSpaceCoords).r;
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float shadowing = shadow2DProj(shadowTexture, shadowSpaceCoords).r;
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#if !PER_PIXEL_LIGHTING
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#if !PER_PIXEL_LIGHTING
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gl_FragData[0] *= lighting * shadowing;
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gl_FragData[0] *= lighting + vec4(shadowDiffuseLighting * shadowing, 0);
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#else
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#else
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gl_FragData[0] *= doLighting(passViewPos, normalize(viewNormal), passColor, shadowing);
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gl_FragData[0] *= doLighting(passViewPos, normalize(viewNormal), passColor, shadowing);
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#endif
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#endif
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@ -7,6 +7,7 @@ varying float depth;
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#if !PER_PIXEL_LIGHTING
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#if !PER_PIXEL_LIGHTING
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varying vec4 lighting;
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varying vec4 lighting;
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varying vec3 shadowDiffuseLighting;
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#else
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#else
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varying vec4 passColor;
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varying vec4 passColor;
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#endif
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#endif
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@ -27,7 +28,7 @@ void main(void)
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#if !PER_PIXEL_LIGHTING
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#if !PER_PIXEL_LIGHTING
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vec3 viewNormal = normalize((gl_NormalMatrix * gl_Normal).xyz);
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vec3 viewNormal = normalize((gl_NormalMatrix * gl_Normal).xyz);
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lighting = doLighting(viewPos.xyz, viewNormal, gl_Color);
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lighting = doLighting(viewPos.xyz, viewNormal, gl_Color, shadowDiffuseLighting);
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#else
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#else
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passColor = gl_Color;
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passColor = gl_Color;
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#endif
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#endif
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