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@ -1,20 +1,28 @@
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#include "core.h"
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#include "core.h"
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#include "shadows.h"
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#define FOG @shPropertyBool(fog)
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#define FOG @shPropertyBool(fog)
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#define MRT @shPropertyNotBool(is_transparent) && @shPropertyBool(mrt_output)
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#define MRT @shPropertyNotBool(is_transparent) && @shPropertyBool(mrt_output)
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#define LIGHTING @shPropertyBool(lighting)
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#define LIGHTING @shPropertyBool(lighting)
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#if FOG || MRT
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#define SHADOWS LIGHTING && 0
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#define SHADOWS_PSSM LIGHTING
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#define SHADOWS 1 && LIGHTING
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#define SHADOWS_PSSM 0 && LIGHTING
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#if FOG || MRT || SHADOWS_PSSM
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#define NEED_DEPTH
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#define NEED_DEPTH
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#endif
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#endif
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#define NUM_LIGHTS 8
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#define HAS_VERTEXCOLOR @shPropertyBool(has_vertex_colour)
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#define HAS_VERTEXCOLOR @shPropertyBool(has_vertex_colour)
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#ifdef SH_VERTEX_SHADER
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#ifdef SH_VERTEX_SHADER
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// ------------------------------------- VERTEX ---------------------------------------
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SH_BEGIN_PROGRAM
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SH_BEGIN_PROGRAM
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shUniform(float4x4 wvp) @shAutoConstant(wvp, worldviewproj_matrix)
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shUniform(float4x4 wvp) @shAutoConstant(wvp, worldviewproj_matrix)
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shInput(float2, uv0)
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shInput(float2, uv0)
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@ -33,11 +41,28 @@
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shColourInput(float4)
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shColourInput(float4)
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shOutput(float4, colorPassthrough)
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shOutput(float4, colorPassthrough)
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#endif
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#endif
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#if SHADOWS
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shOutput(float4, lightSpacePos0)
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shUniform(float4x4 texViewProjMatrix0) @shAutoConstant(texViewProjMatrix0, texture_viewproj_matrix)
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shUniform(float4x4 worldMatrix) @shAutoConstant(worldMatrix, world_matrix)
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#endif
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#if SHADOWS_PSSM
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@shForeach(3)
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shOutput(float4, lightSpacePos@shIterator)
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shUniform(float4x4 texViewProjMatrix@shIterator) @shAutoConstant(texViewProjMatrix@shIterator, texture_viewproj_matrix, @shIterator)
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@shEndForeach
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shUniform(float4x4 worldMatrix) @shAutoConstant(worldMatrix, world_matrix)
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#endif
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SH_START_PROGRAM
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SH_START_PROGRAM
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{
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{
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shOutputPosition = shMatrixMult(wvp, shInputPosition);
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shOutputPosition = shMatrixMult(wvp, shInputPosition);
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UV = uv0;
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UV = uv0;
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#if LIGHTING
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normalPassthrough = normal.xyz;
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normalPassthrough = normal.xyz;
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#endif
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#ifdef NEED_DEPTH
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#ifdef NEED_DEPTH
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depthPassthrough = shOutputPosition.z;
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depthPassthrough = shOutputPosition.z;
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#endif
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#endif
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@ -49,10 +74,22 @@
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#if HAS_VERTEXCOLOR
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#if HAS_VERTEXCOLOR
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colorPassthrough = colour;
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colorPassthrough = colour;
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#endif
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#endif
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#if SHADOWS
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lightSpacePos0 = shMatrixMult(texViewProjMatrix0, shMatrixMult(worldMatrix, shInputPosition));
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#endif
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#if SHADOWS_PSSM
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float4 wPos = shMatrixMult(worldMatrix, shInputPosition);
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@shForeach(3)
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lightSpacePos@shIterator = shMatrixMult(texViewProjMatrix@shIterator, wPos);
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@shEndForeach
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#endif
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}
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}
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#else
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#else
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// ----------------------------------- FRAGMENT ------------------------------------------
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SH_BEGIN_PROGRAM
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SH_BEGIN_PROGRAM
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shSampler2D(diffuseMap)
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shSampler2D(diffuseMap)
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shInput(float2, UV)
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shInput(float2, UV)
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@ -76,7 +113,7 @@
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shUniform(float4 materialAmbient) @shAutoConstant(materialAmbient, surface_ambient_colour)
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shUniform(float4 materialAmbient) @shAutoConstant(materialAmbient, surface_ambient_colour)
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shUniform(float4 materialDiffuse) @shAutoConstant(materialDiffuse, surface_diffuse_colour)
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shUniform(float4 materialDiffuse) @shAutoConstant(materialDiffuse, surface_diffuse_colour)
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shUniform(float4 materialEmissive) @shAutoConstant(materialEmissive, surface_emissive_colour)
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shUniform(float4 materialEmissive) @shAutoConstant(materialEmissive, surface_emissive_colour)
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@shForeach(NUM_LIGHTS)
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@shForeach(8)
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shUniform(float4 lightPosObjSpace@shIterator) @shAutoConstant(lightPosObjSpace@shIterator, light_position_object_space, @shIterator)
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shUniform(float4 lightPosObjSpace@shIterator) @shAutoConstant(lightPosObjSpace@shIterator, light_position_object_space, @shIterator)
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shUniform(float4 lightAttenuation@shIterator) @shAutoConstant(lightAttenuation@shIterator, light_attenuation, @shIterator)
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shUniform(float4 lightAttenuation@shIterator) @shAutoConstant(lightAttenuation@shIterator, light_attenuation, @shIterator)
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shUniform(float4 lightDiffuse@shIterator) @shAutoConstant(lightDiffuse@shIterator, light_diffuse_colour, @shIterator)
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shUniform(float4 lightDiffuse@shIterator) @shAutoConstant(lightDiffuse@shIterator, light_diffuse_colour, @shIterator)
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@ -91,6 +128,24 @@
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#ifdef HAS_VERTEXCOLOR
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#ifdef HAS_VERTEXCOLOR
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shInput(float4, colorPassthrough)
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shInput(float4, colorPassthrough)
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#endif
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#endif
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#if SHADOWS
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shInput(float4, lightSpacePos0)
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shSampler2D(shadowMap0)
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shUniform(float2 invShadowmapSize0) @shAutoConstant(invShadowmapSize0, inverse_texture_size, 0)
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#endif
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#if SHADOWS_PSSM
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@shForeach(3)
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shInput(float4, lightSpacePos@shIterator)
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shSampler2D(shadowMap@shIterator)
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shUniform(float2 invShadowmapSize@shIterator) @shAutoConstant(invShadowmapSize@shIterator, inverse_texture_size, @shIterator)
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@shEndForeach
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shUniform(float4 pssmSplitPoints) @shSharedParameter(pssmSplitPoints)
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#endif
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#if SHADOWS || SHADOWS_PSSM
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shUniform(float4 shadowFar_fadeStart) @shSharedParameter(shadowFar_fadeStart)
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#endif
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SH_START_PROGRAM
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SH_START_PROGRAM
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{
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{
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shOutputColor(0) = shSample(diffuseMap, UV);
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shOutputColor(0) = shSample(diffuseMap, UV);
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@ -101,15 +156,38 @@
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float d;
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float d;
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float3 ambient = materialAmbient.xyz * lightAmbient.xyz;
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float3 ambient = materialAmbient.xyz * lightAmbient.xyz;
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@shForeach(NUM_LIGHTS)
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@shForeach(8)
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// shadows only for the first (directional) light
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#if @shIterator == 0
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#if SHADOWS
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float shadow = depthShadowPCF (shadowMap0, lightSpacePos0, invShadowmapSize0);
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#endif
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#if SHADOWS_PSSM
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float shadow = pssmDepthShadow (lightSpacePos0, invShadowmapSize0, shadowMap0, lightSpacePos1, invShadowmapSize1, shadowMap1, lightSpacePos2, invShadowmapSize2, shadowMap2, depthPassthrough, pssmSplitPoints);
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#endif
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#if SHADOWS || SHADOWS_PSSM
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float fadeRange = shadowFar_fadeStart.x - shadowFar_fadeStart.y;
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float fade = 1-((depthPassthrough - shadowFar_fadeStart.y) / fadeRange);
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shadow = (depthPassthrough > shadowFar_fadeStart.x) ? 1 : ((depthPassthrough > shadowFar_fadeStart.y) ? 1-((1-shadow)*fade) : shadow);
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#endif
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#if !SHADOWS && !SHADOWS_PSSM
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float shadow = 1.0;
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#endif
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#endif
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lightDir = lightPosObjSpace@shIterator.xyz - (objSpacePositionPassthrough.xyz * lightPosObjSpace@shIterator.w);
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lightDir = lightPosObjSpace@shIterator.xyz - (objSpacePositionPassthrough.xyz * lightPosObjSpace@shIterator.w);
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d = length(lightDir);
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d = length(lightDir);
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lightDir = normalize(lightDir);
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lightDir = normalize(lightDir);
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#if @shIterator == 0
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diffuse += materialDiffuse.xyz * lightDiffuse@shIterator.xyz * (1.0 / ((lightAttenuation@shIterator.y) + (lightAttenuation@shIterator.z * d) + (lightAttenuation@shIterator.w * d * d))) * max(dot(normal, lightDir), 0) * shadow;
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#else
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diffuse += materialDiffuse.xyz * lightDiffuse@shIterator.xyz * (1.0 / ((lightAttenuation@shIterator.y) + (lightAttenuation@shIterator.z * d) + (lightAttenuation@shIterator.w * d * d))) * max(dot(normal, lightDir), 0);
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diffuse += materialDiffuse.xyz * lightDiffuse@shIterator.xyz * (1.0 / ((lightAttenuation@shIterator.y) + (lightAttenuation@shIterator.z * d) + (lightAttenuation@shIterator.w * d * d))) * max(dot(normal, lightDir), 0);
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#endif
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@shEndForeach
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@shEndForeach
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#if HAS_VERTEXCOLOR
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#if HAS_VERTEXCOLOR
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