Handle BSShader[PP/No]LightingProperty
parent
ded59c4858
commit
2fdbe9b3f6
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#version 120
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#if @useGPUShader4
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#extension GL_EXT_gpu_shader4: require
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#endif
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#if @diffuseMap
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uniform sampler2D diffuseMap;
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varying vec2 diffuseMapUV;
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#endif
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#if @emissiveMap
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uniform sampler2D emissiveMap;
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varying vec2 emissiveMapUV;
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#endif
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#if @normalMap
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uniform sampler2D normalMap;
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varying vec2 normalMapUV;
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varying vec4 passTangent;
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#endif
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uniform bool noAlpha;
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varying float euclideanDepth;
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varying float linearDepth;
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#define PER_PIXEL_LIGHTING 1
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varying vec3 passViewPos;
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varying vec3 passNormal;
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#include "vertexcolors.glsl"
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#include "shadows_fragment.glsl"
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#include "lighting.glsl"
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#include "alpha.glsl"
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uniform float emissiveMult;
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void main()
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{
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#if @diffuseMap
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gl_FragData[0] = texture2D(diffuseMap, diffuseMapUV);
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gl_FragData[0].a *= coveragePreservingAlphaScale(diffuseMap, adjustedDiffuseUV);
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#else
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gl_FragData[0] = vec4(1.0);
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#endif
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vec4 diffuseColor = getDiffuseColor();
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gl_FragData[0].a *= diffuseColor.a;
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alphaTest();
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#if @normalMap
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vec4 normalTex = texture2D(normalMap, normalMapUV);
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// Must flip Y for DirectX format normal maps
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normalTex.y = 1.0 - normalTex.y;
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vec3 normalizedNormal = normalize(passNormal);
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vec3 normalizedTangent = normalize(passTangent.xyz);
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vec3 binormal = cross(normalizedTangent, normalizedNormal) * passTangent.w;
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mat3 tbnTranspose = mat3(normalizedTangent, binormal, normalizedNormal);
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vec3 viewNormal = gl_NormalMatrix * normalize(tbnTranspose * (normalTex.xyz * 2.0 - 1.0));
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#else
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vec3 viewNormal = gl_NormalMatrix * normalize(passNormal);
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#endif
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float shadowing = unshadowedLightRatio(linearDepth);
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vec3 diffuseLight, ambientLight;
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doLighting(passViewPos, normalize(viewNormal), shadowing, diffuseLight, ambientLight);
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vec3 emission = getEmissionColor().xyz * emissiveMult;
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#if @emissiveMap
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emission *= texture2D(emissiveMap, emissiveMapUV).xyz;
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#endif
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vec3 lighting = diffuseColor.xyz * diffuseLight + getAmbientColor().xyz * ambientLight + emission;
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#if @clamp
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lighting = clamp(lighting, vec3(0.0), vec3(1.0));
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#else
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lighting = max(lighting, 0.0);
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#endif
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gl_FragData[0].xyz *= lighting;
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float shininess = gl_FrontMaterial.shininess;
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vec3 matSpec = getSpecularColor().xyz;
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#if @normalMap
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matSpec *= normalTex.a;
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#endif
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if (matSpec != vec3(0.0))
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gl_FragData[0].xyz += getSpecular(normalize(viewNormal), normalize(passViewPos.xyz), shininess, matSpec) * shadowing;
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#if @radialFog
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float fogValue = clamp((euclideanDepth - gl_Fog.start) * gl_Fog.scale, 0.0, 1.0);
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#else
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float fogValue = clamp((linearDepth - gl_Fog.start) * gl_Fog.scale, 0.0, 1.0);
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#endif
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gl_FragData[0].xyz = mix(gl_FragData[0].xyz, gl_Fog.color.xyz, fogValue);
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#if @translucentFramebuffer
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if (noAlpha)
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gl_FragData[0].a = 1.0;
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#endif
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applyShadowDebugOverlay();
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}
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@ -0,0 +1,58 @@
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#version 120
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#if @diffuseMap
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varying vec2 diffuseMapUV;
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#endif
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#if @emissiveMap
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varying vec2 emissiveMapUV;
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#endif
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#if @normalMap
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varying vec2 normalMapUV;
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varying vec4 passTangent;
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#endif
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varying float euclideanDepth;
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varying float linearDepth;
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varying vec3 passViewPos;
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varying vec3 passNormal;
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#define PER_PIXEL_LIGHTING 1
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#include "vertexcolors.glsl"
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#include "shadows_vertex.glsl"
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#include "lighting.glsl"
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void main(void)
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{
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gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
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vec4 viewPos = (gl_ModelViewMatrix * gl_Vertex);
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gl_ClipVertex = viewPos;
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euclideanDepth = length(viewPos.xyz);
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linearDepth = gl_Position.z;
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#if @diffuseMap
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diffuseMapUV = (gl_TextureMatrix[@diffuseMapUV] * gl_MultiTexCoord@diffuseMapUV).xy;
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#endif
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#if @emissiveMap
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emissiveMapUV = (gl_TextureMatrix[@emissiveMapUV] * gl_MultiTexCoord@emissiveMapUV).xy;
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#endif
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#if @normalMap
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normalMapUV = (gl_TextureMatrix[@normalMapUV] * gl_MultiTexCoord@normalMapUV).xy;
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passTangent = gl_MultiTexCoord7.xyzw;
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#endif
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passColor = gl_Color;
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passViewPos = viewPos.xyz;
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passNormal = gl_Normal.xyz;
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#if @shadows_enabled
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vec3 viewNormal = normalize((gl_NormalMatrix * gl_Normal).xyz);
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setupShadowCoords(viewPos, viewNormal);
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#endif
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}
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#version 120
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#if @useGPUShader4
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#extension GL_EXT_gpu_shader4: require
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#endif
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#if @diffuseMap
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uniform sampler2D diffuseMap;
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varying vec2 diffuseMapUV;
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#endif
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uniform bool noAlpha;
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#if @radialFog
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varying float euclideanDepth;
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#else
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varying float linearDepth;
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#endif
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uniform bool useFalloff;
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varying float passFalloff;
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#include "vertexcolors.glsl"
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#include "alpha.glsl"
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void main()
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{
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#if @diffuseMap
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gl_FragData[0] = texture2D(diffuseMap, diffuseMapUV);
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gl_FragData[0].a *= coveragePreservingAlphaScale(diffuseMap, diffuseMapUV);
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#else
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gl_FragData[0] = vec4(1.0);
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#endif
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gl_FragData[0] *= getDiffuseColor();
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if (useFalloff)
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gl_FragData[0].a *= passFalloff;
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alphaTest();
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#if @radialFog
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float fogValue = clamp((euclideanDepth - gl_Fog.start) * gl_Fog.scale, 0.0, 1.0);
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#else
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float fogValue = clamp((linearDepth - gl_Fog.start) * gl_Fog.scale, 0.0, 1.0);
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#endif
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#if @translucentFramebuffer
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if (noAlpha)
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gl_FragData[0].a = 1.0;
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#endif
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gl_FragData[0].xyz = mix(gl_FragData[0].xyz, gl_Fog.color.xyz, fogValue);
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}
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#version 120
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#if @diffuseMap
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varying vec2 diffuseMapUV;
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#endif
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#if @radialFog
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varying float euclideanDepth;
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#else
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varying float linearDepth;
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#endif
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uniform bool useFalloff;
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uniform vec4 falloffParams;
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varying vec3 passViewPos;
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varying float passFalloff;
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#include "vertexcolors.glsl"
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void main(void)
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{
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gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
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vec4 viewPos = (gl_ModelViewMatrix * gl_Vertex);
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gl_ClipVertex = viewPos;
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#if @radialFog
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euclideanDepth = length(viewPos.xyz);
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#else
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linearDepth = gl_Position.z;
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#endif
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#if @diffuseMap
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diffuseMapUV = (gl_TextureMatrix[@diffuseMapUV] * gl_MultiTexCoord@diffuseMapUV).xy;
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#endif
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passColor = gl_Color;
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if (useFalloff)
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{
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vec3 viewNormal = gl_NormalMatrix * normalize(gl_Normal.xyz);
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vec3 viewDir = normalize(viewPos.xyz);
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float viewAngle = abs(dot(viewNormal, viewDir));
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passFalloff = smoothstep(falloffParams.y, falloffParams.x, viewAngle);
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}
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else
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{
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passFalloff = 1.0;
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}
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}
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