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			107 lines
		
	
	
	
		
			2.3 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			107 lines
		
	
	
	
		
			2.3 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| #version 120
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| 
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| #if @diffuseMap
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| varying vec2 diffuseMapUV;
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| #endif
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| 
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| #if @darkMap
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| varying vec2 darkMapUV;
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| #endif
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| 
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| #if @detailMap
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| varying vec2 detailMapUV;
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| #endif
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| 
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| #if @decalMap
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| varying vec2 decalMapUV;
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| #endif
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| 
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| #if @emissiveMap
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| varying vec2 emissiveMapUV;
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| #endif
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| 
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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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| 
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| #if @envMap
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| varying vec2 envMapUV;
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| #endif
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| 
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| #if @specularMap
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| varying vec2 specularMapUV;
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| #endif
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| 
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| varying float depth;
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| 
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| #define PER_PIXEL_LIGHTING (@normalMap || @forcePPL)
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| 
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| #if !PER_PIXEL_LIGHTING
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| centroid varying vec4 lighting;
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| centroid varying vec3 shadowDiffuseLighting;
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| #else
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| centroid varying vec4 passColor;
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| #endif
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| varying vec3 passViewPos;
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| varying vec3 passNormal;
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| 
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| #include "shadows_vertex.glsl"
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| 
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| #include "lighting.glsl"
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| 
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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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|     depth = gl_Position.z;
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| 
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|     vec4 viewPos = (gl_ModelViewMatrix * gl_Vertex);
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|     gl_ClipVertex = viewPos;
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|     vec3 viewNormal = normalize((gl_NormalMatrix * gl_Normal).xyz);
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| 
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| #if @envMap
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|     vec3 viewVec = normalize(viewPos.xyz);
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|     vec3 r = reflect( viewVec, viewNormal );
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|     float m = 2.0 * sqrt( r.x*r.x + r.y*r.y + (r.z+1.0)*(r.z+1.0) );
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|     envMapUV = vec2(r.x/m + 0.5, r.y/m + 0.5);
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| #endif
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| 
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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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| 
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| #if @darkMap
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|     darkMapUV = (gl_TextureMatrix[@darkMapUV] * gl_MultiTexCoord@darkMapUV).xy;
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| #endif
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| 
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| #if @detailMap
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|     detailMapUV = (gl_TextureMatrix[@detailMapUV] * gl_MultiTexCoord@detailMapUV).xy;
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| #endif
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| 
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| #if @decalMap
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|     decalMapUV = (gl_TextureMatrix[@decalMapUV] * gl_MultiTexCoord@decalMapUV).xy;
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| #endif
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| 
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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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| 
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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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| 
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| #if @specularMap
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|     specularMapUV = (gl_TextureMatrix[@specularMapUV] * gl_MultiTexCoord@specularMapUV).xy;
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| #endif
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| 
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| #if !PER_PIXEL_LIGHTING
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|     lighting = doLighting(viewPos.xyz, viewNormal, gl_Color, shadowDiffuseLighting);
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| #else
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|     passColor = gl_Color;
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| #endif
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|     passViewPos = viewPos.xyz;
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|     passNormal = gl_Normal.xyz;
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| 
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|     setupShadowCoords(viewPos, viewNormal);
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| }
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