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			75 lines
		
	
	
	
		
			1.6 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			75 lines
		
	
	
	
		
			1.6 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
#version 120
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#if @useUBO
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    #extension GL_ARB_uniform_buffer_object : require
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#endif
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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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#define PER_PIXEL_LIGHTING 1
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#include "lib/core/vertex.h.glsl"
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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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#include "lib/light/lighting.glsl"
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#include "lib/view/depth.glsl"
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#include "compatibility/vertexcolors.glsl"
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#include "compatibility/shadows_vertex.glsl"
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#include "compatibility/normals.glsl"
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void main(void)
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{
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    gl_Position = modelToClip(gl_Vertex);
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    vec4 viewPos = modelToView(gl_Vertex);
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    gl_ClipVertex = viewPos;
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    euclideanDepth = length(viewPos.xyz);
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    linearDepth = getLinearDepth(gl_Position.z, viewPos.z);
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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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    normalToViewMatrix = gl_NormalMatrix;
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#if @normalMap
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    normalToViewMatrix *= generateTangentSpace(gl_MultiTexCoord7.xyzw, passNormal);
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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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#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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#endif
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#if @shadows_enabled
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    vec3 viewNormal = normalize(gl_NormalMatrix * passNormal);
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    setupShadowCoords(viewPos, viewNormal);
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#endif
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}
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