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			36 lines
		
	
	
	
		
			748 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			36 lines
		
	
	
	
		
			748 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| #version 120
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| 
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| varying vec2 uv;
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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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| varying vec4 lighting;
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| #else
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| 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 "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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| 
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| #if !PER_PIXEL_LIGHTING
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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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| #else
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|     passColor = gl_Color;
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| #endif
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|     passNormal = gl_Normal.xyz;
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|     passViewPos = viewPos.xyz;
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| 
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|     uv = gl_MultiTexCoord0.xy;
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| }
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