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/*
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This file is part of Magnum.
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Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017
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Vladimír Vondruš <mosra@centrum.cz>
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Permission is hereby granted, free of charge, to any person obtaining a
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copy of this software and associated documentation files (the "Software"),
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to deal in the Software without restriction, including without limitation
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the rights to use, copy, modify, merge, publish, distribute, sublicense,
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and/or sell copies of the Software, and to permit persons to whom the
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Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included
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in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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DEALINGS IN THE SOFTWARE.
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*/
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#ifndef NEW_GLSL
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#define in varying
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#define color gl_FragColor
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#define texture texture2D
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#endif
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#ifndef RUNTIME_CONST
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#define const
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#endif
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#ifdef EXPLICIT_UNIFORM_LOCATION
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layout(location = 7)
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#endif
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uniform lowp vec4 lightColor
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#ifndef GL_ES
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= vec4(1.0)
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#endif
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;
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#ifdef EXPLICIT_UNIFORM_LOCATION
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layout(location = 8)
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#endif
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uniform mediump float shininess
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#ifndef GL_ES
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= 80.0
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#endif
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;
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#ifdef AMBIENT_TEXTURE
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#ifdef EXPLICIT_TEXTURE_LAYER
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layout(binding = 0)
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#endif
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uniform lowp sampler2D ambientTexture;
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#endif
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#ifdef EXPLICIT_UNIFORM_LOCATION
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layout(location = 4)
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#endif
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uniform lowp vec4 ambientColor
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#ifndef GL_ES
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#ifndef AMBIENT_TEXTURE
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= vec4(0.0, 0.0, 0.0, 1.0)
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#else
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= vec4(1.0)
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#endif
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#endif
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;
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#ifdef DIFFUSE_TEXTURE
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#ifdef EXPLICIT_TEXTURE_LAYER
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layout(binding = 1)
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#endif
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uniform lowp sampler2D diffuseTexture;
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#endif
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#ifdef EXPLICIT_UNIFORM_LOCATION
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layout(location = 5)
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#endif
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uniform lowp vec4 diffuseColor
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#if !defined(GL_ES) && defined(DIFFUSE_TEXTURE)
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= vec4(1.0)
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#endif
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;
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#ifdef SPECULAR_TEXTURE
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#ifdef EXPLICIT_TEXTURE_LAYER
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layout(binding = 2)
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#endif
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uniform lowp sampler2D specularTexture;
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#endif
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#ifdef EXPLICIT_UNIFORM_LOCATION
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layout(location = 6)
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#endif
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uniform lowp vec4 specularColor
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#ifndef GL_ES
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= vec4(1.0)
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#endif
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;
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in mediump vec3 transformedNormal;
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in highp vec3 lightDirection;
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in highp vec3 cameraDirection;
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#if defined(AMBIENT_TEXTURE) || defined(DIFFUSE_TEXTURE) || defined(SPECULAR_TEXTURE)
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in mediump vec2 interpolatedTextureCoords;
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#endif
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#ifdef NEW_GLSL
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out lowp vec4 color;
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#endif
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void main() {
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lowp const vec4 finalAmbientColor =
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#ifdef AMBIENT_TEXTURE
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texture(ambientTexture, interpolatedTextureCoords)*
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#endif
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ambientColor;
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lowp const vec4 finalDiffuseColor =
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#ifdef DIFFUSE_TEXTURE
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texture(diffuseTexture, interpolatedTextureCoords)*
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#endif
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diffuseColor;
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lowp const vec4 finalSpecularColor =
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#ifdef SPECULAR_TEXTURE
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texture(specularTexture, interpolatedTextureCoords)*
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#endif
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specularColor;
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/* Ambient color */
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color = finalAmbientColor;
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mediump vec3 normalizedTransformedNormal = normalize(transformedNormal);
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highp vec3 normalizedLightDirection = normalize(lightDirection);
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/* Add diffuse color */
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lowp float intensity = max(0.0, dot(normalizedTransformedNormal, normalizedLightDirection));
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color += finalDiffuseColor*lightColor*intensity;
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/* Add specular color, if needed */
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if(intensity > 0.001) {
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highp vec3 reflection = reflect(-normalizedLightDirection, normalizedTransformedNormal);
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mediump float specularity = pow(max(0.0, dot(normalize(cameraDirection), reflection)), shininess);
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color += finalSpecularColor*specularity;
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}
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}
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