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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, 2018, 2019,
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2020, 2021, 2022 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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#if defined(INSTANCED_OBJECT_ID) && !defined(GL_ES) && !defined(NEW_GLSL)
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#extension GL_EXT_gpu_shader4: require
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#endif
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#if defined(UNIFORM_BUFFERS) && defined(TEXTURE_ARRAYS) && !defined(GL_ES)
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#extension GL_ARB_shader_bit_encoding: require
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#endif
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#ifdef MULTI_DRAW
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#ifndef GL_ES
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#extension GL_ARB_shader_draw_parameters: require
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#else /* covers WebGL as well */
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#extension GL_ANGLE_multi_draw: require
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#endif
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#endif
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#ifndef NEW_GLSL
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#define in attribute
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#define out varying
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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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/* Uniforms */
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#ifndef UNIFORM_BUFFERS
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#ifdef EXPLICIT_UNIFORM_LOCATION
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layout(location = 0)
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#endif
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uniform highp mat4 transformationMatrix
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#ifndef GL_ES
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= mat4(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 = 1)
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#endif
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uniform highp mat4 projectionMatrix
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#ifndef GL_ES
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= mat4(1.0)
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#endif
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;
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#ifdef HAS_LIGHTS
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#ifdef EXPLICIT_UNIFORM_LOCATION
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layout(location = 2)
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#endif
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uniform mediump mat3 normalMatrix
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#ifndef GL_ES
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= mat3(1.0)
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#endif
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;
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#endif
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#ifdef TEXTURE_TRANSFORMATION
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#ifdef EXPLICIT_UNIFORM_LOCATION
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layout(location = 3)
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#endif
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uniform mediump mat3 textureMatrix
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#ifndef GL_ES
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= mat3(1.0)
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#endif
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;
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#endif
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#ifdef TEXTURE_ARRAYS
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#ifdef EXPLICIT_UNIFORM_LOCATION
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layout(location = 4)
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#endif
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/* mediump is just 2^10, which might not be enough, this is 2^16 */
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uniform highp uint textureLayer; /* defaults to zero */
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#endif
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/* Uniform buffers */
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#else
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#if DRAW_COUNT > 1
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#ifdef EXPLICIT_UNIFORM_LOCATION
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layout(location = 0)
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#endif
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uniform highp uint drawOffset
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#ifndef GL_ES
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= 0u
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#endif
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;
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#else
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#define drawOffset 0u
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#endif
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/* Keep in sync with Phong.frag. Can't "outsource" to a common file because
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the #extension directive needs to be always before any code. */
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struct DrawUniform {
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/* Of all drivers, I made the crucial mistake of expecting ANGLE to have
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non-broken uniform packing. Of course everything including random phone
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drivers worked, except ANGLE with a D3D backend, which blew up when
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seeing `mat3` here. With all the coding guidelines, rules and automated
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bullying from Clang Tidy in place over at Google, it seems the false
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sense of security is so strong that they don't even bother testing what
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they wrote. Or, how to code, the Google way:
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1. Thoroughly document the packing rules and how the translation of
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every GLSL type to the D3D equivalent is performed:
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https://chromium.googlesource.com/angle/angle/+/refs/heads/main/src/libANGLE/renderer/d3d/d3d11/UniformBlockToStructuredBufferTranslation.md#std140-limitation
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2. Forget to actually implement and test the damn thing.
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*/
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mediump mat3x4 normalMatrix;
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highp uvec4 materialIdReservedObjectIdLightOffsetLightCount;
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#define draw_materialIdReserved materialIdReservedObjectIdLightOffsetLightCount.x
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#define draw_objectId materialIdReservedObjectIdLightOffsetLightCount.y
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#define draw_lightOffset materialIdReservedObjectIdLightOffsetLightCount.z
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#define draw_lightCount materialIdReservedObjectIdLightOffsetLightCount.w
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};
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layout(std140
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#ifdef EXPLICIT_BINDING
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, binding = 2
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#endif
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) uniform Draw {
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DrawUniform draws[DRAW_COUNT];
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};
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layout(std140
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#ifdef EXPLICIT_BINDING
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, binding = 0
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#endif
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) uniform Projection {
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highp mat4 projectionMatrix;
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};
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layout(std140
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#ifdef EXPLICIT_BINDING
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, binding = 1
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#endif
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) uniform Transformation {
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highp mat4 transformationMatrices[DRAW_COUNT];
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};
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#ifdef TEXTURE_TRANSFORMATION
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struct TextureTransformationUniform {
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highp vec4 rotationScaling;
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highp vec4 offsetLayerReserved;
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#define textureTransformation_offset offsetLayerReserved.xy
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#define textureTransformation_layer offsetLayerReserved.z
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};
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layout(std140
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#ifdef EXPLICIT_BINDING
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, binding = 3
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#endif
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) uniform TextureTransformation {
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TextureTransformationUniform textureTransformations[DRAW_COUNT];
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};
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#endif
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#endif
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/* Inputs */
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#ifdef EXPLICIT_ATTRIB_LOCATION
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layout(location = POSITION_ATTRIBUTE_LOCATION)
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#endif
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in highp vec4 position;
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#ifdef HAS_LIGHTS
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#ifdef EXPLICIT_ATTRIB_LOCATION
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layout(location = NORMAL_ATTRIBUTE_LOCATION)
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#endif
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in mediump vec3 normal;
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#ifdef NORMAL_TEXTURE
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#ifdef EXPLICIT_ATTRIB_LOCATION
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layout(location = TANGENT_ATTRIBUTE_LOCATION)
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#endif
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in mediump
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#ifndef BITANGENT
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vec4
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#else
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vec3
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#endif
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tangent;
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#endif
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#ifdef BITANGENT
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#ifdef EXPLICIT_ATTRIB_LOCATION
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layout(location = BITANGENT_ATTRIBUTE_LOCATION)
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#endif
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in mediump vec3 bitangent;
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#endif
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#endif
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#ifdef TEXTURED
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#ifdef EXPLICIT_ATTRIB_LOCATION
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layout(location = TEXTURECOORDINATES_ATTRIBUTE_LOCATION)
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#endif
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in mediump vec2 textureCoordinates;
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#endif
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#ifdef VERTEX_COLOR
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#ifdef EXPLICIT_ATTRIB_LOCATION
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layout(location = COLOR_ATTRIBUTE_LOCATION)
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#endif
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in lowp vec4 vertexColor;
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#endif
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#ifdef INSTANCED_OBJECT_ID
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#ifdef EXPLICIT_ATTRIB_LOCATION
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layout(location = OBJECT_ID_ATTRIBUTE_LOCATION)
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#endif
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in highp uint instanceObjectId;
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#endif
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#ifdef INSTANCED_TRANSFORMATION
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#ifdef EXPLICIT_ATTRIB_LOCATION
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layout(location = TRANSFORMATION_MATRIX_ATTRIBUTE_LOCATION)
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#endif
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in highp mat4 instancedTransformationMatrix;
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#ifdef HAS_LIGHTS
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#ifdef EXPLICIT_ATTRIB_LOCATION
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layout(location = NORMAL_MATRIX_ATTRIBUTE_LOCATION)
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#endif
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in highp mat3 instancedNormalMatrix;
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#endif
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#endif
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#ifdef INSTANCED_TEXTURE_OFFSET
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#ifdef EXPLICIT_ATTRIB_LOCATION
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layout(location = TEXTURE_OFFSET_ATTRIBUTE_LOCATION)
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#endif
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in mediump
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#ifndef TEXTURE_ARRAYS
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vec2
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#else
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vec3
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#endif
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instancedTextureOffset;
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#endif
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/* Outputs */
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#ifdef TEXTURED
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out mediump
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#ifndef TEXTURE_ARRAYS
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vec2
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#else
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vec3
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#endif
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interpolatedTextureCoordinates;
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#endif
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#ifdef VERTEX_COLOR
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out lowp vec4 interpolatedVertexColor;
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#endif
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#ifdef INSTANCED_OBJECT_ID
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flat out highp uint interpolatedInstanceObjectId;
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#endif
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#ifdef HAS_LIGHTS
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out mediump vec3 transformedNormal;
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#ifdef NORMAL_TEXTURE
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#ifndef BITANGENT
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out mediump vec4 transformedTangent;
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#else
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out mediump vec3 transformedTangent;
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out mediump vec3 transformedBitangent;
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#endif
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#endif
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out highp vec3 transformedPosition;
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#endif
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#ifdef MULTI_DRAW
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flat out highp uint drawId;
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#endif
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void main() {
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#ifdef UNIFORM_BUFFERS
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#ifdef MULTI_DRAW
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drawId = drawOffset + uint(
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#ifndef GL_ES
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gl_DrawIDARB /* Using GL_ARB_shader_draw_parameters, not GLSL 4.6 */
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#else
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gl_DrawID
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#endif
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);
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#else
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#define drawId drawOffset
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#endif
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highp const mat4 transformationMatrix = transformationMatrices[drawId];
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#ifdef HAS_LIGHTS
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mediump const mat3 normalMatrix = mat3(draws[drawId].normalMatrix);
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#endif
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#ifdef TEXTURE_TRANSFORMATION
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mediump const mat3 textureMatrix = mat3(textureTransformations[drawId].rotationScaling.xy, 0.0, textureTransformations[drawId].rotationScaling.zw, 0.0, textureTransformations[drawId].textureTransformation_offset, 1.0);
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#ifdef TEXTURE_ARRAYS
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highp const uint textureLayer = floatBitsToUint(textureTransformations[drawId].textureTransformation_layer);
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#endif
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#endif
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#endif
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/* Transformed vertex position */
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highp vec4 transformedPosition4 = transformationMatrix*
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#ifdef INSTANCED_TRANSFORMATION
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instancedTransformationMatrix*
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#endif
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position;
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#ifndef HAS_LIGHTS
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highp vec3
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#endif
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transformedPosition = transformedPosition4.xyz/transformedPosition4.w;
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#ifdef HAS_LIGHTS
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/* Transformed normal and tangent vector */
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transformedNormal = normalMatrix*
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#ifdef INSTANCED_TRANSFORMATION
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instancedNormalMatrix*
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#endif
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normal;
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#ifdef NORMAL_TEXTURE
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#ifndef BITANGENT
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transformedTangent = vec4(normalMatrix*
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#ifdef INSTANCED_TRANSFORMATION
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instancedNormalMatrix*
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#endif
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tangent.xyz, tangent.w);
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#else
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transformedTangent = normalMatrix*
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#ifdef INSTANCED_TRANSFORMATION
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instancedNormalMatrix*
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#endif
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tangent;
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transformedBitangent = normalMatrix*
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#ifdef INSTANCED_TRANSFORMATION
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instancedNormalMatrix*
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#endif
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bitangent;
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#endif
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#endif
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#endif
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/* Transform the position */
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gl_Position = projectionMatrix*transformedPosition4;
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#ifdef TEXTURED
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/* Texture coordinates, if needed */
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interpolatedTextureCoordinates.xy =
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#ifdef TEXTURE_TRANSFORMATION
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(textureMatrix*vec3(
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#ifdef INSTANCED_TEXTURE_OFFSET
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instancedTextureOffset.xy +
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#endif
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textureCoordinates, 1.0)).xy
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#else
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textureCoordinates
|
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#endif
|
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;
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#ifdef TEXTURE_ARRAYS
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|
interpolatedTextureCoordinates.z = float(
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|
#ifdef INSTANCED_TEXTURE_OFFSET
|
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|
|
|
uint(instancedTextureOffset.z) +
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|
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|
#endif
|
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|
textureLayer
|
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|
);
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|
#endif
|
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|
#endif
|
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#ifdef VERTEX_COLOR
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|
|
/* Vertex colors, if enabled */
|
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|
interpolatedVertexColor = vertexColor;
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|
#endif
|
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|
#ifdef INSTANCED_OBJECT_ID
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|
|
/* Instanced object ID, if enabled */
|
|
|
|
|
interpolatedInstanceObjectId = instanceObjectId;
|
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|
#endif
|
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|
}
|