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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, 2023 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(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(SHADER_STORAGE_BUFFERS) && !defined(GL_ES)
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#extension GL_ARB_shader_storage_buffer_object: require
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#endif
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#ifndef NEW_GLSL
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#define fragmentColor gl_FragColor
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#define texture texture2D
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#define in 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 = 3)
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#endif
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uniform lowp vec4 color
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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 ALPHA_MASK
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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 float alphaMask
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#ifndef GL_ES
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= 0.5
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#endif
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;
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#endif
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#ifdef OBJECT_ID
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#ifdef EXPLICIT_UNIFORM_LOCATION
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layout(location = 5)
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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 objectId; /* defaults to zero */
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#endif
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/* Uniform / shader storage buffers */
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#else
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/* For SSBOs, the per-draw and material arrays are unbounded */
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#ifdef SHADER_STORAGE_BUFFERS
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#define DRAW_COUNT
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#define MATERIAL_COUNT
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#define BUFFER_OR_UNIFORM buffer
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#define BUFFER_READONLY readonly
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#else
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#define BUFFER_OR_UNIFORM uniform
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#define BUFFER_READONLY
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#endif
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#ifndef MULTI_DRAW
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/* With SSBOs DRAW_COUNT is defined to be empty, +0 makes the condition not
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cause a compile error */
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#if defined(SHADER_STORAGE_BUFFERS) || DRAW_COUNT+0 > 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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#define drawId drawOffset
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#endif
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struct DrawUniform {
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highp uvec4 materialIdReservedObjectIdJointOffsetPerInstanceJointCountReserved;
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#define draw_materialIdReserved materialIdReservedObjectIdJointOffsetPerInstanceJointCountReserved.x
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#define draw_objectId materialIdReservedObjectIdJointOffsetPerInstanceJointCountReserved.y
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#define draw_jointOffsetPerInstanceJointCount materialIdReservedObjectIdJointOffsetPerInstanceJointCountReserved.z
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};
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layout(std140
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#if defined(EXPLICIT_BINDING) || defined(SHADER_STORAGE_BUFFERS)
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, binding = 2
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#endif
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) BUFFER_OR_UNIFORM Draw {
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BUFFER_READONLY DrawUniform draws[DRAW_COUNT];
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};
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struct MaterialUniform {
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lowp vec4 color;
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highp vec4 alphaMaskReservedReservedReserved;
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#define material_alphaMask alphaMaskReservedReservedReserved.x
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};
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layout(std140
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#if defined(EXPLICIT_BINDING) || defined(SHADER_STORAGE_BUFFERS)
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, binding = 4
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#endif
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) BUFFER_OR_UNIFORM Material {
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BUFFER_READONLY MaterialUniform materials[MATERIAL_COUNT];
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};
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#endif
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/* Textures */
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#ifdef TEXTURED
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#ifdef EXPLICIT_BINDING
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layout(binding = 0)
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#endif
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uniform lowp
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#ifndef TEXTURE_ARRAYS
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sampler2D
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#else
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sampler2DArray
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#endif
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textureData;
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#endif
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#ifdef OBJECT_ID_TEXTURE
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#ifdef EXPLICIT_BINDING
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layout(binding = 5)
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#endif
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uniform lowp
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#ifndef TEXTURE_ARRAYS
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usampler2D
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#else
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usampler2DArray
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#endif
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objectIdTextureData;
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#endif
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/* Inputs */
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#if defined(TEXTURED) || defined(OBJECT_ID_TEXTURE)
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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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interpolatedTextureCoordinates;
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#endif
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#ifdef VERTEX_COLOR
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in lowp vec4 interpolatedVertexColor;
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#endif
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#ifdef INSTANCED_OBJECT_ID
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flat in highp uint interpolatedInstanceObjectId;
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#endif
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#ifdef MULTI_DRAW
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flat in highp uint drawId;
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#endif
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/* Outputs */
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#ifdef NEW_GLSL
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#ifdef EXPLICIT_ATTRIB_LOCATION
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layout(location = COLOR_OUTPUT_ATTRIBUTE_LOCATION)
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#endif
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out lowp vec4 fragmentColor;
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#endif
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#ifdef OBJECT_ID
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#ifdef EXPLICIT_ATTRIB_LOCATION
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layout(location = OBJECT_ID_OUTPUT_ATTRIBUTE_LOCATION)
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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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out highp uint fragmentObjectId;
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#endif
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void main() {
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#ifdef UNIFORM_BUFFERS
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#ifdef OBJECT_ID
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highp const uint objectId = draws[drawId].draw_objectId;
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#endif
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/* With SSBOs MATERIAL_COUNT is defined to be empty, +0 makes the condition
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not cause a compile error */
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#if defined(SHADER_STORAGE_BUFFERS) || MATERIAL_COUNT+0 > 1
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mediump const uint materialId = draws[drawId].draw_materialIdReserved & 0xffffu;
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#else
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#define materialId 0u
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#endif
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lowp const vec4 color = materials[materialId].color;
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#ifdef ALPHA_MASK
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lowp const float alphaMask = materials[materialId].material_alphaMask;
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#endif
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#endif
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fragmentColor =
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#ifdef TEXTURED
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texture(textureData, interpolatedTextureCoordinates)*
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#endif
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#ifdef VERTEX_COLOR
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interpolatedVertexColor*
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#endif
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color;
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#ifdef ALPHA_MASK
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/* Using <= because if mask is set to 1.0, it should discard all, similarly
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as when using 0, it should only discard what's already invisible
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anyway. */
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if(fragmentColor.a <= alphaMask) discard;
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#endif
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#ifdef OBJECT_ID
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fragmentObjectId =
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#ifdef INSTANCED_OBJECT_ID
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interpolatedInstanceObjectId +
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#endif
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#ifdef OBJECT_ID_TEXTURE
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texture(objectIdTextureData, interpolatedTextureCoordinates).r +
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#endif
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objectId;
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#endif
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}
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