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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 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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#ifndef NEW_GLSL
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#define in varying
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#define fragmentColor 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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/* Uniforms */
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#ifndef UNIFORM_BUFFERS
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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 ambientColor
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#ifndef GL_ES
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#ifndef AMBIENT_TEXTURE
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= vec4(0.0)
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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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#if LIGHT_COUNT
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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 diffuseColor
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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 = 7)
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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, 1.0, 1.0, 0.0)
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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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#endif
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#ifdef NORMAL_TEXTURE
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#ifdef EXPLICIT_UNIFORM_LOCATION
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layout(location = 9)
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#endif
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uniform mediump float normalTextureScale
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#ifndef GL_ES
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= 1.0
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#endif
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;
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#endif
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#ifdef ALPHA_MASK
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#ifdef EXPLICIT_UNIFORM_LOCATION
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layout(location = 10)
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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 = 11)
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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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#if LIGHT_COUNT
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/* Needs to be last because it uses locations 12 + LIGHT_COUNT to
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12 + 2*LIGHT_COUNT - 1. Location 12 is lightPositions. Also it can't be
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specified as 12 + LIGHT_COUNT because that requires ARB_enhanced_layouts.
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Same for lightSpecularColors and lightRanges below. */
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#ifdef EXPLICIT_UNIFORM_LOCATION
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layout(location = LIGHT_COLORS_LOCATION) /* I fear this will blow up some drivers */
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#endif
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uniform lowp vec3 lightColors[LIGHT_COUNT]
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#ifndef GL_ES
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= vec3[](LIGHT_COLOR_INITIALIZER)
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#endif
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;
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#ifdef EXPLICIT_UNIFORM_LOCATION
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layout(location = LIGHT_SPECULAR_COLORS_LOCATION)
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#endif
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uniform lowp vec3 lightSpecularColors[LIGHT_COUNT]
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#ifndef GL_ES
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= vec3[](LIGHT_COLOR_INITIALIZER)
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#endif
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;
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#ifdef EXPLICIT_UNIFORM_LOCATION
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layout(location = LIGHT_RANGES_LOCATION)
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#endif
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uniform lowp float lightRanges[LIGHT_COUNT]
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#ifndef GL_ES
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= float[](LIGHT_RANGE_INITIALIZER)
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#endif
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;
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#endif
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/* Uniform buffers */
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#else
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#ifndef MULTI_DRAW
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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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#define drawId drawOffset
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#endif
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/* Keep in sync with Phong.vert. 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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mediump mat3 normalMatrix; /* actually mat3x4 */
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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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struct MaterialUniform {
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lowp vec4 ambientColor;
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lowp vec4 diffuseColor;
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lowp vec4 specularColor;
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mediump vec4 normalTextureScaleShininessAlphaMaskReserved;
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#define material_normalTextureScale normalTextureScaleShininessAlphaMaskReserved.x
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#define material_shininess normalTextureScaleShininessAlphaMaskReserved.y
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#define material_alphaMask normalTextureScaleShininessAlphaMaskReserved.z
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};
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layout(std140
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#ifdef EXPLICIT_BINDING
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, binding = 4
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#endif
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) uniform Material {
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MaterialUniform materials[MATERIAL_COUNT];
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};
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/* Keep in sync with Phong.vert. 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 LightUniform {
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highp vec4 position;
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lowp vec3 colorReserved;
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#define light_color colorReserved.xyz
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lowp vec4 specularColorReserved;
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#define light_specularColor specularColorReserved.xyz
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lowp vec4 rangeReservedReservedReserved;
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#define light_range rangeReservedReservedReserved.x
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};
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#if LIGHT_COUNT
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layout(std140
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#ifdef EXPLICIT_BINDING
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, binding = 5
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#endif
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) uniform Light {
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LightUniform lights[LIGHT_COUNT];
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};
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#endif
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#endif
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/* Textures */
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#ifdef AMBIENT_TEXTURE
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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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ambientTexture;
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#endif
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#if LIGHT_COUNT
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#ifdef DIFFUSE_TEXTURE
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#ifdef EXPLICIT_BINDING
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layout(binding = 1)
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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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diffuseTexture;
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#endif
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#ifdef SPECULAR_TEXTURE
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#ifdef EXPLICIT_BINDING
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layout(binding = 2)
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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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specularTexture;
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#endif
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#ifdef NORMAL_TEXTURE
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#ifdef EXPLICIT_BINDING
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layout(binding = 3)
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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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normalTexture;
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#endif
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#endif
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/* Inputs */
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#if LIGHT_COUNT
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in mediump vec3 transformedNormal;
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#ifdef NORMAL_TEXTURE
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#ifndef BITANGENT
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in mediump vec4 transformedTangent;
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#else
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in mediump vec3 transformedTangent;
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in mediump vec3 transformedBitangent;
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#endif
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#endif
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in highp vec4 lightDirections[LIGHT_COUNT];
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in highp vec3 cameraDirection;
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#endif
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#if defined(AMBIENT_TEXTURE) || defined(DIFFUSE_TEXTURE) || defined(SPECULAR_TEXTURE) || defined(NORMAL_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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mediump const uint materialId = draws[drawId].draw_materialIdReserved & 0xffffu;
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lowp const vec4 ambientColor = materials[materialId].ambientColor;
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#if LIGHT_COUNT
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lowp const vec4 diffuseColor = materials[materialId].diffuseColor;
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lowp const vec4 specularColor = materials[materialId].specularColor;
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mediump const float shininess = materials[materialId].material_shininess;
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#endif
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#ifdef NORMAL_TEXTURE
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mediump float normalTextureScale = materials[materialId].material_normalTextureScale;
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#endif
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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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#if LIGHT_COUNT
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mediump const uint lightOffset = draws[drawId].draw_lightOffset;
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#endif
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#endif
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lowp const vec4 finalAmbientColor =
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#ifdef AMBIENT_TEXTURE
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texture(ambientTexture, 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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ambientColor;
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#if LIGHT_COUNT
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lowp const vec4 finalDiffuseColor =
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#ifdef DIFFUSE_TEXTURE
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texture(diffuseTexture, 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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diffuseColor;
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lowp const vec4 finalSpecularColor =
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#ifdef SPECULAR_TEXTURE
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texture(specularTexture, interpolatedTextureCoordinates)*
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#endif
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specularColor;
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#endif
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/* Ambient color */
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fragmentColor = finalAmbientColor;
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#if LIGHT_COUNT
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/* Normal */
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mediump vec3 normalizedTransformedNormal = normalize(transformedNormal);
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#ifdef NORMAL_TEXTURE
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#ifndef BITANGENT
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mediump vec3 normalizedTransformedTangent = normalize(transformedTangent.xyz);
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#else
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mediump vec3 normalizedTransformedTangent = normalize(transformedTangent);
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mediump vec3 normalizedTransformedBitangent = normalize(transformedBitangent);
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#endif
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mediump mat3 tbn = mat3(
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normalizedTransformedTangent,
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#ifndef BITANGENT
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normalize(cross(normalizedTransformedNormal,
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normalizedTransformedTangent)*transformedTangent.w),
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#else
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normalizedTransformedBitangent,
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#endif
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normalizedTransformedNormal
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);
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normalizedTransformedNormal = tbn*(normalize((texture(normalTexture, interpolatedTextureCoordinates).rgb*2.0 - vec3(1.0))*vec3(normalTextureScale, normalTextureScale, 1.0)));
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#endif
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/* Add diffuse color for each light */
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#ifndef UNIFORM_BUFFERS
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for(int i = 0; i < LIGHT_COUNT; ++i)
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#else
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for(uint i = 0u, actualLightCount = min(uint(LIGHT_COUNT), draws[drawId].draw_lightCount); i < actualLightCount; ++i)
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#endif
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{
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lowp const vec3 lightColor =
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#ifndef UNIFORM_BUFFERS
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lightColors[i]
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#else
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lights[lightOffset + i].light_color
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#endif
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;
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lowp const vec3 lightSpecularColor =
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#ifndef UNIFORM_BUFFERS
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lightSpecularColors[i]
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#else
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lights[lightOffset + i].light_specularColor
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#endif
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;
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lowp const float lightRange =
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#ifndef UNIFORM_BUFFERS
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lightRanges[i]
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#else
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lights[lightOffset + i].light_range
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#endif
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;
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/* Attenuation. Directional lights have the .w component set to 0, use
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that to make the distance zero -- which will then ensure the
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attenuation is always 1.0 */
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highp float dist = length(lightDirections[i].xyz)*lightDirections[i].w;
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/* If range is 0 for whatever reason, clamp it to a small value to
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|
avoid a NaN when dist is 0 as well (which is the case for
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|
directional lights). */
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highp float attenuation = clamp(1.0 - pow(dist/max(lightRange, 0.0001), 4.0), 0.0, 1.0);
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attenuation = attenuation*attenuation/(1.0 + dist*dist);
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highp vec3 normalizedLightDirection = normalize(lightDirections[i].xyz);
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lowp float intensity = max(0.0, dot(normalizedTransformedNormal, normalizedLightDirection))*attenuation;
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fragmentColor += vec4(finalDiffuseColor.rgb*lightColor*intensity, finalDiffuseColor.a/float(
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|
#ifndef UNIFORM_BUFFERS
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|
|
|
LIGHT_COUNT
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|
|
|
#else
|
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|
|
|
actualLightCount
|
|
|
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|
#endif
|
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));
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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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|
/* Use attenuation for the specularity as well */
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|
mediump float specularity = clamp(pow(max(0.0, dot(normalize(cameraDirection), reflection)), shininess), 0.0, 1.0)*attenuation;
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|
fragmentColor += vec4(finalSpecularColor.rgb*lightSpecularColor.rgb*specularity, finalSpecularColor.a);
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|
}
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|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
#ifdef ALPHA_MASK
|
|
|
|
|
/* Using <= because if mask is set to 1.0, it should discard all, similarly
|
|
|
|
|
as when using 0, it should only discard what's already invisible
|
|
|
|
|
anyway. */
|
|
|
|
|
if(fragmentColor.a <= alphaMask) discard;
|
|
|
|
|
#endif
|
|
|
|
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|
|
|
#ifdef OBJECT_ID
|
|
|
|
|
fragmentObjectId =
|
|
|
|
|
#ifdef INSTANCED_OBJECT_ID
|
|
|
|
|
interpolatedInstanceObjectId +
|
|
|
|
|
#endif
|
|
|
|
|
objectId;
|
|
|
|
|
#endif
|
|
|
|
|
}
|