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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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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 attribute
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#define out varying
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#endif
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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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#if LIGHT_COUNT
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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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#if LIGHT_COUNT
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/* Needs to be last because it uses locations 10 to 10 + LIGHT_COUNT - 1 */
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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 highp vec3 lightPositions[LIGHT_COUNT]; /* defaults to zero */
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#endif
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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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#if LIGHT_COUNT
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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 vec3 tangent;
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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 textureCoords;
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out mediump vec2 interpolatedTextureCoords;
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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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out lowp vec4 interpolatedVertexColor;
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#endif
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#if LIGHT_COUNT
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out mediump vec3 transformedNormal;
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#ifdef NORMAL_TEXTURE
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out mediump vec3 transformedTangent;
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#endif
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out highp vec3 lightDirections[LIGHT_COUNT];
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out highp vec3 cameraDirection;
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#endif
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void main() {
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/* Transformed vertex position */
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highp vec4 transformedPosition4 = transformationMatrix*position;
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highp vec3 transformedPosition = transformedPosition4.xyz/transformedPosition4.w;
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#if LIGHT_COUNT
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/* Transformed normal and tangent vector */
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transformedNormal = normalMatrix*normal;
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#ifdef NORMAL_TEXTURE
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transformedTangent = normalMatrix*tangent;
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#endif
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/* Direction to the light */
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for(int i = 0; i < LIGHT_COUNT; ++i)
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lightDirections[i] = normalize(lightPositions[i] - transformedPosition);
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/* Direction to the camera */
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cameraDirection = -transformedPosition;
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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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interpolatedTextureCoords = textureCoords;
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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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}
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