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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(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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#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 TWO_DIMENSIONS
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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 mat3 transformationProjectionMatrix
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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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#elif defined(THREE_DIMENSIONS)
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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 = 7)
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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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#else
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#error
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#endif
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#ifdef VERTEX_ID
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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 vec2 colorMapOffsetScale
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#ifndef GL_ES
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= vec2(1.0/512.0, 1.0/256.0)
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#endif
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;
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#define colorMapOffset colorMapOffsetScale.x
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#define colorMapScale colorMapOffsetScale.y
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#endif
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#if defined(TANGENT_DIRECTION) || defined(BITANGENT_FROM_TANGENT_DIRECTION) || defined(BITANGENT_DIRECTION) || defined(NORMAL_DIRECTION)
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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 highp 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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#ifdef EXPLICIT_UNIFORM_LOCATION
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layout(location = 10)
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#endif
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uniform highp float lineLength
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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 EXPLICIT_ATTRIB_LOCATION
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layout(location = POSITION_ATTRIBUTE_LOCATION)
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#endif
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#ifdef TWO_DIMENSIONS
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in highp vec2 position;
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#elif defined(THREE_DIMENSIONS)
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in highp vec4 position;
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#else
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#error
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#endif
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#if defined(TANGENT_DIRECTION) || defined(BITANGENT_FROM_TANGENT_DIRECTION)
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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 highp vec4 tangent;
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#endif
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#ifdef BITANGENT_DIRECTION
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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 highp vec3 bitangent;
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#endif
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#if defined(NORMAL_DIRECTION) || defined(BITANGENT_FROM_TANGENT_DIRECTION)
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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 highp vec3 normal;
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#endif
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#if defined(WIREFRAME_RENDERING) && defined(NO_GEOMETRY_SHADER)
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#if (!defined(GL_ES) && __VERSION__ < 140) || (defined(GL_ES) && __VERSION__ < 300)
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#ifdef EXPLICIT_ATTRIB_LOCATION
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layout(location = 4)
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#endif
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in lowp float vertexIndex;
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#define gl_VertexID int(vertexIndex)
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#endif
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out vec3 barycentric;
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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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#ifdef NO_GEOMETRY_SHADER
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flat out highp uint interpolatedInstanceObjectId;
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#else
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flat out highp uint interpolatedVsInstanceObjectId;
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#endif
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#endif
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#ifdef VERTEX_ID
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#ifdef NO_GEOMETRY_SHADER
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out highp float interpolatedMappedVertexId;
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#else
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out highp float interpolatedVsMappedVertexId;
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#endif
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#endif
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#ifdef PRIMITIVE_ID_FROM_VERTEX_ID
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#ifdef NO_GEOMETRY_SHADER
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flat out highp uint interpolatedPrimitiveId;
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#else
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flat out highp uint interpolatedVsPrimitiveId;
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#endif
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#endif
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#ifdef TANGENT_DIRECTION
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out highp vec4 tangentEndpoint;
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#endif
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#if defined(BITANGENT_DIRECTION) || defined(BITANGENT_FROM_TANGENT_DIRECTION)
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out highp vec4 bitangentEndpoint;
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#endif
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#ifdef NORMAL_DIRECTION
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out highp vec4 normalEndpoint;
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#endif
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void main() {
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#ifdef TWO_DIMENSIONS
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gl_Position.xywz = vec4(transformationProjectionMatrix*vec3(position, 1.0), 0.0);
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#elif defined(THREE_DIMENSIONS)
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gl_Position = projectionMatrix*transformationMatrix*position;
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#else
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#error
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#endif
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#ifdef TANGENT_DIRECTION
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tangentEndpoint = projectionMatrix*(transformationMatrix*position + vec4(normalize(normalMatrix*tangent.xyz)*lineLength, 0.0));
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#endif
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#ifdef BITANGENT_FROM_TANGENT_DIRECTION
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vec3 bitangent = cross(normal, tangent.xyz)*tangent.w;
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#endif
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#if defined(BITANGENT_DIRECTION) || defined(BITANGENT_FROM_TANGENT_DIRECTION)
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bitangentEndpoint = projectionMatrix*(transformationMatrix*position + vec4(normalize(normalMatrix*bitangent)*lineLength, 0.0));
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#endif
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#ifdef NORMAL_DIRECTION
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normalEndpoint = projectionMatrix*(transformationMatrix*position + vec4(normalize(normalMatrix*normal)*lineLength, 0.0));
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#endif
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#if defined(WIREFRAME_RENDERING) && defined(NO_GEOMETRY_SHADER)
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barycentric = vec3(0.0);
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#ifdef SUBSCRIPTING_WORKAROUND
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#ifndef NEW_GLSL
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int i = int(mod(vertexIndex, 3.0));
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#else
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int i = gl_VertexID % 3;
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#endif
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if(i == 0) barycentric.x = 1.0;
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else if(i == 1) barycentric.y = 1.0;
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else barycentric.z = 1.0;
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#elif !defined(NEW_GLSL)
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barycentric[int(mod(vertexIndex, 3.0))] = 1.0;
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#else
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barycentric[gl_VertexID % 3] = 1.0;
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#endif
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#endif
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#ifdef INSTANCED_OBJECT_ID
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#ifdef NO_GEOMETRY_SHADER
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interpolatedInstanceObjectId
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#else
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interpolatedVsInstanceObjectId
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#endif
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= instanceObjectId;
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#endif
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#ifdef VERTEX_ID
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#ifdef NO_GEOMETRY_SHADER
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interpolatedMappedVertexId
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#else
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interpolatedVsMappedVertexId
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#endif
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= colorMapOffset + float(gl_VertexID)*colorMapScale;
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#endif
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#ifdef PRIMITIVE_ID_FROM_VERTEX_ID
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#ifdef NO_GEOMETRY_SHADER
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interpolatedPrimitiveId
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#else
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interpolatedVsPrimitiveId
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#endif
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= uint(gl_VertexID/3);
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#endif
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}
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