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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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#ifndef NEW_GLSL
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#define in varying
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#define fragmentColor gl_FragColor
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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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#if defined(WIREFRAME_RENDERING) && defined(GL_ES) && __VERSION__ < 300
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#extension GL_OES_standard_derivatives : enable
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#endif
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#if defined(GL_ES) && !defined(NO_GEOMETRY_SHADER) && defined(GL_NV_shader_noperspective_interpolation)
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#extension GL_NV_shader_noperspective_interpolation: require
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#endif
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/* Uniforms */
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#ifndef UNIFORM_BUFFERS
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#if (defined(WIREFRAME_RENDERING) || defined(OBJECT_ID) || defined(VERTEX_ID) || defined(PRIMITIVE_ID) || defined(PRIMITIVE_ID_FROM_VERTEX_ID)) && !defined(TBN_DIRECTION)
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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 lowp vec4 color
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#ifndef GL_ES
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= vec4(1.0, 1.0, 1.0, 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 = 2)
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#endif
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uniform lowp vec4 wireframeColor
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#ifndef GL_ES
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= vec4(0.0, 0.0, 0.0, 1.0)
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#endif
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;
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#endif
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#ifdef WIREFRAME_RENDERING
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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 float wireframeWidth
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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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#elif defined(TBN_DIRECTION)
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#ifdef EXPLICIT_UNIFORM_LOCATION
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layout(location = 12)
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#endif
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uniform lowp float lineWidth
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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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#if defined(WIREFRAME_RENDERING) || defined(TBN_DIRECTION)
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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 smoothness
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#ifndef GL_ES
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= 2.0
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#endif
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;
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#endif
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#if defined(OBJECT_ID) || defined(PRIMITIVE_ID) || defined(PRIMITIVE_ID_FROM_VERTEX_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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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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#ifdef OBJECT_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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/* 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 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 = 1)
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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 MeshVisualizer.vert and MeshVisualizer.geom. Can't
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"outsource" to a common file because the extension directives need to be
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always before any code. */
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struct DrawUniform {
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#ifdef THREE_DIMENSIONS
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/* Can't be a mat3 because of ANGLE, see Phong.vert for details */
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highp mat3x4 normalMatrix;
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#elif !defined(TWO_DIMENSIONS)
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#error
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#endif
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highp uvec4 materialIdReservedObjectIdReservedReserved;
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#define draw_materialIdReserved materialIdReservedObjectIdReservedReserved.x
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#define draw_objectId materialIdReservedObjectIdReservedReserved.y
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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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/* Keep in sync with MeshVisualizer.vert and MeshVisualizer.geom. Can't
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"outsource" to a common file because the extension directives need to be
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always before any code. */
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struct MaterialUniform {
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lowp vec4 color;
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lowp vec4 wireframeColor;
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lowp vec4 wireframeWidthColorMapOffsetColorMapScaleLineWidth;
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#define material_wireframeWidth wireframeWidthColorMapOffsetColorMapScaleLineWidth.x
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#define material_colorMapOffset wireframeWidthColorMapOffsetColorMapScaleLineWidth.y
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#define material_colorMapScale wireframeWidthColorMapOffsetColorMapScaleLineWidth.z
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#define material_lineWidth wireframeWidthColorMapOffsetColorMapScaleLineWidth.w
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lowp vec4 lineLengthSmoothnessReservedReserved;
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#define material_lineLength lineLengthSmoothnessReservedReserved.x
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#define material_smoothness lineLengthSmoothnessReservedReserved.y
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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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#endif
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/* Textures */
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#if defined(OBJECT_ID) || defined(VERTEX_ID) || defined(PRIMITIVE_ID) || defined(PRIMITIVE_ID_FROM_VERTEX_ID)
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#ifdef EXPLICIT_BINDING
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layout(binding = 4)
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#endif
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uniform lowp sampler2D colorMapTexture;
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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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#ifdef 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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#if defined(WIREFRAME_RENDERING) || defined(TBN_DIRECTION)
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#ifndef NO_GEOMETRY_SHADER
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#if !defined(GL_ES) || defined(GL_NV_shader_noperspective_interpolation)
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noperspective
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#endif
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in lowp vec3 dist;
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#else
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in lowp vec3 barycentric;
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#endif
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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 VERTEX_ID
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in highp float interpolatedMappedVertexId;
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#endif
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#ifdef PRIMITIVE_ID_FROM_VERTEX_ID
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flat in highp uint interpolatedPrimitiveId;
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#endif
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#ifdef TBN_DIRECTION
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in lowp vec4 backgroundColor;
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in lowp vec4 lineColor;
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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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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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#if MATERIAL_COUNT > 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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#if (defined(WIREFRAME_RENDERING) || defined(OBJECT_ID) || defined(VERTEX_ID) || defined(PRIMITIVE_ID) || defined(PRIMITIVE_ID_FROM_VERTEX_ID)) && !defined(TBN_DIRECTION)
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lowp const vec4 color = materials[materialId].color;
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lowp const vec4 wireframeColor = materials[materialId].wireframeColor;
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#endif
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#ifdef WIREFRAME_RENDERING
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lowp const float wireframeWidth = materials[materialId].material_wireframeWidth;
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#elif defined(TBN_DIRECTION)
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lowp const float lineWidth = materials[materialId].material_lineWidth;
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#endif
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#if defined(WIREFRAME_RENDERING) || defined(TBN_DIRECTION)
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lowp const float smoothness = materials[materialId].material_smoothness;
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#endif
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#if defined(OBJECT_ID) || defined(PRIMITIVE_ID) || defined(PRIMITIVE_ID_FROM_VERTEX_ID)
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lowp const float colorMapOffset = materials[materialId].material_colorMapOffset;
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lowp const float colorMapScale = materials[materialId].material_colorMapScale;
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#endif
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#endif
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/* Map object/vertex/primitive ID to a color. Will be either combined with
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the wireframe background color (if wireframe is enabled), ignored (if
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rendering TBN direction) or used as-is if nothing else is enabled */
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#if defined(OBJECT_ID) || defined(VERTEX_ID) || defined(PRIMITIVE_ID) || defined(PRIMITIVE_ID_FROM_VERTEX_ID)
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lowp vec4 faceColor = texture(colorMapTexture, vec2(
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/* Object/primitive IDs are constant across the whole primitive so we
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do the offset/scale mapping here */
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#if defined(OBJECT_ID) || defined(PRIMITIVE_ID) || defined(PRIMITIVE_ID_FROM_VERTEX_ID)
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colorMapOffset + float(
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#ifdef OBJECT_ID
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objectId
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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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#elif defined(PRIMITIVE_ID)
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gl_PrimitiveID
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#elif defined(PRIMITIVE_ID_FROM_VERTEX_ID)
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interpolatedPrimitiveId
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#else
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#error mosra messed up
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#endif
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)*colorMapScale
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/* Vertex ID changes, so the offset/scale mapping was done already in
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a VS/GS and we just pass the interpolated result to a texture */
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#elif defined(VERTEX_ID)
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interpolatedMappedVertexId
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#else
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#error mosra messed up, again
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#endif
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, 0.0));
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#endif
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/* 1. For wireframe the line is on the triangle edges, thus dist = 0 at
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vertices and dist = w (= wireframeWidth) at center of smoothed edge.
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2. For antialiased TBN (drawn alone) the line is in the center of the
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bar, thus dist = 0 at the center, dist = ±w (= lineWidth) at center
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of the smoothed edge, and dist = ±S = w + s (= smoothness) at edge of
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the primitive.
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3. For non-antialised TBN (drawn together with wireframe) the bar width
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is without the extra padding for smoothness.
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0 _____________ 0 -S_-w_0__w_S -w_0__w
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\ _______ / | | | | | |
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\ w w / | | /| | | /|
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\ \ / / | | / | | | / |
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\ \w/ / | | / | | | / |
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\ v / | | / | | | / |
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\ / | |/ | | |/ |
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v |_|_____|_| |_____|
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0 -S -w 0 w S -w 0 w
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*/
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#if defined(WIREFRAME_RENDERING) || defined(TBN_DIRECTION)
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/* Fill with background color first:
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1. For wireframe alone the color is supplied directly from the color
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uniform
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2. For TBN alone the backgroundColor is supplied from the GS
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If primitive/object ID is enabled, it multiplies the color.
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*/
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#if defined(WIREFRAME_RENDERING) && !defined(TBN_DIRECTION)
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fragmentColor = color;
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#else
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fragmentColor = backgroundColor;
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#endif
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#if defined(OBJECT_ID) || defined(VERTEX_ID) || defined(PRIMITIVE_ID) || defined(PRIMITIVE_ID_FROM_VERTEX_ID)
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fragmentColor *= faceColor;
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#endif
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#ifndef NO_GEOMETRY_SHADER
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/* Distance to nearest side. If signed distance is involved when rendering
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TBN alone, we need to find an absolute distance */
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#if defined(TBN_DIRECTION) && !defined(WIREFRAME_RENDERING)
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lowp const float nearest = min(min(abs(dist.x), abs(dist.y)), abs(dist.z));
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#else
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lowp const float nearest = min(min(dist.x, dist.y), dist.z);
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#endif
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/* Mix in the line color:
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1. For wireframe alone the width and colors are supplied directly from
|
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wireframeWidth, wireframeColor, color uniforms
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2. For TBN alone the width is supplied directly from the lineWidth
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uniform and colors from the GS
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3. For TBN and wireframe together wireframeWidth is used to draw the
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wireframe, and since `nearest` is always 0 for the TBN bars, there it
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doesn't matter.
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*/
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fragmentColor = mix(
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#if defined(WIREFRAME_RENDERING) && !defined(TBN_DIRECTION)
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wireframeColor,
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#else
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lineColor,
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#endif
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fragmentColor,
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#ifdef WIREFRAME_RENDERING
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smoothstep(wireframeWidth - smoothness,
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wireframeWidth + smoothness, nearest)
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#elif defined(TBN_DIRECTION)
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smoothstep(lineWidth - smoothness,
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lineWidth + smoothness, nearest)
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#else
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#error
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|
#endif
|
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);
|
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|
/* Wireframe rendering without a GS. No TBN in this case */
|
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|
#else
|
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|
|
const lowp vec3 d = fwidth(barycentric);
|
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|
|
const lowp vec3 factor = smoothstep(vec3(0.0), d*1.5, barycentric);
|
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|
|
const lowp float nearest = min(min(factor.x, factor.y), factor.z);
|
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|
fragmentColor = mix(wireframeColor, fragmentColor, nearest);
|
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|
#endif
|
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|
|
/* Object / Vertex / Primitive ID visualization using a colormap */
|
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|
|
#elif defined(OBJECT_ID) || defined(VERTEX_ID) || defined(PRIMITIVE_ID) || defined(PRIMITIVE_ID_FROM_VERTEX_ID)
|
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|
|
fragmentColor = color*faceColor;
|
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|
#else
|
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|
|
#error no visualization enabled, huh?
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|
|
#endif
|
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|
|
}
|