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More minor shader cleanups
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@@ -4,7 +4,6 @@ uniform float animationTimer;
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uniform lowp vec4 materialColor;
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VARYING_ vec3 vNormal;
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VARYING_ vec3 vPosition;
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VARYING_ vec3 worldPosition;
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VARYING_ lowp vec4 varColor;
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CENTROID_ VARYING_ mediump vec2 varTexCoord;
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@@ -32,14 +31,13 @@ VARYING_ float nightRatio;
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// Color of the light emitted by the light sources.
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const vec3 artificialLight = vec3(1.04, 1.04, 1.04);
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VARYING_ float vIDiff;
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const float e = 2.718281828459;
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const float BS = 10.0;
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#ifdef ENABLE_DYNAMIC_SHADOWS
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uniform float xyPerspectiveBias0;
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uniform float xyPerspectiveBias1;
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uniform float zPerspectiveBias;
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#ifdef ENABLE_DYNAMIC_SHADOWS
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vec4 getRelativePosition(in vec4 position)
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{
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vec2 l = position.xy - CameraPos.xy;
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@@ -66,8 +64,9 @@ vec4 applyPerspectiveDistortion(in vec4 position)
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return position;
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}
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// custom smoothstep implementation because it's not defined in glsl1.2
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// https://docs.gl/sl4/smoothstep
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#if __VERSION__ >= 130
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#define mtsmoothstep smoothstep
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#else
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float mtsmoothstep(in float edge0, in float edge1, in float x)
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{
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float t = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);
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@@ -75,6 +74,8 @@ float mtsmoothstep(in float edge0, in float edge1, in float x)
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}
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#endif
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#endif
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float directional_ambient(vec3 normal)
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{
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@@ -95,7 +96,6 @@ void main(void)
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gl_Position = mWorldViewProj * inVertexPosition;
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vPosition = gl_Position.xyz;
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vNormal = (mWorld * vec4(inVertexNormal, 0.0)).xyz;
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worldPosition = (mWorld * inVertexPosition).xyz;
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eyeVec = -(mWorldView * inVertexPosition).xyz;
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