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https://github.com/luanti-org/luanti.git
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Avoid inVertexColor name collision
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@@ -3,7 +3,7 @@
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/* Attributes */
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attribute vec4 inVertexPosition;
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attribute vec4 inVertexColor;
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attribute vec4 inVertexColor_raw;
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attribute vec2 inTexCoord0;
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/* Uniforms */
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@@ -24,5 +24,5 @@ void main()
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gl_Position = uProjection * (inVertexPosition + vec4(0.375, 0.375, 0.0, 0.0));
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gl_PointSize = uThickness;
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vTextureCoord = inTexCoord0;
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vVertexColor = inVertexColor.bgra;
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vVertexColor = inVertexColor_raw.bgra;
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}
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@@ -4,7 +4,7 @@
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attribute vec3 inVertexPosition;
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attribute vec3 inVertexNormal;
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attribute vec4 inVertexColor;
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attribute vec4 inVertexColor_raw;
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attribute vec2 inTexCoord0;
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/* Uniforms */
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@@ -29,7 +29,7 @@ void main()
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vec4 TextureCoord0 = vec4(inTexCoord0.x, inTexCoord0.y, 1.0, 1.0);
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vTextureCoord0 = vec4(uTMatrix0 * TextureCoord0).xy;
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vVertexColor = inVertexColor.bgra;
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vVertexColor = inVertexColor_raw.bgra;
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vec3 Position = (uWVMatrix * vec4(inVertexPosition, 1.0)).xyz;
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@@ -21,7 +21,7 @@ enum E_VERTEX_ATTRIBUTES
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const char *const sBuiltInVertexAttributeNames[] = {
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"inVertexPosition",
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"inVertexNormal",
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"inVertexColor",
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"inVertexColor_raw", // (BGRA <-> RGBA swapped)
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"inVertexAux",
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"inTexCoord0",
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"inTexCoord1",
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@@ -720,7 +720,7 @@ void ShaderSource::generateShader(ShaderInfo &shaderinfo)
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ATTRIBUTE_(0) highp vec4 inVertexPosition;
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ATTRIBUTE_(1) mediump vec3 inVertexNormal;
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ATTRIBUTE_(2) lowp vec4 inVertexColor;
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ATTRIBUTE_(2) lowp vec4 inVertexColor_raw;
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ATTRIBUTE_(3) mediump float inVertexAux;
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ATTRIBUTE_(4) mediump vec2 inTexCoord0;
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ATTRIBUTE_(5) mediump vec2 inTexCoord1;
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@@ -734,7 +734,7 @@ void ShaderSource::generateShader(ShaderInfo &shaderinfo)
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}
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// Our vertex color has components reversed compared to what OpenGL
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// normally expects, so we need to take that into account.
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vertex_header += "#define inVertexColor (inVertexColor.bgra)\n";
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vertex_header += "#define inVertexColor (inVertexColor_raw.bgra)\n";
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fragment_header = "";
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if (use_glsl3) {
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