mirror of
https://github.com/luanti-org/luanti.git
synced 2025-10-12 08:05:18 +02:00
@@ -8,11 +8,7 @@ void main(void)
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{
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gl_Position = mWorldViewProj * inVertexPosition;
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#ifdef GL_ES
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vec4 color = inVertexColor.bgra;
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#else
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vec4 color = inVertexColor;
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#endif
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color *= materialColor;
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varColor = color;
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@@ -3,9 +3,5 @@ varying lowp vec4 varColor;
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void main(void)
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{
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gl_Position = mWorldViewProj * inVertexPosition;
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#ifdef GL_ES
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varColor = inVertexColor.bgra;
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#else
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varColor = inVertexColor;
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#endif
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}
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@@ -7,9 +7,5 @@ void main(void)
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{
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varTexCoord = inTexCoord0.st;
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gl_Position = mWorldViewProj * inVertexPosition;
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#ifdef GL_ES
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varColor = inVertexColor.bgra;
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#else
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varColor = inVertexColor;
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#endif
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}
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@@ -199,15 +199,11 @@ void main(void)
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vNormal = inVertexNormal;
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// Calculate color.
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vec4 color = inVertexColor;
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// Red, green and blue components are pre-multiplied with
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// the brightness, so now we have to multiply these
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// colors with the color of the incoming light.
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// The pre-baked colors are halved to prevent overflow.
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#ifdef GL_ES
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vec4 color = inVertexColor.bgra;
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#else
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vec4 color = inVertexColor;
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#endif
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// The alpha gives the ratio of sunlight in the incoming light.
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nightRatio = 1.0 - color.a;
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color.rgb = color.rgb * (color.a * dayLight.rgb +
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@@ -109,11 +109,7 @@ void main(void)
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: directional_ambient(normalize(inVertexNormal));
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#endif
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#ifdef GL_ES
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vec4 color = inVertexColor.bgra;
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#else
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vec4 color = inVertexColor;
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#endif
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color *= materialColor;
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@@ -6,9 +6,5 @@ void main(void)
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varTexCoord = inTexCoord0.st;
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gl_Position = mWorldViewProj * inVertexPosition;
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#ifdef GL_ES
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varColor = inVertexColor.bgra;
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#else
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varColor = inVertexColor;
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#endif
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}
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