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https://github.com/minetest/irrlicht.git
synced 2025-06-28 06:20:21 +02:00
Remove more unused code (#87)
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@ -1,74 +0,0 @@
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#define MAX_LIGHTS 2
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precision mediump float;
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/* Uniforms */
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uniform sampler2D uTextureUnit0;
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uniform sampler2D uTextureUnit1;
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uniform int uFogEnable;
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uniform int uFogType;
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uniform vec4 uFogColor;
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uniform float uFogStart;
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uniform float uFogEnd;
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uniform float uFogDensity;
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/* Varyings */
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varying vec2 vTexCoord;
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varying vec3 vLightVector[MAX_LIGHTS];
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varying vec4 vLightColor[MAX_LIGHTS];
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varying float vFogCoord;
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float computeFog()
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{
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const float LOG2 = 1.442695;
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float FogFactor = 0.0;
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if (uFogType == 0) // Exp
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{
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FogFactor = exp2(-uFogDensity * vFogCoord * LOG2);
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}
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else if (uFogType == 1) // Linear
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{
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float Scale = 1.0 / (uFogEnd - uFogStart);
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FogFactor = (uFogEnd - vFogCoord) * Scale;
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}
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else if (uFogType == 2) // Exp2
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{
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FogFactor = exp2(-uFogDensity * uFogDensity * vFogCoord * vFogCoord * LOG2);
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}
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FogFactor = clamp(FogFactor, 0.0, 1.0);
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return FogFactor;
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}
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void main()
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{
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vec4 Color = texture2D(uTextureUnit0, vTexCoord);
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vec3 Normal = texture2D(uTextureUnit1, vTexCoord).xyz * 2.0 - 1.0;
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vec4 FinalColor = vec4(0.0, 0.0, 0.0, 0.0);
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for (int i = 0; i < int(MAX_LIGHTS); i++)
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{
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vec3 LightVector = normalize(vLightVector[i]);
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float Lambert = max(dot(LightVector, Normal), 0.0);
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FinalColor += vec4(Lambert) * vLightColor[i];
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}
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FinalColor *= Color;
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FinalColor.w = vLightColor[0].w;
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if (bool(uFogEnable))
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{
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float FogFactor = computeFog();
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vec4 FogColor = uFogColor;
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FogColor.a = 1.0;
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FinalColor = mix(FogColor, FinalColor, FogFactor);
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}
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gl_FragColor = FinalColor;
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}
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@ -1,52 +0,0 @@
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#define MAX_LIGHTS 2
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/* Attributes */
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attribute vec3 inVertexPosition;
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attribute vec3 inVertexNormal;
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attribute vec3 inVertexTangent;
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attribute vec3 inVertexBinormal;
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attribute vec4 inVertexColor;
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attribute vec2 inTexCoord0;
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/* Uniforms */
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uniform mat4 uWVPMatrix;
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uniform mat4 uWVMatrix;
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uniform vec3 uLightPosition[MAX_LIGHTS];
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uniform vec4 uLightColor[MAX_LIGHTS];
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/* Varyings */
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varying vec2 vTexCoord;
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varying vec3 vLightVector[MAX_LIGHTS];
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varying vec4 vLightColor[MAX_LIGHTS];
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varying float vFogCoord;
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void main()
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{
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gl_Position = uWVPMatrix * vec4(inVertexPosition, 1.0);
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vTexCoord = inTexCoord0;
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for (int i = 0; i < int(MAX_LIGHTS); i++)
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{
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vec3 LightVector = uLightPosition[i] - inVertexPosition;
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vLightVector[i].x = dot(inVertexTangent, LightVector);
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vLightVector[i].y = dot(inVertexBinormal, LightVector);
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vLightVector[i].z = dot(inVertexNormal, LightVector);
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vLightColor[i].x = dot(LightVector, LightVector);
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vLightColor[i].x *= uLightColor[i].a;
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vLightColor[i] = vec4(inversesqrt(vLightColor[i].x));
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vLightColor[i] *= uLightColor[i];
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vLightColor[i].a = inVertexColor.a;
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vLightColor[i].x = clamp(vLightColor[i].x, 0.0, 1.0);
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vLightColor[i].y = clamp(vLightColor[i].y, 0.0, 1.0);
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vLightColor[i].z = clamp(vLightColor[i].z, 0.0, 1.0);
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}
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vFogCoord = length((uWVMatrix * vec4(inVertexPosition, 1.0)).xyz);
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}
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@ -1,82 +0,0 @@
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#define MAX_LIGHTS 2
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precision mediump float;
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/* Uniforms */
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uniform float uFactor;
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uniform sampler2D uTextureUnit0;
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uniform sampler2D uTextureUnit1;
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uniform int uFogEnable;
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uniform int uFogType;
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uniform vec4 uFogColor;
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uniform float uFogStart;
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uniform float uFogEnd;
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uniform float uFogDensity;
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/* Varyings */
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varying vec2 vTexCoord;
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varying vec3 vEyeVector;
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varying vec3 vLightVector[MAX_LIGHTS];
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varying vec4 vLightColor[MAX_LIGHTS];
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varying float vFogCoord;
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float computeFog()
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{
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const float LOG2 = 1.442695;
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float FogFactor = 0.0;
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if (uFogType == 0) // Exp
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{
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FogFactor = exp2(-uFogDensity * vFogCoord * LOG2);
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}
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else if (uFogType == 1) // Linear
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{
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float Scale = 1.0 / (uFogEnd - uFogStart);
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FogFactor = (uFogEnd - vFogCoord) * Scale;
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}
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else if (uFogType == 2) // Exp2
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{
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FogFactor = exp2(-uFogDensity * uFogDensity * vFogCoord * vFogCoord * LOG2);
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}
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FogFactor = clamp(FogFactor, 0.0, 1.0);
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return FogFactor;
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}
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void main()
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{
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vec4 TempFetch = texture2D(uTextureUnit1, vTexCoord) * 2.0 - 1.0;
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TempFetch *= uFactor;
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vec3 EyeVector = normalize(vEyeVector);
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vec2 TexCoord = EyeVector.xy * TempFetch.w + vTexCoord;
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vec4 Color = texture2D(uTextureUnit0, TexCoord);
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vec3 Normal = texture2D(uTextureUnit1, TexCoord).xyz * 2.0 - 1.0;
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vec4 FinalColor = vec4(0.0, 0.0, 0.0, 0.0);
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for (int i = 0; i < int(MAX_LIGHTS); i++)
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{
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vec3 LightVector = normalize(vLightVector[i]);
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float Lambert = max(dot(LightVector, Normal), 0.0);
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FinalColor += vec4(Lambert) * vLightColor[i];
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}
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FinalColor *= Color;
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FinalColor.w = vLightColor[0].w;
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if (bool(uFogEnable))
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{
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float FogFactor = computeFog();
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vec4 FogColor = uFogColor;
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FogColor.a = 1.0;
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FinalColor = mix(FogColor, FinalColor, FogFactor);
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}
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gl_FragColor = FinalColor;
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}
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@ -1,61 +0,0 @@
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#define MAX_LIGHTS 2
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/* Attributes */
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attribute vec3 inVertexPosition;
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attribute vec3 inVertexNormal;
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attribute vec3 inVertexTangent;
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attribute vec3 inVertexBinormal;
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attribute vec4 inVertexColor;
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attribute vec2 inTexCoord0;
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/* Uniforms */
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uniform mat4 uWVPMatrix;
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uniform mat4 uWVMatrix;
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uniform vec3 uEyePosition;
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uniform vec3 uLightPosition[MAX_LIGHTS];
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uniform vec4 uLightColor[MAX_LIGHTS];
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/* Varyings */
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varying vec2 vTexCoord;
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varying vec3 vEyeVector;
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varying vec3 vLightVector[MAX_LIGHTS];
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varying vec4 vLightColor[MAX_LIGHTS];
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varying float vFogCoord;
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void main()
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{
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gl_Position = uWVPMatrix * vec4(inVertexPosition, 1.0);
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vTexCoord = inTexCoord0;
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vec3 EyeVector = uEyePosition - inVertexPosition;
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vEyeVector.x = dot(inVertexTangent, EyeVector);
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vEyeVector.y = dot(inVertexBinormal, EyeVector);
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vEyeVector.z = dot(inVertexNormal, EyeVector);
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vEyeVector *= vec3(1.0, -1.0, -1.0);
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for (int i = 0; i < int(MAX_LIGHTS); i++)
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{
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vec3 LightVector = uLightPosition[i] - inVertexPosition;
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vLightVector[i].x = dot(inVertexTangent, LightVector);
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vLightVector[i].y = dot(inVertexBinormal, LightVector);
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vLightVector[i].z = dot(inVertexNormal, LightVector);
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vLightColor[i].x = dot(LightVector, LightVector);
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vLightColor[i].x *= uLightColor[i].a;
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vLightColor[i] = vec4(inversesqrt(vLightColor[i].x));
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vLightColor[i] *= uLightColor[i];
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vLightColor[i].a = inVertexColor.a;
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vLightColor[i].x = clamp(vLightColor[i].x, 0.0, 1.0);
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vLightColor[i].y = clamp(vLightColor[i].y, 0.0, 1.0);
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vLightColor[i].z = clamp(vLightColor[i].z, 0.0, 1.0);
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}
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vFogCoord = length((uWVMatrix * vec4(inVertexPosition, 1.0)).xyz);
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}
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