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10
shaders/debug_draw.ps
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10
shaders/debug_draw.ps
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#version 330 core
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in vec3 v_color;
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out vec4 fragColor;
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void main()
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{
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fragColor = vec4(v_color, 1.0);
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}
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15
shaders/debug_draw.vs
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15
shaders/debug_draw.vs
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#version 330 core
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layout (location = 0) in vec3 position;
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layout (location = 1) in vec3 color;
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out vec3 v_color;
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uniform mat4 u_modelViewProjection;
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void main()
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{
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gl_Position = u_modelViewProjection * vec4(position, 1.0f);
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v_color = color;
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}
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15
shaders/lit_generic.ps
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15
shaders/lit_generic.ps
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#version 120
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varying vec3 v_position;
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varying vec3 v_normal;
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varying vec2 v_texcoord;
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varying vec3 v_finalColor;
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uniform sampler2D u_albedoTexture;
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uniform vec4 u_customColor;
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void main() {
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//gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
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gl_FragColor = u_customColor * vec4(v_finalColor, 1.0) * texture2D(u_albedoTexture, v_texcoord);
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//gl_FragColor = vec4( v_normal, 1.0 );
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}
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46
shaders/lit_generic.vs
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46
shaders/lit_generic.vs
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#version 120
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attribute vec3 a_position;
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attribute vec3 a_normal;
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attribute vec2 a_texcoord;
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varying vec3 v_position;
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varying vec3 v_normal;
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varying vec2 v_texcoord;
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varying vec3 v_finalColor;
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uniform mat4 u_modelMatrix;
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uniform mat4 u_viewMatrix;
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uniform mat4 u_projectionMatrix;
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uniform mat4 u_modelViewProjection;
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vec3 CalcOmniLight()
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{
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vec3 lightPos = vec3(0.1, 2.1, 0.1);
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float d = distance(lightPos, v_position);
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vec3 L = normalize(lightPos-v_position);
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vec3 N = normalize(v_normal);
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vec3 col = vec3( max(0, dot(N, L) / d) );
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col = col * 0.8 + 0.2;
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return col;
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}
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vec3 CalcDirLight()
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{
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vec3 lightPos = vec3(5.0, 10.0, 1.0);
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//lightPos = -lightPos;
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vec3 L = normalize(lightPos);
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vec3 N = normalize(v_normal);
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vec3 col = vec3( max(0, dot(N, L)) );
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col = col * 0.8 + 0.2;
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return col;
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}
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void main() {
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v_position = vec3( u_modelMatrix * vec4(a_position, 1.0) );
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v_normal = vec3( mat3(u_modelMatrix) * a_normal );
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v_texcoord = a_texcoord;
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v_finalColor = CalcDirLight();
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gl_Position = u_modelViewProjection * vec4(a_position, 1);
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}
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15
shaders/lit_generic_texcoordgen.ps
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15
shaders/lit_generic_texcoordgen.ps
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#version 120
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varying vec3 v_position;
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varying vec3 v_normal;
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varying vec2 v_texcoord;
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varying vec3 v_finalColor;
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uniform sampler2D u_albedoTexture;
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uniform vec4 u_customColor;
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void main() {
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//gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
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gl_FragColor = u_customColor * vec4(v_finalColor, 1.0) * texture2D(u_albedoTexture, v_texcoord);
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//gl_FragColor = vec4( v_normal, 1.0 );
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}
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8
shaders/ui_base.ps
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8
shaders/ui_base.ps
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#version 120
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varying vec2 v_texcoord;
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varying vec4 v_color;
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void main() {
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gl_FragColor = v_color;
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}
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16
shaders/ui_base.vs
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16
shaders/ui_base.vs
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#version 120
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attribute vec2 a_position;
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attribute vec2 a_texcoord;
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attribute vec4 a_color;
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varying vec2 v_texcoord;
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varying vec4 v_color;
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uniform mat4 u_projectionMatrix;
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void main() {
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v_texcoord = a_texcoord;
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v_color = a_color;
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gl_Position = u_projectionMatrix * vec4(a_position.xy,0,1);
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}
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11
shaders/ui_tex.ps
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11
shaders/ui_tex.ps
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#version 120
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varying vec2 v_texcoord;
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varying vec4 v_color;
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uniform sampler2D u_texture;
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void main() {
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vec4 tex = texture2D( u_texture, v_texcoord );
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gl_FragColor = v_color * tex;
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}
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