Switch to modern glsl

This commit is contained in:
Lubos Lenco 2016-01-28 00:58:00 +01:00
parent e8d7f7d6e4
commit e26fef7bd9
267 changed files with 3907 additions and 3369 deletions

View file

@ -1,3 +1,5 @@
#version 450
#ifdef GL_ES
precision mediump float;
#endif
@ -17,15 +19,15 @@ uniform bool lighting;
uniform bool receiveShadow;
uniform float roughness;
varying vec3 position;
in vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
in vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
in vec3 normal;
in vec4 lPos;
in vec4 matColor;
in vec3 lightDir;
in vec3 eyeDir;
float shadowSimple(vec4 lPos) {
@ -34,7 +36,7 @@ float shadowSimple(vec4 lPos) {
lPosH.x = (lPosH.x + 1.0) / 2.0;
lPosH.y = 1.0 - ((-lPosH.y + 1.0) / (2.0));
vec4 packedZValue = texture2D(shadowMap, lPosH.st);
vec4 packedZValue = texture(shadowMap, lPosH.st);
float distanceFromLight = packedZValue.z;
@ -115,7 +117,7 @@ void main() {
float dotNL = 0.0;
#ifdef _NormalMapping
vec3 tn = normalize(texture2D(normalMap, texCoord).rgb * 2.0 - 1.0);
vec3 tn = normalize(texture(normalMap, texCoord).rgb * 2.0 - 1.0);
dotNL = clamp(dot(tn, l), 0.0, 1.0);
#else
dotNL = clamp(dot(n, l), 0.0, 1.0);
@ -131,7 +133,7 @@ void main() {
}
#ifdef _Texturing
vec4 texel = texture2D(stex, texCoord);
vec4 texel = texture(stex, texCoord);
#ifdef _AlphaTest
if(texel.a < 0.4)

View file

@ -1,3 +1,5 @@
#version 450
#ifdef GL_ES
precision highp float;
#endif
@ -6,23 +8,23 @@ precision highp float;
#define _Texturing
#endif
attribute vec3 pos;
attribute vec3 nor;
in vec3 pos;
in vec3 nor;
#ifdef _Texturing
attribute vec2 tex;
in vec2 tex;
#endif
#ifdef _VCols
attribute vec4 col;
in vec4 col;
#endif
#ifdef _NormalMapping
attribute vec3 tan;
in vec3 tan;
#endif
#ifdef _Skinning
attribute vec4 bone;
attribute vec4 weight;
in vec4 bone;
in vec4 weight;
#endif
#ifdef _Instancing
attribute vec3 off;
in vec3 off;
#endif
uniform mat4 M;
@ -37,15 +39,15 @@ uniform vec3 eye;
uniform float skinBones[50 * 12];
#endif
varying vec3 position;
out vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
out vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
out vec3 normal;
out vec4 lPos;
out vec4 matColor;
out vec3 lightDir;
out vec3 eyeDir;
#ifdef _NormalMapping
mat3 transpose(mat3 m) {

View file

@ -1,4 +1,6 @@
#define _AlphaTest
#version 450
#ifdef GL_ES
precision mediump float;
#endif
@ -18,15 +20,15 @@ uniform bool lighting;
uniform bool receiveShadow;
uniform float roughness;
varying vec3 position;
in vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
in vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
in vec3 normal;
in vec4 lPos;
in vec4 matColor;
in vec3 lightDir;
in vec3 eyeDir;
float shadowSimple(vec4 lPos) {
@ -35,7 +37,7 @@ float shadowSimple(vec4 lPos) {
lPosH.x = (lPosH.x + 1.0) / 2.0;
lPosH.y = 1.0 - ((-lPosH.y + 1.0) / (2.0));
vec4 packedZValue = texture2D(shadowMap, lPosH.st);
vec4 packedZValue = texture(shadowMap, lPosH.st);
float distanceFromLight = packedZValue.z;
@ -116,7 +118,7 @@ void main() {
float dotNL = 0.0;
#ifdef _NormalMapping
vec3 tn = normalize(texture2D(normalMap, texCoord).rgb * 2.0 - 1.0);
vec3 tn = normalize(texture(normalMap, texCoord).rgb * 2.0 - 1.0);
dotNL = clamp(dot(tn, l), 0.0, 1.0);
#else
dotNL = clamp(dot(n, l), 0.0, 1.0);
@ -132,7 +134,7 @@ void main() {
}
#ifdef _Texturing
vec4 texel = texture2D(stex, texCoord);
vec4 texel = texture(stex, texCoord);
#ifdef _AlphaTest
if(texel.a < 0.4)

View file

@ -1,4 +1,6 @@
#define _AlphaTest
#version 450
#ifdef GL_ES
precision highp float;
#endif
@ -7,23 +9,23 @@ precision highp float;
#define _Texturing
#endif
attribute vec3 pos;
attribute vec3 nor;
in vec3 pos;
in vec3 nor;
#ifdef _Texturing
attribute vec2 tex;
in vec2 tex;
#endif
#ifdef _VCols
attribute vec4 col;
in vec4 col;
#endif
#ifdef _NormalMapping
attribute vec3 tan;
in vec3 tan;
#endif
#ifdef _Skinning
attribute vec4 bone;
attribute vec4 weight;
in vec4 bone;
in vec4 weight;
#endif
#ifdef _Instancing
attribute vec3 off;
in vec3 off;
#endif
uniform mat4 M;
@ -38,15 +40,15 @@ uniform vec3 eye;
uniform float skinBones[50 * 12];
#endif
varying vec3 position;
out vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
out vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
out vec3 normal;
out vec4 lPos;
out vec4 matColor;
out vec3 lightDir;
out vec3 eyeDir;
#ifdef _NormalMapping
mat3 transpose(mat3 m) {

View file

@ -1,5 +1,7 @@
#define _AlphaTest
#define _Billboard
#version 450
#ifdef GL_ES
precision mediump float;
#endif
@ -19,15 +21,15 @@ uniform bool lighting;
uniform bool receiveShadow;
uniform float roughness;
varying vec3 position;
in vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
in vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
in vec3 normal;
in vec4 lPos;
in vec4 matColor;
in vec3 lightDir;
in vec3 eyeDir;
float shadowSimple(vec4 lPos) {
@ -36,7 +38,7 @@ float shadowSimple(vec4 lPos) {
lPosH.x = (lPosH.x + 1.0) / 2.0;
lPosH.y = 1.0 - ((-lPosH.y + 1.0) / (2.0));
vec4 packedZValue = texture2D(shadowMap, lPosH.st);
vec4 packedZValue = texture(shadowMap, lPosH.st);
float distanceFromLight = packedZValue.z;
@ -117,7 +119,7 @@ void main() {
float dotNL = 0.0;
#ifdef _NormalMapping
vec3 tn = normalize(texture2D(normalMap, texCoord).rgb * 2.0 - 1.0);
vec3 tn = normalize(texture(normalMap, texCoord).rgb * 2.0 - 1.0);
dotNL = clamp(dot(tn, l), 0.0, 1.0);
#else
dotNL = clamp(dot(n, l), 0.0, 1.0);
@ -133,7 +135,7 @@ void main() {
}
#ifdef _Texturing
vec4 texel = texture2D(stex, texCoord);
vec4 texel = texture(stex, texCoord);
#ifdef _AlphaTest
if(texel.a < 0.4)

View file

@ -1,5 +1,7 @@
#define _AlphaTest
#define _Billboard
#version 450
#ifdef GL_ES
precision highp float;
#endif
@ -8,23 +10,23 @@ precision highp float;
#define _Texturing
#endif
attribute vec3 pos;
attribute vec3 nor;
in vec3 pos;
in vec3 nor;
#ifdef _Texturing
attribute vec2 tex;
in vec2 tex;
#endif
#ifdef _VCols
attribute vec4 col;
in vec4 col;
#endif
#ifdef _NormalMapping
attribute vec3 tan;
in vec3 tan;
#endif
#ifdef _Skinning
attribute vec4 bone;
attribute vec4 weight;
in vec4 bone;
in vec4 weight;
#endif
#ifdef _Instancing
attribute vec3 off;
in vec3 off;
#endif
uniform mat4 M;
@ -39,15 +41,15 @@ uniform vec3 eye;
uniform float skinBones[50 * 12];
#endif
varying vec3 position;
out vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
out vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
out vec3 normal;
out vec4 lPos;
out vec4 matColor;
out vec3 lightDir;
out vec3 eyeDir;
#ifdef _NormalMapping
mat3 transpose(mat3 m) {

View file

@ -1,6 +1,8 @@
#define _AlphaTest
#define _Billboard
#define _Instancing
#version 450
#ifdef GL_ES
precision mediump float;
#endif
@ -20,15 +22,15 @@ uniform bool lighting;
uniform bool receiveShadow;
uniform float roughness;
varying vec3 position;
in vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
in vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
in vec3 normal;
in vec4 lPos;
in vec4 matColor;
in vec3 lightDir;
in vec3 eyeDir;
float shadowSimple(vec4 lPos) {
@ -37,7 +39,7 @@ float shadowSimple(vec4 lPos) {
lPosH.x = (lPosH.x + 1.0) / 2.0;
lPosH.y = 1.0 - ((-lPosH.y + 1.0) / (2.0));
vec4 packedZValue = texture2D(shadowMap, lPosH.st);
vec4 packedZValue = texture(shadowMap, lPosH.st);
float distanceFromLight = packedZValue.z;
@ -118,7 +120,7 @@ void main() {
float dotNL = 0.0;
#ifdef _NormalMapping
vec3 tn = normalize(texture2D(normalMap, texCoord).rgb * 2.0 - 1.0);
vec3 tn = normalize(texture(normalMap, texCoord).rgb * 2.0 - 1.0);
dotNL = clamp(dot(tn, l), 0.0, 1.0);
#else
dotNL = clamp(dot(n, l), 0.0, 1.0);
@ -134,7 +136,7 @@ void main() {
}
#ifdef _Texturing
vec4 texel = texture2D(stex, texCoord);
vec4 texel = texture(stex, texCoord);
#ifdef _AlphaTest
if(texel.a < 0.4)

View file

@ -1,6 +1,8 @@
#define _AlphaTest
#define _Billboard
#define _Instancing
#version 450
#ifdef GL_ES
precision highp float;
#endif
@ -9,23 +11,23 @@ precision highp float;
#define _Texturing
#endif
attribute vec3 pos;
attribute vec3 nor;
in vec3 pos;
in vec3 nor;
#ifdef _Texturing
attribute vec2 tex;
in vec2 tex;
#endif
#ifdef _VCols
attribute vec4 col;
in vec4 col;
#endif
#ifdef _NormalMapping
attribute vec3 tan;
in vec3 tan;
#endif
#ifdef _Skinning
attribute vec4 bone;
attribute vec4 weight;
in vec4 bone;
in vec4 weight;
#endif
#ifdef _Instancing
attribute vec3 off;
in vec3 off;
#endif
uniform mat4 M;
@ -40,15 +42,15 @@ uniform vec3 eye;
uniform float skinBones[50 * 12];
#endif
varying vec3 position;
out vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
out vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
out vec3 normal;
out vec4 lPos;
out vec4 matColor;
out vec3 lightDir;
out vec3 eyeDir;
#ifdef _NormalMapping
mat3 transpose(mat3 m) {

View file

@ -2,6 +2,8 @@
#define _Billboard
#define _Instancing
#define _NormalMapping
#version 450
#ifdef GL_ES
precision mediump float;
#endif
@ -21,15 +23,15 @@ uniform bool lighting;
uniform bool receiveShadow;
uniform float roughness;
varying vec3 position;
in vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
in vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
in vec3 normal;
in vec4 lPos;
in vec4 matColor;
in vec3 lightDir;
in vec3 eyeDir;
float shadowSimple(vec4 lPos) {
@ -38,7 +40,7 @@ float shadowSimple(vec4 lPos) {
lPosH.x = (lPosH.x + 1.0) / 2.0;
lPosH.y = 1.0 - ((-lPosH.y + 1.0) / (2.0));
vec4 packedZValue = texture2D(shadowMap, lPosH.st);
vec4 packedZValue = texture(shadowMap, lPosH.st);
float distanceFromLight = packedZValue.z;
@ -119,7 +121,7 @@ void main() {
float dotNL = 0.0;
#ifdef _NormalMapping
vec3 tn = normalize(texture2D(normalMap, texCoord).rgb * 2.0 - 1.0);
vec3 tn = normalize(texture(normalMap, texCoord).rgb * 2.0 - 1.0);
dotNL = clamp(dot(tn, l), 0.0, 1.0);
#else
dotNL = clamp(dot(n, l), 0.0, 1.0);
@ -135,7 +137,7 @@ void main() {
}
#ifdef _Texturing
vec4 texel = texture2D(stex, texCoord);
vec4 texel = texture(stex, texCoord);
#ifdef _AlphaTest
if(texel.a < 0.4)

View file

@ -2,6 +2,8 @@
#define _Billboard
#define _Instancing
#define _NormalMapping
#version 450
#ifdef GL_ES
precision highp float;
#endif
@ -10,23 +12,23 @@ precision highp float;
#define _Texturing
#endif
attribute vec3 pos;
attribute vec3 nor;
in vec3 pos;
in vec3 nor;
#ifdef _Texturing
attribute vec2 tex;
in vec2 tex;
#endif
#ifdef _VCols
attribute vec4 col;
in vec4 col;
#endif
#ifdef _NormalMapping
attribute vec3 tan;
in vec3 tan;
#endif
#ifdef _Skinning
attribute vec4 bone;
attribute vec4 weight;
in vec4 bone;
in vec4 weight;
#endif
#ifdef _Instancing
attribute vec3 off;
in vec3 off;
#endif
uniform mat4 M;
@ -41,15 +43,15 @@ uniform vec3 eye;
uniform float skinBones[50 * 12];
#endif
varying vec3 position;
out vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
out vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
out vec3 normal;
out vec4 lPos;
out vec4 matColor;
out vec3 lightDir;
out vec3 eyeDir;
#ifdef _NormalMapping
mat3 transpose(mat3 m) {

View file

@ -3,6 +3,8 @@
#define _Instancing
#define _NormalMapping
#define _Skinning
#version 450
#ifdef GL_ES
precision mediump float;
#endif
@ -22,15 +24,15 @@ uniform bool lighting;
uniform bool receiveShadow;
uniform float roughness;
varying vec3 position;
in vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
in vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
in vec3 normal;
in vec4 lPos;
in vec4 matColor;
in vec3 lightDir;
in vec3 eyeDir;
float shadowSimple(vec4 lPos) {
@ -39,7 +41,7 @@ float shadowSimple(vec4 lPos) {
lPosH.x = (lPosH.x + 1.0) / 2.0;
lPosH.y = 1.0 - ((-lPosH.y + 1.0) / (2.0));
vec4 packedZValue = texture2D(shadowMap, lPosH.st);
vec4 packedZValue = texture(shadowMap, lPosH.st);
float distanceFromLight = packedZValue.z;
@ -120,7 +122,7 @@ void main() {
float dotNL = 0.0;
#ifdef _NormalMapping
vec3 tn = normalize(texture2D(normalMap, texCoord).rgb * 2.0 - 1.0);
vec3 tn = normalize(texture(normalMap, texCoord).rgb * 2.0 - 1.0);
dotNL = clamp(dot(tn, l), 0.0, 1.0);
#else
dotNL = clamp(dot(n, l), 0.0, 1.0);
@ -136,7 +138,7 @@ void main() {
}
#ifdef _Texturing
vec4 texel = texture2D(stex, texCoord);
vec4 texel = texture(stex, texCoord);
#ifdef _AlphaTest
if(texel.a < 0.4)

View file

@ -3,6 +3,8 @@
#define _Instancing
#define _NormalMapping
#define _Skinning
#version 450
#ifdef GL_ES
precision highp float;
#endif
@ -11,23 +13,23 @@ precision highp float;
#define _Texturing
#endif
attribute vec3 pos;
attribute vec3 nor;
in vec3 pos;
in vec3 nor;
#ifdef _Texturing
attribute vec2 tex;
in vec2 tex;
#endif
#ifdef _VCols
attribute vec4 col;
in vec4 col;
#endif
#ifdef _NormalMapping
attribute vec3 tan;
in vec3 tan;
#endif
#ifdef _Skinning
attribute vec4 bone;
attribute vec4 weight;
in vec4 bone;
in vec4 weight;
#endif
#ifdef _Instancing
attribute vec3 off;
in vec3 off;
#endif
uniform mat4 M;
@ -42,15 +44,15 @@ uniform vec3 eye;
uniform float skinBones[50 * 12];
#endif
varying vec3 position;
out vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
out vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
out vec3 normal;
out vec4 lPos;
out vec4 matColor;
out vec3 lightDir;
out vec3 eyeDir;
#ifdef _NormalMapping
mat3 transpose(mat3 m) {

View file

@ -4,6 +4,8 @@
#define _NormalMapping
#define _Skinning
#define _Texturing
#version 450
#ifdef GL_ES
precision mediump float;
#endif
@ -23,15 +25,15 @@ uniform bool lighting;
uniform bool receiveShadow;
uniform float roughness;
varying vec3 position;
in vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
in vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
in vec3 normal;
in vec4 lPos;
in vec4 matColor;
in vec3 lightDir;
in vec3 eyeDir;
float shadowSimple(vec4 lPos) {
@ -40,7 +42,7 @@ float shadowSimple(vec4 lPos) {
lPosH.x = (lPosH.x + 1.0) / 2.0;
lPosH.y = 1.0 - ((-lPosH.y + 1.0) / (2.0));
vec4 packedZValue = texture2D(shadowMap, lPosH.st);
vec4 packedZValue = texture(shadowMap, lPosH.st);
float distanceFromLight = packedZValue.z;
@ -121,7 +123,7 @@ void main() {
float dotNL = 0.0;
#ifdef _NormalMapping
vec3 tn = normalize(texture2D(normalMap, texCoord).rgb * 2.0 - 1.0);
vec3 tn = normalize(texture(normalMap, texCoord).rgb * 2.0 - 1.0);
dotNL = clamp(dot(tn, l), 0.0, 1.0);
#else
dotNL = clamp(dot(n, l), 0.0, 1.0);
@ -137,7 +139,7 @@ void main() {
}
#ifdef _Texturing
vec4 texel = texture2D(stex, texCoord);
vec4 texel = texture(stex, texCoord);
#ifdef _AlphaTest
if(texel.a < 0.4)

View file

@ -4,6 +4,8 @@
#define _NormalMapping
#define _Skinning
#define _Texturing
#version 450
#ifdef GL_ES
precision highp float;
#endif
@ -12,23 +14,23 @@ precision highp float;
#define _Texturing
#endif
attribute vec3 pos;
attribute vec3 nor;
in vec3 pos;
in vec3 nor;
#ifdef _Texturing
attribute vec2 tex;
in vec2 tex;
#endif
#ifdef _VCols
attribute vec4 col;
in vec4 col;
#endif
#ifdef _NormalMapping
attribute vec3 tan;
in vec3 tan;
#endif
#ifdef _Skinning
attribute vec4 bone;
attribute vec4 weight;
in vec4 bone;
in vec4 weight;
#endif
#ifdef _Instancing
attribute vec3 off;
in vec3 off;
#endif
uniform mat4 M;
@ -43,15 +45,15 @@ uniform vec3 eye;
uniform float skinBones[50 * 12];
#endif
varying vec3 position;
out vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
out vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
out vec3 normal;
out vec4 lPos;
out vec4 matColor;
out vec3 lightDir;
out vec3 eyeDir;
#ifdef _NormalMapping
mat3 transpose(mat3 m) {

View file

@ -5,6 +5,8 @@
#define _Skinning
#define _Texturing
#define _VCols
#version 450
#ifdef GL_ES
precision mediump float;
#endif
@ -24,15 +26,15 @@ uniform bool lighting;
uniform bool receiveShadow;
uniform float roughness;
varying vec3 position;
in vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
in vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
in vec3 normal;
in vec4 lPos;
in vec4 matColor;
in vec3 lightDir;
in vec3 eyeDir;
float shadowSimple(vec4 lPos) {
@ -41,7 +43,7 @@ float shadowSimple(vec4 lPos) {
lPosH.x = (lPosH.x + 1.0) / 2.0;
lPosH.y = 1.0 - ((-lPosH.y + 1.0) / (2.0));
vec4 packedZValue = texture2D(shadowMap, lPosH.st);
vec4 packedZValue = texture(shadowMap, lPosH.st);
float distanceFromLight = packedZValue.z;
@ -122,7 +124,7 @@ void main() {
float dotNL = 0.0;
#ifdef _NormalMapping
vec3 tn = normalize(texture2D(normalMap, texCoord).rgb * 2.0 - 1.0);
vec3 tn = normalize(texture(normalMap, texCoord).rgb * 2.0 - 1.0);
dotNL = clamp(dot(tn, l), 0.0, 1.0);
#else
dotNL = clamp(dot(n, l), 0.0, 1.0);
@ -138,7 +140,7 @@ void main() {
}
#ifdef _Texturing
vec4 texel = texture2D(stex, texCoord);
vec4 texel = texture(stex, texCoord);
#ifdef _AlphaTest
if(texel.a < 0.4)

View file

@ -5,6 +5,8 @@
#define _Skinning
#define _Texturing
#define _VCols
#version 450
#ifdef GL_ES
precision highp float;
#endif
@ -13,23 +15,23 @@ precision highp float;
#define _Texturing
#endif
attribute vec3 pos;
attribute vec3 nor;
in vec3 pos;
in vec3 nor;
#ifdef _Texturing
attribute vec2 tex;
in vec2 tex;
#endif
#ifdef _VCols
attribute vec4 col;
in vec4 col;
#endif
#ifdef _NormalMapping
attribute vec3 tan;
in vec3 tan;
#endif
#ifdef _Skinning
attribute vec4 bone;
attribute vec4 weight;
in vec4 bone;
in vec4 weight;
#endif
#ifdef _Instancing
attribute vec3 off;
in vec3 off;
#endif
uniform mat4 M;
@ -44,15 +46,15 @@ uniform vec3 eye;
uniform float skinBones[50 * 12];
#endif
varying vec3 position;
out vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
out vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
out vec3 normal;
out vec4 lPos;
out vec4 matColor;
out vec3 lightDir;
out vec3 eyeDir;
#ifdef _NormalMapping
mat3 transpose(mat3 m) {

View file

@ -4,6 +4,8 @@
#define _NormalMapping
#define _Skinning
#define _VCols
#version 450
#ifdef GL_ES
precision mediump float;
#endif
@ -23,15 +25,15 @@ uniform bool lighting;
uniform bool receiveShadow;
uniform float roughness;
varying vec3 position;
in vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
in vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
in vec3 normal;
in vec4 lPos;
in vec4 matColor;
in vec3 lightDir;
in vec3 eyeDir;
float shadowSimple(vec4 lPos) {
@ -40,7 +42,7 @@ float shadowSimple(vec4 lPos) {
lPosH.x = (lPosH.x + 1.0) / 2.0;
lPosH.y = 1.0 - ((-lPosH.y + 1.0) / (2.0));
vec4 packedZValue = texture2D(shadowMap, lPosH.st);
vec4 packedZValue = texture(shadowMap, lPosH.st);
float distanceFromLight = packedZValue.z;
@ -121,7 +123,7 @@ void main() {
float dotNL = 0.0;
#ifdef _NormalMapping
vec3 tn = normalize(texture2D(normalMap, texCoord).rgb * 2.0 - 1.0);
vec3 tn = normalize(texture(normalMap, texCoord).rgb * 2.0 - 1.0);
dotNL = clamp(dot(tn, l), 0.0, 1.0);
#else
dotNL = clamp(dot(n, l), 0.0, 1.0);
@ -137,7 +139,7 @@ void main() {
}
#ifdef _Texturing
vec4 texel = texture2D(stex, texCoord);
vec4 texel = texture(stex, texCoord);
#ifdef _AlphaTest
if(texel.a < 0.4)

View file

@ -4,6 +4,8 @@
#define _NormalMapping
#define _Skinning
#define _VCols
#version 450
#ifdef GL_ES
precision highp float;
#endif
@ -12,23 +14,23 @@ precision highp float;
#define _Texturing
#endif
attribute vec3 pos;
attribute vec3 nor;
in vec3 pos;
in vec3 nor;
#ifdef _Texturing
attribute vec2 tex;
in vec2 tex;
#endif
#ifdef _VCols
attribute vec4 col;
in vec4 col;
#endif
#ifdef _NormalMapping
attribute vec3 tan;
in vec3 tan;
#endif
#ifdef _Skinning
attribute vec4 bone;
attribute vec4 weight;
in vec4 bone;
in vec4 weight;
#endif
#ifdef _Instancing
attribute vec3 off;
in vec3 off;
#endif
uniform mat4 M;
@ -43,15 +45,15 @@ uniform vec3 eye;
uniform float skinBones[50 * 12];
#endif
varying vec3 position;
out vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
out vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
out vec3 normal;
out vec4 lPos;
out vec4 matColor;
out vec3 lightDir;
out vec3 eyeDir;
#ifdef _NormalMapping
mat3 transpose(mat3 m) {

View file

@ -3,6 +3,8 @@
#define _Instancing
#define _NormalMapping
#define _Texturing
#version 450
#ifdef GL_ES
precision mediump float;
#endif
@ -22,15 +24,15 @@ uniform bool lighting;
uniform bool receiveShadow;
uniform float roughness;
varying vec3 position;
in vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
in vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
in vec3 normal;
in vec4 lPos;
in vec4 matColor;
in vec3 lightDir;
in vec3 eyeDir;
float shadowSimple(vec4 lPos) {
@ -39,7 +41,7 @@ float shadowSimple(vec4 lPos) {
lPosH.x = (lPosH.x + 1.0) / 2.0;
lPosH.y = 1.0 - ((-lPosH.y + 1.0) / (2.0));
vec4 packedZValue = texture2D(shadowMap, lPosH.st);
vec4 packedZValue = texture(shadowMap, lPosH.st);
float distanceFromLight = packedZValue.z;
@ -120,7 +122,7 @@ void main() {
float dotNL = 0.0;
#ifdef _NormalMapping
vec3 tn = normalize(texture2D(normalMap, texCoord).rgb * 2.0 - 1.0);
vec3 tn = normalize(texture(normalMap, texCoord).rgb * 2.0 - 1.0);
dotNL = clamp(dot(tn, l), 0.0, 1.0);
#else
dotNL = clamp(dot(n, l), 0.0, 1.0);
@ -136,7 +138,7 @@ void main() {
}
#ifdef _Texturing
vec4 texel = texture2D(stex, texCoord);
vec4 texel = texture(stex, texCoord);
#ifdef _AlphaTest
if(texel.a < 0.4)

View file

@ -3,6 +3,8 @@
#define _Instancing
#define _NormalMapping
#define _Texturing
#version 450
#ifdef GL_ES
precision highp float;
#endif
@ -11,23 +13,23 @@ precision highp float;
#define _Texturing
#endif
attribute vec3 pos;
attribute vec3 nor;
in vec3 pos;
in vec3 nor;
#ifdef _Texturing
attribute vec2 tex;
in vec2 tex;
#endif
#ifdef _VCols
attribute vec4 col;
in vec4 col;
#endif
#ifdef _NormalMapping
attribute vec3 tan;
in vec3 tan;
#endif
#ifdef _Skinning
attribute vec4 bone;
attribute vec4 weight;
in vec4 bone;
in vec4 weight;
#endif
#ifdef _Instancing
attribute vec3 off;
in vec3 off;
#endif
uniform mat4 M;
@ -42,15 +44,15 @@ uniform vec3 eye;
uniform float skinBones[50 * 12];
#endif
varying vec3 position;
out vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
out vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
out vec3 normal;
out vec4 lPos;
out vec4 matColor;
out vec3 lightDir;
out vec3 eyeDir;
#ifdef _NormalMapping
mat3 transpose(mat3 m) {

View file

@ -4,6 +4,8 @@
#define _NormalMapping
#define _Texturing
#define _VCols
#version 450
#ifdef GL_ES
precision mediump float;
#endif
@ -23,15 +25,15 @@ uniform bool lighting;
uniform bool receiveShadow;
uniform float roughness;
varying vec3 position;
in vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
in vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
in vec3 normal;
in vec4 lPos;
in vec4 matColor;
in vec3 lightDir;
in vec3 eyeDir;
float shadowSimple(vec4 lPos) {
@ -40,7 +42,7 @@ float shadowSimple(vec4 lPos) {
lPosH.x = (lPosH.x + 1.0) / 2.0;
lPosH.y = 1.0 - ((-lPosH.y + 1.0) / (2.0));
vec4 packedZValue = texture2D(shadowMap, lPosH.st);
vec4 packedZValue = texture(shadowMap, lPosH.st);
float distanceFromLight = packedZValue.z;
@ -121,7 +123,7 @@ void main() {
float dotNL = 0.0;
#ifdef _NormalMapping
vec3 tn = normalize(texture2D(normalMap, texCoord).rgb * 2.0 - 1.0);
vec3 tn = normalize(texture(normalMap, texCoord).rgb * 2.0 - 1.0);
dotNL = clamp(dot(tn, l), 0.0, 1.0);
#else
dotNL = clamp(dot(n, l), 0.0, 1.0);
@ -137,7 +139,7 @@ void main() {
}
#ifdef _Texturing
vec4 texel = texture2D(stex, texCoord);
vec4 texel = texture(stex, texCoord);
#ifdef _AlphaTest
if(texel.a < 0.4)

View file

@ -4,6 +4,8 @@
#define _NormalMapping
#define _Texturing
#define _VCols
#version 450
#ifdef GL_ES
precision highp float;
#endif
@ -12,23 +14,23 @@ precision highp float;
#define _Texturing
#endif
attribute vec3 pos;
attribute vec3 nor;
in vec3 pos;
in vec3 nor;
#ifdef _Texturing
attribute vec2 tex;
in vec2 tex;
#endif
#ifdef _VCols
attribute vec4 col;
in vec4 col;
#endif
#ifdef _NormalMapping
attribute vec3 tan;
in vec3 tan;
#endif
#ifdef _Skinning
attribute vec4 bone;
attribute vec4 weight;
in vec4 bone;
in vec4 weight;
#endif
#ifdef _Instancing
attribute vec3 off;
in vec3 off;
#endif
uniform mat4 M;
@ -43,15 +45,15 @@ uniform vec3 eye;
uniform float skinBones[50 * 12];
#endif
varying vec3 position;
out vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
out vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
out vec3 normal;
out vec4 lPos;
out vec4 matColor;
out vec3 lightDir;
out vec3 eyeDir;
#ifdef _NormalMapping
mat3 transpose(mat3 m) {

View file

@ -3,6 +3,8 @@
#define _Instancing
#define _NormalMapping
#define _VCols
#version 450
#ifdef GL_ES
precision mediump float;
#endif
@ -22,15 +24,15 @@ uniform bool lighting;
uniform bool receiveShadow;
uniform float roughness;
varying vec3 position;
in vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
in vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
in vec3 normal;
in vec4 lPos;
in vec4 matColor;
in vec3 lightDir;
in vec3 eyeDir;
float shadowSimple(vec4 lPos) {
@ -39,7 +41,7 @@ float shadowSimple(vec4 lPos) {
lPosH.x = (lPosH.x + 1.0) / 2.0;
lPosH.y = 1.0 - ((-lPosH.y + 1.0) / (2.0));
vec4 packedZValue = texture2D(shadowMap, lPosH.st);
vec4 packedZValue = texture(shadowMap, lPosH.st);
float distanceFromLight = packedZValue.z;
@ -120,7 +122,7 @@ void main() {
float dotNL = 0.0;
#ifdef _NormalMapping
vec3 tn = normalize(texture2D(normalMap, texCoord).rgb * 2.0 - 1.0);
vec3 tn = normalize(texture(normalMap, texCoord).rgb * 2.0 - 1.0);
dotNL = clamp(dot(tn, l), 0.0, 1.0);
#else
dotNL = clamp(dot(n, l), 0.0, 1.0);
@ -136,7 +138,7 @@ void main() {
}
#ifdef _Texturing
vec4 texel = texture2D(stex, texCoord);
vec4 texel = texture(stex, texCoord);
#ifdef _AlphaTest
if(texel.a < 0.4)

View file

@ -3,6 +3,8 @@
#define _Instancing
#define _NormalMapping
#define _VCols
#version 450
#ifdef GL_ES
precision highp float;
#endif
@ -11,23 +13,23 @@ precision highp float;
#define _Texturing
#endif
attribute vec3 pos;
attribute vec3 nor;
in vec3 pos;
in vec3 nor;
#ifdef _Texturing
attribute vec2 tex;
in vec2 tex;
#endif
#ifdef _VCols
attribute vec4 col;
in vec4 col;
#endif
#ifdef _NormalMapping
attribute vec3 tan;
in vec3 tan;
#endif
#ifdef _Skinning
attribute vec4 bone;
attribute vec4 weight;
in vec4 bone;
in vec4 weight;
#endif
#ifdef _Instancing
attribute vec3 off;
in vec3 off;
#endif
uniform mat4 M;
@ -42,15 +44,15 @@ uniform vec3 eye;
uniform float skinBones[50 * 12];
#endif
varying vec3 position;
out vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
out vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
out vec3 normal;
out vec4 lPos;
out vec4 matColor;
out vec3 lightDir;
out vec3 eyeDir;
#ifdef _NormalMapping
mat3 transpose(mat3 m) {

View file

@ -2,6 +2,8 @@
#define _Billboard
#define _Instancing
#define _Skinning
#version 450
#ifdef GL_ES
precision mediump float;
#endif
@ -21,15 +23,15 @@ uniform bool lighting;
uniform bool receiveShadow;
uniform float roughness;
varying vec3 position;
in vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
in vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
in vec3 normal;
in vec4 lPos;
in vec4 matColor;
in vec3 lightDir;
in vec3 eyeDir;
float shadowSimple(vec4 lPos) {
@ -38,7 +40,7 @@ float shadowSimple(vec4 lPos) {
lPosH.x = (lPosH.x + 1.0) / 2.0;
lPosH.y = 1.0 - ((-lPosH.y + 1.0) / (2.0));
vec4 packedZValue = texture2D(shadowMap, lPosH.st);
vec4 packedZValue = texture(shadowMap, lPosH.st);
float distanceFromLight = packedZValue.z;
@ -119,7 +121,7 @@ void main() {
float dotNL = 0.0;
#ifdef _NormalMapping
vec3 tn = normalize(texture2D(normalMap, texCoord).rgb * 2.0 - 1.0);
vec3 tn = normalize(texture(normalMap, texCoord).rgb * 2.0 - 1.0);
dotNL = clamp(dot(tn, l), 0.0, 1.0);
#else
dotNL = clamp(dot(n, l), 0.0, 1.0);
@ -135,7 +137,7 @@ void main() {
}
#ifdef _Texturing
vec4 texel = texture2D(stex, texCoord);
vec4 texel = texture(stex, texCoord);
#ifdef _AlphaTest
if(texel.a < 0.4)

View file

@ -2,6 +2,8 @@
#define _Billboard
#define _Instancing
#define _Skinning
#version 450
#ifdef GL_ES
precision highp float;
#endif
@ -10,23 +12,23 @@ precision highp float;
#define _Texturing
#endif
attribute vec3 pos;
attribute vec3 nor;
in vec3 pos;
in vec3 nor;
#ifdef _Texturing
attribute vec2 tex;
in vec2 tex;
#endif
#ifdef _VCols
attribute vec4 col;
in vec4 col;
#endif
#ifdef _NormalMapping
attribute vec3 tan;
in vec3 tan;
#endif
#ifdef _Skinning
attribute vec4 bone;
attribute vec4 weight;
in vec4 bone;
in vec4 weight;
#endif
#ifdef _Instancing
attribute vec3 off;
in vec3 off;
#endif
uniform mat4 M;
@ -41,15 +43,15 @@ uniform vec3 eye;
uniform float skinBones[50 * 12];
#endif
varying vec3 position;
out vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
out vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
out vec3 normal;
out vec4 lPos;
out vec4 matColor;
out vec3 lightDir;
out vec3 eyeDir;
#ifdef _NormalMapping
mat3 transpose(mat3 m) {

View file

@ -3,6 +3,8 @@
#define _Instancing
#define _Skinning
#define _Texturing
#version 450
#ifdef GL_ES
precision mediump float;
#endif
@ -22,15 +24,15 @@ uniform bool lighting;
uniform bool receiveShadow;
uniform float roughness;
varying vec3 position;
in vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
in vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
in vec3 normal;
in vec4 lPos;
in vec4 matColor;
in vec3 lightDir;
in vec3 eyeDir;
float shadowSimple(vec4 lPos) {
@ -39,7 +41,7 @@ float shadowSimple(vec4 lPos) {
lPosH.x = (lPosH.x + 1.0) / 2.0;
lPosH.y = 1.0 - ((-lPosH.y + 1.0) / (2.0));
vec4 packedZValue = texture2D(shadowMap, lPosH.st);
vec4 packedZValue = texture(shadowMap, lPosH.st);
float distanceFromLight = packedZValue.z;
@ -120,7 +122,7 @@ void main() {
float dotNL = 0.0;
#ifdef _NormalMapping
vec3 tn = normalize(texture2D(normalMap, texCoord).rgb * 2.0 - 1.0);
vec3 tn = normalize(texture(normalMap, texCoord).rgb * 2.0 - 1.0);
dotNL = clamp(dot(tn, l), 0.0, 1.0);
#else
dotNL = clamp(dot(n, l), 0.0, 1.0);
@ -136,7 +138,7 @@ void main() {
}
#ifdef _Texturing
vec4 texel = texture2D(stex, texCoord);
vec4 texel = texture(stex, texCoord);
#ifdef _AlphaTest
if(texel.a < 0.4)

View file

@ -3,6 +3,8 @@
#define _Instancing
#define _Skinning
#define _Texturing
#version 450
#ifdef GL_ES
precision highp float;
#endif
@ -11,23 +13,23 @@ precision highp float;
#define _Texturing
#endif
attribute vec3 pos;
attribute vec3 nor;
in vec3 pos;
in vec3 nor;
#ifdef _Texturing
attribute vec2 tex;
in vec2 tex;
#endif
#ifdef _VCols
attribute vec4 col;
in vec4 col;
#endif
#ifdef _NormalMapping
attribute vec3 tan;
in vec3 tan;
#endif
#ifdef _Skinning
attribute vec4 bone;
attribute vec4 weight;
in vec4 bone;
in vec4 weight;
#endif
#ifdef _Instancing
attribute vec3 off;
in vec3 off;
#endif
uniform mat4 M;
@ -42,15 +44,15 @@ uniform vec3 eye;
uniform float skinBones[50 * 12];
#endif
varying vec3 position;
out vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
out vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
out vec3 normal;
out vec4 lPos;
out vec4 matColor;
out vec3 lightDir;
out vec3 eyeDir;
#ifdef _NormalMapping
mat3 transpose(mat3 m) {

View file

@ -4,6 +4,8 @@
#define _Skinning
#define _Texturing
#define _VCols
#version 450
#ifdef GL_ES
precision mediump float;
#endif
@ -23,15 +25,15 @@ uniform bool lighting;
uniform bool receiveShadow;
uniform float roughness;
varying vec3 position;
in vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
in vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
in vec3 normal;
in vec4 lPos;
in vec4 matColor;
in vec3 lightDir;
in vec3 eyeDir;
float shadowSimple(vec4 lPos) {
@ -40,7 +42,7 @@ float shadowSimple(vec4 lPos) {
lPosH.x = (lPosH.x + 1.0) / 2.0;
lPosH.y = 1.0 - ((-lPosH.y + 1.0) / (2.0));
vec4 packedZValue = texture2D(shadowMap, lPosH.st);
vec4 packedZValue = texture(shadowMap, lPosH.st);
float distanceFromLight = packedZValue.z;
@ -121,7 +123,7 @@ void main() {
float dotNL = 0.0;
#ifdef _NormalMapping
vec3 tn = normalize(texture2D(normalMap, texCoord).rgb * 2.0 - 1.0);
vec3 tn = normalize(texture(normalMap, texCoord).rgb * 2.0 - 1.0);
dotNL = clamp(dot(tn, l), 0.0, 1.0);
#else
dotNL = clamp(dot(n, l), 0.0, 1.0);
@ -137,7 +139,7 @@ void main() {
}
#ifdef _Texturing
vec4 texel = texture2D(stex, texCoord);
vec4 texel = texture(stex, texCoord);
#ifdef _AlphaTest
if(texel.a < 0.4)

View file

@ -4,6 +4,8 @@
#define _Skinning
#define _Texturing
#define _VCols
#version 450
#ifdef GL_ES
precision highp float;
#endif
@ -12,23 +14,23 @@ precision highp float;
#define _Texturing
#endif
attribute vec3 pos;
attribute vec3 nor;
in vec3 pos;
in vec3 nor;
#ifdef _Texturing
attribute vec2 tex;
in vec2 tex;
#endif
#ifdef _VCols
attribute vec4 col;
in vec4 col;
#endif
#ifdef _NormalMapping
attribute vec3 tan;
in vec3 tan;
#endif
#ifdef _Skinning
attribute vec4 bone;
attribute vec4 weight;
in vec4 bone;
in vec4 weight;
#endif
#ifdef _Instancing
attribute vec3 off;
in vec3 off;
#endif
uniform mat4 M;
@ -43,15 +45,15 @@ uniform vec3 eye;
uniform float skinBones[50 * 12];
#endif
varying vec3 position;
out vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
out vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
out vec3 normal;
out vec4 lPos;
out vec4 matColor;
out vec3 lightDir;
out vec3 eyeDir;
#ifdef _NormalMapping
mat3 transpose(mat3 m) {

View file

@ -3,6 +3,8 @@
#define _Instancing
#define _Skinning
#define _VCols
#version 450
#ifdef GL_ES
precision mediump float;
#endif
@ -22,15 +24,15 @@ uniform bool lighting;
uniform bool receiveShadow;
uniform float roughness;
varying vec3 position;
in vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
in vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
in vec3 normal;
in vec4 lPos;
in vec4 matColor;
in vec3 lightDir;
in vec3 eyeDir;
float shadowSimple(vec4 lPos) {
@ -39,7 +41,7 @@ float shadowSimple(vec4 lPos) {
lPosH.x = (lPosH.x + 1.0) / 2.0;
lPosH.y = 1.0 - ((-lPosH.y + 1.0) / (2.0));
vec4 packedZValue = texture2D(shadowMap, lPosH.st);
vec4 packedZValue = texture(shadowMap, lPosH.st);
float distanceFromLight = packedZValue.z;
@ -120,7 +122,7 @@ void main() {
float dotNL = 0.0;
#ifdef _NormalMapping
vec3 tn = normalize(texture2D(normalMap, texCoord).rgb * 2.0 - 1.0);
vec3 tn = normalize(texture(normalMap, texCoord).rgb * 2.0 - 1.0);
dotNL = clamp(dot(tn, l), 0.0, 1.0);
#else
dotNL = clamp(dot(n, l), 0.0, 1.0);
@ -136,7 +138,7 @@ void main() {
}
#ifdef _Texturing
vec4 texel = texture2D(stex, texCoord);
vec4 texel = texture(stex, texCoord);
#ifdef _AlphaTest
if(texel.a < 0.4)

View file

@ -3,6 +3,8 @@
#define _Instancing
#define _Skinning
#define _VCols
#version 450
#ifdef GL_ES
precision highp float;
#endif
@ -11,23 +13,23 @@ precision highp float;
#define _Texturing
#endif
attribute vec3 pos;
attribute vec3 nor;
in vec3 pos;
in vec3 nor;
#ifdef _Texturing
attribute vec2 tex;
in vec2 tex;
#endif
#ifdef _VCols
attribute vec4 col;
in vec4 col;
#endif
#ifdef _NormalMapping
attribute vec3 tan;
in vec3 tan;
#endif
#ifdef _Skinning
attribute vec4 bone;
attribute vec4 weight;
in vec4 bone;
in vec4 weight;
#endif
#ifdef _Instancing
attribute vec3 off;
in vec3 off;
#endif
uniform mat4 M;
@ -42,15 +44,15 @@ uniform vec3 eye;
uniform float skinBones[50 * 12];
#endif
varying vec3 position;
out vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
out vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
out vec3 normal;
out vec4 lPos;
out vec4 matColor;
out vec3 lightDir;
out vec3 eyeDir;
#ifdef _NormalMapping
mat3 transpose(mat3 m) {

View file

@ -2,6 +2,8 @@
#define _Billboard
#define _Instancing
#define _Texturing
#version 450
#ifdef GL_ES
precision mediump float;
#endif
@ -21,15 +23,15 @@ uniform bool lighting;
uniform bool receiveShadow;
uniform float roughness;
varying vec3 position;
in vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
in vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
in vec3 normal;
in vec4 lPos;
in vec4 matColor;
in vec3 lightDir;
in vec3 eyeDir;
float shadowSimple(vec4 lPos) {
@ -38,7 +40,7 @@ float shadowSimple(vec4 lPos) {
lPosH.x = (lPosH.x + 1.0) / 2.0;
lPosH.y = 1.0 - ((-lPosH.y + 1.0) / (2.0));
vec4 packedZValue = texture2D(shadowMap, lPosH.st);
vec4 packedZValue = texture(shadowMap, lPosH.st);
float distanceFromLight = packedZValue.z;
@ -119,7 +121,7 @@ void main() {
float dotNL = 0.0;
#ifdef _NormalMapping
vec3 tn = normalize(texture2D(normalMap, texCoord).rgb * 2.0 - 1.0);
vec3 tn = normalize(texture(normalMap, texCoord).rgb * 2.0 - 1.0);
dotNL = clamp(dot(tn, l), 0.0, 1.0);
#else
dotNL = clamp(dot(n, l), 0.0, 1.0);
@ -135,7 +137,7 @@ void main() {
}
#ifdef _Texturing
vec4 texel = texture2D(stex, texCoord);
vec4 texel = texture(stex, texCoord);
#ifdef _AlphaTest
if(texel.a < 0.4)

View file

@ -2,6 +2,8 @@
#define _Billboard
#define _Instancing
#define _Texturing
#version 450
#ifdef GL_ES
precision highp float;
#endif
@ -10,23 +12,23 @@ precision highp float;
#define _Texturing
#endif
attribute vec3 pos;
attribute vec3 nor;
in vec3 pos;
in vec3 nor;
#ifdef _Texturing
attribute vec2 tex;
in vec2 tex;
#endif
#ifdef _VCols
attribute vec4 col;
in vec4 col;
#endif
#ifdef _NormalMapping
attribute vec3 tan;
in vec3 tan;
#endif
#ifdef _Skinning
attribute vec4 bone;
attribute vec4 weight;
in vec4 bone;
in vec4 weight;
#endif
#ifdef _Instancing
attribute vec3 off;
in vec3 off;
#endif
uniform mat4 M;
@ -41,15 +43,15 @@ uniform vec3 eye;
uniform float skinBones[50 * 12];
#endif
varying vec3 position;
out vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
out vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
out vec3 normal;
out vec4 lPos;
out vec4 matColor;
out vec3 lightDir;
out vec3 eyeDir;
#ifdef _NormalMapping
mat3 transpose(mat3 m) {

View file

@ -3,6 +3,8 @@
#define _Instancing
#define _Texturing
#define _VCols
#version 450
#ifdef GL_ES
precision mediump float;
#endif
@ -22,15 +24,15 @@ uniform bool lighting;
uniform bool receiveShadow;
uniform float roughness;
varying vec3 position;
in vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
in vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
in vec3 normal;
in vec4 lPos;
in vec4 matColor;
in vec3 lightDir;
in vec3 eyeDir;
float shadowSimple(vec4 lPos) {
@ -39,7 +41,7 @@ float shadowSimple(vec4 lPos) {
lPosH.x = (lPosH.x + 1.0) / 2.0;
lPosH.y = 1.0 - ((-lPosH.y + 1.0) / (2.0));
vec4 packedZValue = texture2D(shadowMap, lPosH.st);
vec4 packedZValue = texture(shadowMap, lPosH.st);
float distanceFromLight = packedZValue.z;
@ -120,7 +122,7 @@ void main() {
float dotNL = 0.0;
#ifdef _NormalMapping
vec3 tn = normalize(texture2D(normalMap, texCoord).rgb * 2.0 - 1.0);
vec3 tn = normalize(texture(normalMap, texCoord).rgb * 2.0 - 1.0);
dotNL = clamp(dot(tn, l), 0.0, 1.0);
#else
dotNL = clamp(dot(n, l), 0.0, 1.0);
@ -136,7 +138,7 @@ void main() {
}
#ifdef _Texturing
vec4 texel = texture2D(stex, texCoord);
vec4 texel = texture(stex, texCoord);
#ifdef _AlphaTest
if(texel.a < 0.4)

View file

@ -3,6 +3,8 @@
#define _Instancing
#define _Texturing
#define _VCols
#version 450
#ifdef GL_ES
precision highp float;
#endif
@ -11,23 +13,23 @@ precision highp float;
#define _Texturing
#endif
attribute vec3 pos;
attribute vec3 nor;
in vec3 pos;
in vec3 nor;
#ifdef _Texturing
attribute vec2 tex;
in vec2 tex;
#endif
#ifdef _VCols
attribute vec4 col;
in vec4 col;
#endif
#ifdef _NormalMapping
attribute vec3 tan;
in vec3 tan;
#endif
#ifdef _Skinning
attribute vec4 bone;
attribute vec4 weight;
in vec4 bone;
in vec4 weight;
#endif
#ifdef _Instancing
attribute vec3 off;
in vec3 off;
#endif
uniform mat4 M;
@ -42,15 +44,15 @@ uniform vec3 eye;
uniform float skinBones[50 * 12];
#endif
varying vec3 position;
out vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
out vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
out vec3 normal;
out vec4 lPos;
out vec4 matColor;
out vec3 lightDir;
out vec3 eyeDir;
#ifdef _NormalMapping
mat3 transpose(mat3 m) {

View file

@ -2,6 +2,8 @@
#define _Billboard
#define _Instancing
#define _VCols
#version 450
#ifdef GL_ES
precision mediump float;
#endif
@ -21,15 +23,15 @@ uniform bool lighting;
uniform bool receiveShadow;
uniform float roughness;
varying vec3 position;
in vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
in vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
in vec3 normal;
in vec4 lPos;
in vec4 matColor;
in vec3 lightDir;
in vec3 eyeDir;
float shadowSimple(vec4 lPos) {
@ -38,7 +40,7 @@ float shadowSimple(vec4 lPos) {
lPosH.x = (lPosH.x + 1.0) / 2.0;
lPosH.y = 1.0 - ((-lPosH.y + 1.0) / (2.0));
vec4 packedZValue = texture2D(shadowMap, lPosH.st);
vec4 packedZValue = texture(shadowMap, lPosH.st);
float distanceFromLight = packedZValue.z;
@ -119,7 +121,7 @@ void main() {
float dotNL = 0.0;
#ifdef _NormalMapping
vec3 tn = normalize(texture2D(normalMap, texCoord).rgb * 2.0 - 1.0);
vec3 tn = normalize(texture(normalMap, texCoord).rgb * 2.0 - 1.0);
dotNL = clamp(dot(tn, l), 0.0, 1.0);
#else
dotNL = clamp(dot(n, l), 0.0, 1.0);
@ -135,7 +137,7 @@ void main() {
}
#ifdef _Texturing
vec4 texel = texture2D(stex, texCoord);
vec4 texel = texture(stex, texCoord);
#ifdef _AlphaTest
if(texel.a < 0.4)

View file

@ -2,6 +2,8 @@
#define _Billboard
#define _Instancing
#define _VCols
#version 450
#ifdef GL_ES
precision highp float;
#endif
@ -10,23 +12,23 @@ precision highp float;
#define _Texturing
#endif
attribute vec3 pos;
attribute vec3 nor;
in vec3 pos;
in vec3 nor;
#ifdef _Texturing
attribute vec2 tex;
in vec2 tex;
#endif
#ifdef _VCols
attribute vec4 col;
in vec4 col;
#endif
#ifdef _NormalMapping
attribute vec3 tan;
in vec3 tan;
#endif
#ifdef _Skinning
attribute vec4 bone;
attribute vec4 weight;
in vec4 bone;
in vec4 weight;
#endif
#ifdef _Instancing
attribute vec3 off;
in vec3 off;
#endif
uniform mat4 M;
@ -41,15 +43,15 @@ uniform vec3 eye;
uniform float skinBones[50 * 12];
#endif
varying vec3 position;
out vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
out vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
out vec3 normal;
out vec4 lPos;
out vec4 matColor;
out vec3 lightDir;
out vec3 eyeDir;
#ifdef _NormalMapping
mat3 transpose(mat3 m) {

View file

@ -1,6 +1,8 @@
#define _AlphaTest
#define _Billboard
#define _NormalMapping
#version 450
#ifdef GL_ES
precision mediump float;
#endif
@ -20,15 +22,15 @@ uniform bool lighting;
uniform bool receiveShadow;
uniform float roughness;
varying vec3 position;
in vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
in vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
in vec3 normal;
in vec4 lPos;
in vec4 matColor;
in vec3 lightDir;
in vec3 eyeDir;
float shadowSimple(vec4 lPos) {
@ -37,7 +39,7 @@ float shadowSimple(vec4 lPos) {
lPosH.x = (lPosH.x + 1.0) / 2.0;
lPosH.y = 1.0 - ((-lPosH.y + 1.0) / (2.0));
vec4 packedZValue = texture2D(shadowMap, lPosH.st);
vec4 packedZValue = texture(shadowMap, lPosH.st);
float distanceFromLight = packedZValue.z;
@ -118,7 +120,7 @@ void main() {
float dotNL = 0.0;
#ifdef _NormalMapping
vec3 tn = normalize(texture2D(normalMap, texCoord).rgb * 2.0 - 1.0);
vec3 tn = normalize(texture(normalMap, texCoord).rgb * 2.0 - 1.0);
dotNL = clamp(dot(tn, l), 0.0, 1.0);
#else
dotNL = clamp(dot(n, l), 0.0, 1.0);
@ -134,7 +136,7 @@ void main() {
}
#ifdef _Texturing
vec4 texel = texture2D(stex, texCoord);
vec4 texel = texture(stex, texCoord);
#ifdef _AlphaTest
if(texel.a < 0.4)

View file

@ -1,6 +1,8 @@
#define _AlphaTest
#define _Billboard
#define _NormalMapping
#version 450
#ifdef GL_ES
precision highp float;
#endif
@ -9,23 +11,23 @@ precision highp float;
#define _Texturing
#endif
attribute vec3 pos;
attribute vec3 nor;
in vec3 pos;
in vec3 nor;
#ifdef _Texturing
attribute vec2 tex;
in vec2 tex;
#endif
#ifdef _VCols
attribute vec4 col;
in vec4 col;
#endif
#ifdef _NormalMapping
attribute vec3 tan;
in vec3 tan;
#endif
#ifdef _Skinning
attribute vec4 bone;
attribute vec4 weight;
in vec4 bone;
in vec4 weight;
#endif
#ifdef _Instancing
attribute vec3 off;
in vec3 off;
#endif
uniform mat4 M;
@ -40,15 +42,15 @@ uniform vec3 eye;
uniform float skinBones[50 * 12];
#endif
varying vec3 position;
out vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
out vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
out vec3 normal;
out vec4 lPos;
out vec4 matColor;
out vec3 lightDir;
out vec3 eyeDir;
#ifdef _NormalMapping
mat3 transpose(mat3 m) {

View file

@ -2,6 +2,8 @@
#define _Billboard
#define _NormalMapping
#define _Skinning
#version 450
#ifdef GL_ES
precision mediump float;
#endif
@ -21,15 +23,15 @@ uniform bool lighting;
uniform bool receiveShadow;
uniform float roughness;
varying vec3 position;
in vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
in vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
in vec3 normal;
in vec4 lPos;
in vec4 matColor;
in vec3 lightDir;
in vec3 eyeDir;
float shadowSimple(vec4 lPos) {
@ -38,7 +40,7 @@ float shadowSimple(vec4 lPos) {
lPosH.x = (lPosH.x + 1.0) / 2.0;
lPosH.y = 1.0 - ((-lPosH.y + 1.0) / (2.0));
vec4 packedZValue = texture2D(shadowMap, lPosH.st);
vec4 packedZValue = texture(shadowMap, lPosH.st);
float distanceFromLight = packedZValue.z;
@ -119,7 +121,7 @@ void main() {
float dotNL = 0.0;
#ifdef _NormalMapping
vec3 tn = normalize(texture2D(normalMap, texCoord).rgb * 2.0 - 1.0);
vec3 tn = normalize(texture(normalMap, texCoord).rgb * 2.0 - 1.0);
dotNL = clamp(dot(tn, l), 0.0, 1.0);
#else
dotNL = clamp(dot(n, l), 0.0, 1.0);
@ -135,7 +137,7 @@ void main() {
}
#ifdef _Texturing
vec4 texel = texture2D(stex, texCoord);
vec4 texel = texture(stex, texCoord);
#ifdef _AlphaTest
if(texel.a < 0.4)

View file

@ -2,6 +2,8 @@
#define _Billboard
#define _NormalMapping
#define _Skinning
#version 450
#ifdef GL_ES
precision highp float;
#endif
@ -10,23 +12,23 @@ precision highp float;
#define _Texturing
#endif
attribute vec3 pos;
attribute vec3 nor;
in vec3 pos;
in vec3 nor;
#ifdef _Texturing
attribute vec2 tex;
in vec2 tex;
#endif
#ifdef _VCols
attribute vec4 col;
in vec4 col;
#endif
#ifdef _NormalMapping
attribute vec3 tan;
in vec3 tan;
#endif
#ifdef _Skinning
attribute vec4 bone;
attribute vec4 weight;
in vec4 bone;
in vec4 weight;
#endif
#ifdef _Instancing
attribute vec3 off;
in vec3 off;
#endif
uniform mat4 M;
@ -41,15 +43,15 @@ uniform vec3 eye;
uniform float skinBones[50 * 12];
#endif
varying vec3 position;
out vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
out vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
out vec3 normal;
out vec4 lPos;
out vec4 matColor;
out vec3 lightDir;
out vec3 eyeDir;
#ifdef _NormalMapping
mat3 transpose(mat3 m) {

View file

@ -3,6 +3,8 @@
#define _NormalMapping
#define _Skinning
#define _Texturing
#version 450
#ifdef GL_ES
precision mediump float;
#endif
@ -22,15 +24,15 @@ uniform bool lighting;
uniform bool receiveShadow;
uniform float roughness;
varying vec3 position;
in vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
in vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
in vec3 normal;
in vec4 lPos;
in vec4 matColor;
in vec3 lightDir;
in vec3 eyeDir;
float shadowSimple(vec4 lPos) {
@ -39,7 +41,7 @@ float shadowSimple(vec4 lPos) {
lPosH.x = (lPosH.x + 1.0) / 2.0;
lPosH.y = 1.0 - ((-lPosH.y + 1.0) / (2.0));
vec4 packedZValue = texture2D(shadowMap, lPosH.st);
vec4 packedZValue = texture(shadowMap, lPosH.st);
float distanceFromLight = packedZValue.z;
@ -120,7 +122,7 @@ void main() {
float dotNL = 0.0;
#ifdef _NormalMapping
vec3 tn = normalize(texture2D(normalMap, texCoord).rgb * 2.0 - 1.0);
vec3 tn = normalize(texture(normalMap, texCoord).rgb * 2.0 - 1.0);
dotNL = clamp(dot(tn, l), 0.0, 1.0);
#else
dotNL = clamp(dot(n, l), 0.0, 1.0);
@ -136,7 +138,7 @@ void main() {
}
#ifdef _Texturing
vec4 texel = texture2D(stex, texCoord);
vec4 texel = texture(stex, texCoord);
#ifdef _AlphaTest
if(texel.a < 0.4)

View file

@ -3,6 +3,8 @@
#define _NormalMapping
#define _Skinning
#define _Texturing
#version 450
#ifdef GL_ES
precision highp float;
#endif
@ -11,23 +13,23 @@ precision highp float;
#define _Texturing
#endif
attribute vec3 pos;
attribute vec3 nor;
in vec3 pos;
in vec3 nor;
#ifdef _Texturing
attribute vec2 tex;
in vec2 tex;
#endif
#ifdef _VCols
attribute vec4 col;
in vec4 col;
#endif
#ifdef _NormalMapping
attribute vec3 tan;
in vec3 tan;
#endif
#ifdef _Skinning
attribute vec4 bone;
attribute vec4 weight;
in vec4 bone;
in vec4 weight;
#endif
#ifdef _Instancing
attribute vec3 off;
in vec3 off;
#endif
uniform mat4 M;
@ -42,15 +44,15 @@ uniform vec3 eye;
uniform float skinBones[50 * 12];
#endif
varying vec3 position;
out vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
out vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
out vec3 normal;
out vec4 lPos;
out vec4 matColor;
out vec3 lightDir;
out vec3 eyeDir;
#ifdef _NormalMapping
mat3 transpose(mat3 m) {

View file

@ -4,6 +4,8 @@
#define _Skinning
#define _Texturing
#define _VCols
#version 450
#ifdef GL_ES
precision mediump float;
#endif
@ -23,15 +25,15 @@ uniform bool lighting;
uniform bool receiveShadow;
uniform float roughness;
varying vec3 position;
in vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
in vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
in vec3 normal;
in vec4 lPos;
in vec4 matColor;
in vec3 lightDir;
in vec3 eyeDir;
float shadowSimple(vec4 lPos) {
@ -40,7 +42,7 @@ float shadowSimple(vec4 lPos) {
lPosH.x = (lPosH.x + 1.0) / 2.0;
lPosH.y = 1.0 - ((-lPosH.y + 1.0) / (2.0));
vec4 packedZValue = texture2D(shadowMap, lPosH.st);
vec4 packedZValue = texture(shadowMap, lPosH.st);
float distanceFromLight = packedZValue.z;
@ -121,7 +123,7 @@ void main() {
float dotNL = 0.0;
#ifdef _NormalMapping
vec3 tn = normalize(texture2D(normalMap, texCoord).rgb * 2.0 - 1.0);
vec3 tn = normalize(texture(normalMap, texCoord).rgb * 2.0 - 1.0);
dotNL = clamp(dot(tn, l), 0.0, 1.0);
#else
dotNL = clamp(dot(n, l), 0.0, 1.0);
@ -137,7 +139,7 @@ void main() {
}
#ifdef _Texturing
vec4 texel = texture2D(stex, texCoord);
vec4 texel = texture(stex, texCoord);
#ifdef _AlphaTest
if(texel.a < 0.4)

View file

@ -4,6 +4,8 @@
#define _Skinning
#define _Texturing
#define _VCols
#version 450
#ifdef GL_ES
precision highp float;
#endif
@ -12,23 +14,23 @@ precision highp float;
#define _Texturing
#endif
attribute vec3 pos;
attribute vec3 nor;
in vec3 pos;
in vec3 nor;
#ifdef _Texturing
attribute vec2 tex;
in vec2 tex;
#endif
#ifdef _VCols
attribute vec4 col;
in vec4 col;
#endif
#ifdef _NormalMapping
attribute vec3 tan;
in vec3 tan;
#endif
#ifdef _Skinning
attribute vec4 bone;
attribute vec4 weight;
in vec4 bone;
in vec4 weight;
#endif
#ifdef _Instancing
attribute vec3 off;
in vec3 off;
#endif
uniform mat4 M;
@ -43,15 +45,15 @@ uniform vec3 eye;
uniform float skinBones[50 * 12];
#endif
varying vec3 position;
out vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
out vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
out vec3 normal;
out vec4 lPos;
out vec4 matColor;
out vec3 lightDir;
out vec3 eyeDir;
#ifdef _NormalMapping
mat3 transpose(mat3 m) {

View file

@ -3,6 +3,8 @@
#define _NormalMapping
#define _Skinning
#define _VCols
#version 450
#ifdef GL_ES
precision mediump float;
#endif
@ -22,15 +24,15 @@ uniform bool lighting;
uniform bool receiveShadow;
uniform float roughness;
varying vec3 position;
in vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
in vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
in vec3 normal;
in vec4 lPos;
in vec4 matColor;
in vec3 lightDir;
in vec3 eyeDir;
float shadowSimple(vec4 lPos) {
@ -39,7 +41,7 @@ float shadowSimple(vec4 lPos) {
lPosH.x = (lPosH.x + 1.0) / 2.0;
lPosH.y = 1.0 - ((-lPosH.y + 1.0) / (2.0));
vec4 packedZValue = texture2D(shadowMap, lPosH.st);
vec4 packedZValue = texture(shadowMap, lPosH.st);
float distanceFromLight = packedZValue.z;
@ -120,7 +122,7 @@ void main() {
float dotNL = 0.0;
#ifdef _NormalMapping
vec3 tn = normalize(texture2D(normalMap, texCoord).rgb * 2.0 - 1.0);
vec3 tn = normalize(texture(normalMap, texCoord).rgb * 2.0 - 1.0);
dotNL = clamp(dot(tn, l), 0.0, 1.0);
#else
dotNL = clamp(dot(n, l), 0.0, 1.0);
@ -136,7 +138,7 @@ void main() {
}
#ifdef _Texturing
vec4 texel = texture2D(stex, texCoord);
vec4 texel = texture(stex, texCoord);
#ifdef _AlphaTest
if(texel.a < 0.4)

View file

@ -3,6 +3,8 @@
#define _NormalMapping
#define _Skinning
#define _VCols
#version 450
#ifdef GL_ES
precision highp float;
#endif
@ -11,23 +13,23 @@ precision highp float;
#define _Texturing
#endif
attribute vec3 pos;
attribute vec3 nor;
in vec3 pos;
in vec3 nor;
#ifdef _Texturing
attribute vec2 tex;
in vec2 tex;
#endif
#ifdef _VCols
attribute vec4 col;
in vec4 col;
#endif
#ifdef _NormalMapping
attribute vec3 tan;
in vec3 tan;
#endif
#ifdef _Skinning
attribute vec4 bone;
attribute vec4 weight;
in vec4 bone;
in vec4 weight;
#endif
#ifdef _Instancing
attribute vec3 off;
in vec3 off;
#endif
uniform mat4 M;
@ -42,15 +44,15 @@ uniform vec3 eye;
uniform float skinBones[50 * 12];
#endif
varying vec3 position;
out vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
out vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
out vec3 normal;
out vec4 lPos;
out vec4 matColor;
out vec3 lightDir;
out vec3 eyeDir;
#ifdef _NormalMapping
mat3 transpose(mat3 m) {

View file

@ -2,6 +2,8 @@
#define _Billboard
#define _NormalMapping
#define _Texturing
#version 450
#ifdef GL_ES
precision mediump float;
#endif
@ -21,15 +23,15 @@ uniform bool lighting;
uniform bool receiveShadow;
uniform float roughness;
varying vec3 position;
in vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
in vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
in vec3 normal;
in vec4 lPos;
in vec4 matColor;
in vec3 lightDir;
in vec3 eyeDir;
float shadowSimple(vec4 lPos) {
@ -38,7 +40,7 @@ float shadowSimple(vec4 lPos) {
lPosH.x = (lPosH.x + 1.0) / 2.0;
lPosH.y = 1.0 - ((-lPosH.y + 1.0) / (2.0));
vec4 packedZValue = texture2D(shadowMap, lPosH.st);
vec4 packedZValue = texture(shadowMap, lPosH.st);
float distanceFromLight = packedZValue.z;
@ -119,7 +121,7 @@ void main() {
float dotNL = 0.0;
#ifdef _NormalMapping
vec3 tn = normalize(texture2D(normalMap, texCoord).rgb * 2.0 - 1.0);
vec3 tn = normalize(texture(normalMap, texCoord).rgb * 2.0 - 1.0);
dotNL = clamp(dot(tn, l), 0.0, 1.0);
#else
dotNL = clamp(dot(n, l), 0.0, 1.0);
@ -135,7 +137,7 @@ void main() {
}
#ifdef _Texturing
vec4 texel = texture2D(stex, texCoord);
vec4 texel = texture(stex, texCoord);
#ifdef _AlphaTest
if(texel.a < 0.4)

View file

@ -2,6 +2,8 @@
#define _Billboard
#define _NormalMapping
#define _Texturing
#version 450
#ifdef GL_ES
precision highp float;
#endif
@ -10,23 +12,23 @@ precision highp float;
#define _Texturing
#endif
attribute vec3 pos;
attribute vec3 nor;
in vec3 pos;
in vec3 nor;
#ifdef _Texturing
attribute vec2 tex;
in vec2 tex;
#endif
#ifdef _VCols
attribute vec4 col;
in vec4 col;
#endif
#ifdef _NormalMapping
attribute vec3 tan;
in vec3 tan;
#endif
#ifdef _Skinning
attribute vec4 bone;
attribute vec4 weight;
in vec4 bone;
in vec4 weight;
#endif
#ifdef _Instancing
attribute vec3 off;
in vec3 off;
#endif
uniform mat4 M;
@ -41,15 +43,15 @@ uniform vec3 eye;
uniform float skinBones[50 * 12];
#endif
varying vec3 position;
out vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
out vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
out vec3 normal;
out vec4 lPos;
out vec4 matColor;
out vec3 lightDir;
out vec3 eyeDir;
#ifdef _NormalMapping
mat3 transpose(mat3 m) {

View file

@ -3,6 +3,8 @@
#define _NormalMapping
#define _Texturing
#define _VCols
#version 450
#ifdef GL_ES
precision mediump float;
#endif
@ -22,15 +24,15 @@ uniform bool lighting;
uniform bool receiveShadow;
uniform float roughness;
varying vec3 position;
in vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
in vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
in vec3 normal;
in vec4 lPos;
in vec4 matColor;
in vec3 lightDir;
in vec3 eyeDir;
float shadowSimple(vec4 lPos) {
@ -39,7 +41,7 @@ float shadowSimple(vec4 lPos) {
lPosH.x = (lPosH.x + 1.0) / 2.0;
lPosH.y = 1.0 - ((-lPosH.y + 1.0) / (2.0));
vec4 packedZValue = texture2D(shadowMap, lPosH.st);
vec4 packedZValue = texture(shadowMap, lPosH.st);
float distanceFromLight = packedZValue.z;
@ -120,7 +122,7 @@ void main() {
float dotNL = 0.0;
#ifdef _NormalMapping
vec3 tn = normalize(texture2D(normalMap, texCoord).rgb * 2.0 - 1.0);
vec3 tn = normalize(texture(normalMap, texCoord).rgb * 2.0 - 1.0);
dotNL = clamp(dot(tn, l), 0.0, 1.0);
#else
dotNL = clamp(dot(n, l), 0.0, 1.0);
@ -136,7 +138,7 @@ void main() {
}
#ifdef _Texturing
vec4 texel = texture2D(stex, texCoord);
vec4 texel = texture(stex, texCoord);
#ifdef _AlphaTest
if(texel.a < 0.4)

View file

@ -3,6 +3,8 @@
#define _NormalMapping
#define _Texturing
#define _VCols
#version 450
#ifdef GL_ES
precision highp float;
#endif
@ -11,23 +13,23 @@ precision highp float;
#define _Texturing
#endif
attribute vec3 pos;
attribute vec3 nor;
in vec3 pos;
in vec3 nor;
#ifdef _Texturing
attribute vec2 tex;
in vec2 tex;
#endif
#ifdef _VCols
attribute vec4 col;
in vec4 col;
#endif
#ifdef _NormalMapping
attribute vec3 tan;
in vec3 tan;
#endif
#ifdef _Skinning
attribute vec4 bone;
attribute vec4 weight;
in vec4 bone;
in vec4 weight;
#endif
#ifdef _Instancing
attribute vec3 off;
in vec3 off;
#endif
uniform mat4 M;
@ -42,15 +44,15 @@ uniform vec3 eye;
uniform float skinBones[50 * 12];
#endif
varying vec3 position;
out vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
out vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
out vec3 normal;
out vec4 lPos;
out vec4 matColor;
out vec3 lightDir;
out vec3 eyeDir;
#ifdef _NormalMapping
mat3 transpose(mat3 m) {

View file

@ -2,6 +2,8 @@
#define _Billboard
#define _NormalMapping
#define _VCols
#version 450
#ifdef GL_ES
precision mediump float;
#endif
@ -21,15 +23,15 @@ uniform bool lighting;
uniform bool receiveShadow;
uniform float roughness;
varying vec3 position;
in vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
in vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
in vec3 normal;
in vec4 lPos;
in vec4 matColor;
in vec3 lightDir;
in vec3 eyeDir;
float shadowSimple(vec4 lPos) {
@ -38,7 +40,7 @@ float shadowSimple(vec4 lPos) {
lPosH.x = (lPosH.x + 1.0) / 2.0;
lPosH.y = 1.0 - ((-lPosH.y + 1.0) / (2.0));
vec4 packedZValue = texture2D(shadowMap, lPosH.st);
vec4 packedZValue = texture(shadowMap, lPosH.st);
float distanceFromLight = packedZValue.z;
@ -119,7 +121,7 @@ void main() {
float dotNL = 0.0;
#ifdef _NormalMapping
vec3 tn = normalize(texture2D(normalMap, texCoord).rgb * 2.0 - 1.0);
vec3 tn = normalize(texture(normalMap, texCoord).rgb * 2.0 - 1.0);
dotNL = clamp(dot(tn, l), 0.0, 1.0);
#else
dotNL = clamp(dot(n, l), 0.0, 1.0);
@ -135,7 +137,7 @@ void main() {
}
#ifdef _Texturing
vec4 texel = texture2D(stex, texCoord);
vec4 texel = texture(stex, texCoord);
#ifdef _AlphaTest
if(texel.a < 0.4)

View file

@ -2,6 +2,8 @@
#define _Billboard
#define _NormalMapping
#define _VCols
#version 450
#ifdef GL_ES
precision highp float;
#endif
@ -10,23 +12,23 @@ precision highp float;
#define _Texturing
#endif
attribute vec3 pos;
attribute vec3 nor;
in vec3 pos;
in vec3 nor;
#ifdef _Texturing
attribute vec2 tex;
in vec2 tex;
#endif
#ifdef _VCols
attribute vec4 col;
in vec4 col;
#endif
#ifdef _NormalMapping
attribute vec3 tan;
in vec3 tan;
#endif
#ifdef _Skinning
attribute vec4 bone;
attribute vec4 weight;
in vec4 bone;
in vec4 weight;
#endif
#ifdef _Instancing
attribute vec3 off;
in vec3 off;
#endif
uniform mat4 M;
@ -41,15 +43,15 @@ uniform vec3 eye;
uniform float skinBones[50 * 12];
#endif
varying vec3 position;
out vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
out vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
out vec3 normal;
out vec4 lPos;
out vec4 matColor;
out vec3 lightDir;
out vec3 eyeDir;
#ifdef _NormalMapping
mat3 transpose(mat3 m) {

View file

@ -1,6 +1,8 @@
#define _AlphaTest
#define _Billboard
#define _Skinning
#version 450
#ifdef GL_ES
precision mediump float;
#endif
@ -20,15 +22,15 @@ uniform bool lighting;
uniform bool receiveShadow;
uniform float roughness;
varying vec3 position;
in vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
in vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
in vec3 normal;
in vec4 lPos;
in vec4 matColor;
in vec3 lightDir;
in vec3 eyeDir;
float shadowSimple(vec4 lPos) {
@ -37,7 +39,7 @@ float shadowSimple(vec4 lPos) {
lPosH.x = (lPosH.x + 1.0) / 2.0;
lPosH.y = 1.0 - ((-lPosH.y + 1.0) / (2.0));
vec4 packedZValue = texture2D(shadowMap, lPosH.st);
vec4 packedZValue = texture(shadowMap, lPosH.st);
float distanceFromLight = packedZValue.z;
@ -118,7 +120,7 @@ void main() {
float dotNL = 0.0;
#ifdef _NormalMapping
vec3 tn = normalize(texture2D(normalMap, texCoord).rgb * 2.0 - 1.0);
vec3 tn = normalize(texture(normalMap, texCoord).rgb * 2.0 - 1.0);
dotNL = clamp(dot(tn, l), 0.0, 1.0);
#else
dotNL = clamp(dot(n, l), 0.0, 1.0);
@ -134,7 +136,7 @@ void main() {
}
#ifdef _Texturing
vec4 texel = texture2D(stex, texCoord);
vec4 texel = texture(stex, texCoord);
#ifdef _AlphaTest
if(texel.a < 0.4)

View file

@ -1,6 +1,8 @@
#define _AlphaTest
#define _Billboard
#define _Skinning
#version 450
#ifdef GL_ES
precision highp float;
#endif
@ -9,23 +11,23 @@ precision highp float;
#define _Texturing
#endif
attribute vec3 pos;
attribute vec3 nor;
in vec3 pos;
in vec3 nor;
#ifdef _Texturing
attribute vec2 tex;
in vec2 tex;
#endif
#ifdef _VCols
attribute vec4 col;
in vec4 col;
#endif
#ifdef _NormalMapping
attribute vec3 tan;
in vec3 tan;
#endif
#ifdef _Skinning
attribute vec4 bone;
attribute vec4 weight;
in vec4 bone;
in vec4 weight;
#endif
#ifdef _Instancing
attribute vec3 off;
in vec3 off;
#endif
uniform mat4 M;
@ -40,15 +42,15 @@ uniform vec3 eye;
uniform float skinBones[50 * 12];
#endif
varying vec3 position;
out vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
out vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
out vec3 normal;
out vec4 lPos;
out vec4 matColor;
out vec3 lightDir;
out vec3 eyeDir;
#ifdef _NormalMapping
mat3 transpose(mat3 m) {

View file

@ -2,6 +2,8 @@
#define _Billboard
#define _Skinning
#define _Texturing
#version 450
#ifdef GL_ES
precision mediump float;
#endif
@ -21,15 +23,15 @@ uniform bool lighting;
uniform bool receiveShadow;
uniform float roughness;
varying vec3 position;
in vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
in vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
in vec3 normal;
in vec4 lPos;
in vec4 matColor;
in vec3 lightDir;
in vec3 eyeDir;
float shadowSimple(vec4 lPos) {
@ -38,7 +40,7 @@ float shadowSimple(vec4 lPos) {
lPosH.x = (lPosH.x + 1.0) / 2.0;
lPosH.y = 1.0 - ((-lPosH.y + 1.0) / (2.0));
vec4 packedZValue = texture2D(shadowMap, lPosH.st);
vec4 packedZValue = texture(shadowMap, lPosH.st);
float distanceFromLight = packedZValue.z;
@ -119,7 +121,7 @@ void main() {
float dotNL = 0.0;
#ifdef _NormalMapping
vec3 tn = normalize(texture2D(normalMap, texCoord).rgb * 2.0 - 1.0);
vec3 tn = normalize(texture(normalMap, texCoord).rgb * 2.0 - 1.0);
dotNL = clamp(dot(tn, l), 0.0, 1.0);
#else
dotNL = clamp(dot(n, l), 0.0, 1.0);
@ -135,7 +137,7 @@ void main() {
}
#ifdef _Texturing
vec4 texel = texture2D(stex, texCoord);
vec4 texel = texture(stex, texCoord);
#ifdef _AlphaTest
if(texel.a < 0.4)

View file

@ -2,6 +2,8 @@
#define _Billboard
#define _Skinning
#define _Texturing
#version 450
#ifdef GL_ES
precision highp float;
#endif
@ -10,23 +12,23 @@ precision highp float;
#define _Texturing
#endif
attribute vec3 pos;
attribute vec3 nor;
in vec3 pos;
in vec3 nor;
#ifdef _Texturing
attribute vec2 tex;
in vec2 tex;
#endif
#ifdef _VCols
attribute vec4 col;
in vec4 col;
#endif
#ifdef _NormalMapping
attribute vec3 tan;
in vec3 tan;
#endif
#ifdef _Skinning
attribute vec4 bone;
attribute vec4 weight;
in vec4 bone;
in vec4 weight;
#endif
#ifdef _Instancing
attribute vec3 off;
in vec3 off;
#endif
uniform mat4 M;
@ -41,15 +43,15 @@ uniform vec3 eye;
uniform float skinBones[50 * 12];
#endif
varying vec3 position;
out vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
out vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
out vec3 normal;
out vec4 lPos;
out vec4 matColor;
out vec3 lightDir;
out vec3 eyeDir;
#ifdef _NormalMapping
mat3 transpose(mat3 m) {

View file

@ -3,6 +3,8 @@
#define _Skinning
#define _Texturing
#define _VCols
#version 450
#ifdef GL_ES
precision mediump float;
#endif
@ -22,15 +24,15 @@ uniform bool lighting;
uniform bool receiveShadow;
uniform float roughness;
varying vec3 position;
in vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
in vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
in vec3 normal;
in vec4 lPos;
in vec4 matColor;
in vec3 lightDir;
in vec3 eyeDir;
float shadowSimple(vec4 lPos) {
@ -39,7 +41,7 @@ float shadowSimple(vec4 lPos) {
lPosH.x = (lPosH.x + 1.0) / 2.0;
lPosH.y = 1.0 - ((-lPosH.y + 1.0) / (2.0));
vec4 packedZValue = texture2D(shadowMap, lPosH.st);
vec4 packedZValue = texture(shadowMap, lPosH.st);
float distanceFromLight = packedZValue.z;
@ -120,7 +122,7 @@ void main() {
float dotNL = 0.0;
#ifdef _NormalMapping
vec3 tn = normalize(texture2D(normalMap, texCoord).rgb * 2.0 - 1.0);
vec3 tn = normalize(texture(normalMap, texCoord).rgb * 2.0 - 1.0);
dotNL = clamp(dot(tn, l), 0.0, 1.0);
#else
dotNL = clamp(dot(n, l), 0.0, 1.0);
@ -136,7 +138,7 @@ void main() {
}
#ifdef _Texturing
vec4 texel = texture2D(stex, texCoord);
vec4 texel = texture(stex, texCoord);
#ifdef _AlphaTest
if(texel.a < 0.4)

View file

@ -3,6 +3,8 @@
#define _Skinning
#define _Texturing
#define _VCols
#version 450
#ifdef GL_ES
precision highp float;
#endif
@ -11,23 +13,23 @@ precision highp float;
#define _Texturing
#endif
attribute vec3 pos;
attribute vec3 nor;
in vec3 pos;
in vec3 nor;
#ifdef _Texturing
attribute vec2 tex;
in vec2 tex;
#endif
#ifdef _VCols
attribute vec4 col;
in vec4 col;
#endif
#ifdef _NormalMapping
attribute vec3 tan;
in vec3 tan;
#endif
#ifdef _Skinning
attribute vec4 bone;
attribute vec4 weight;
in vec4 bone;
in vec4 weight;
#endif
#ifdef _Instancing
attribute vec3 off;
in vec3 off;
#endif
uniform mat4 M;
@ -42,15 +44,15 @@ uniform vec3 eye;
uniform float skinBones[50 * 12];
#endif
varying vec3 position;
out vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
out vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
out vec3 normal;
out vec4 lPos;
out vec4 matColor;
out vec3 lightDir;
out vec3 eyeDir;
#ifdef _NormalMapping
mat3 transpose(mat3 m) {

View file

@ -2,6 +2,8 @@
#define _Billboard
#define _Skinning
#define _VCols
#version 450
#ifdef GL_ES
precision mediump float;
#endif
@ -21,15 +23,15 @@ uniform bool lighting;
uniform bool receiveShadow;
uniform float roughness;
varying vec3 position;
in vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
in vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
in vec3 normal;
in vec4 lPos;
in vec4 matColor;
in vec3 lightDir;
in vec3 eyeDir;
float shadowSimple(vec4 lPos) {
@ -38,7 +40,7 @@ float shadowSimple(vec4 lPos) {
lPosH.x = (lPosH.x + 1.0) / 2.0;
lPosH.y = 1.0 - ((-lPosH.y + 1.0) / (2.0));
vec4 packedZValue = texture2D(shadowMap, lPosH.st);
vec4 packedZValue = texture(shadowMap, lPosH.st);
float distanceFromLight = packedZValue.z;
@ -119,7 +121,7 @@ void main() {
float dotNL = 0.0;
#ifdef _NormalMapping
vec3 tn = normalize(texture2D(normalMap, texCoord).rgb * 2.0 - 1.0);
vec3 tn = normalize(texture(normalMap, texCoord).rgb * 2.0 - 1.0);
dotNL = clamp(dot(tn, l), 0.0, 1.0);
#else
dotNL = clamp(dot(n, l), 0.0, 1.0);
@ -135,7 +137,7 @@ void main() {
}
#ifdef _Texturing
vec4 texel = texture2D(stex, texCoord);
vec4 texel = texture(stex, texCoord);
#ifdef _AlphaTest
if(texel.a < 0.4)

View file

@ -2,6 +2,8 @@
#define _Billboard
#define _Skinning
#define _VCols
#version 450
#ifdef GL_ES
precision highp float;
#endif
@ -10,23 +12,23 @@ precision highp float;
#define _Texturing
#endif
attribute vec3 pos;
attribute vec3 nor;
in vec3 pos;
in vec3 nor;
#ifdef _Texturing
attribute vec2 tex;
in vec2 tex;
#endif
#ifdef _VCols
attribute vec4 col;
in vec4 col;
#endif
#ifdef _NormalMapping
attribute vec3 tan;
in vec3 tan;
#endif
#ifdef _Skinning
attribute vec4 bone;
attribute vec4 weight;
in vec4 bone;
in vec4 weight;
#endif
#ifdef _Instancing
attribute vec3 off;
in vec3 off;
#endif
uniform mat4 M;
@ -41,15 +43,15 @@ uniform vec3 eye;
uniform float skinBones[50 * 12];
#endif
varying vec3 position;
out vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
out vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
out vec3 normal;
out vec4 lPos;
out vec4 matColor;
out vec3 lightDir;
out vec3 eyeDir;
#ifdef _NormalMapping
mat3 transpose(mat3 m) {

View file

@ -1,6 +1,8 @@
#define _AlphaTest
#define _Billboard
#define _Texturing
#version 450
#ifdef GL_ES
precision mediump float;
#endif
@ -20,15 +22,15 @@ uniform bool lighting;
uniform bool receiveShadow;
uniform float roughness;
varying vec3 position;
in vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
in vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
in vec3 normal;
in vec4 lPos;
in vec4 matColor;
in vec3 lightDir;
in vec3 eyeDir;
float shadowSimple(vec4 lPos) {
@ -37,7 +39,7 @@ float shadowSimple(vec4 lPos) {
lPosH.x = (lPosH.x + 1.0) / 2.0;
lPosH.y = 1.0 - ((-lPosH.y + 1.0) / (2.0));
vec4 packedZValue = texture2D(shadowMap, lPosH.st);
vec4 packedZValue = texture(shadowMap, lPosH.st);
float distanceFromLight = packedZValue.z;
@ -118,7 +120,7 @@ void main() {
float dotNL = 0.0;
#ifdef _NormalMapping
vec3 tn = normalize(texture2D(normalMap, texCoord).rgb * 2.0 - 1.0);
vec3 tn = normalize(texture(normalMap, texCoord).rgb * 2.0 - 1.0);
dotNL = clamp(dot(tn, l), 0.0, 1.0);
#else
dotNL = clamp(dot(n, l), 0.0, 1.0);
@ -134,7 +136,7 @@ void main() {
}
#ifdef _Texturing
vec4 texel = texture2D(stex, texCoord);
vec4 texel = texture(stex, texCoord);
#ifdef _AlphaTest
if(texel.a < 0.4)

View file

@ -1,6 +1,8 @@
#define _AlphaTest
#define _Billboard
#define _Texturing
#version 450
#ifdef GL_ES
precision highp float;
#endif
@ -9,23 +11,23 @@ precision highp float;
#define _Texturing
#endif
attribute vec3 pos;
attribute vec3 nor;
in vec3 pos;
in vec3 nor;
#ifdef _Texturing
attribute vec2 tex;
in vec2 tex;
#endif
#ifdef _VCols
attribute vec4 col;
in vec4 col;
#endif
#ifdef _NormalMapping
attribute vec3 tan;
in vec3 tan;
#endif
#ifdef _Skinning
attribute vec4 bone;
attribute vec4 weight;
in vec4 bone;
in vec4 weight;
#endif
#ifdef _Instancing
attribute vec3 off;
in vec3 off;
#endif
uniform mat4 M;
@ -40,15 +42,15 @@ uniform vec3 eye;
uniform float skinBones[50 * 12];
#endif
varying vec3 position;
out vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
out vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
out vec3 normal;
out vec4 lPos;
out vec4 matColor;
out vec3 lightDir;
out vec3 eyeDir;
#ifdef _NormalMapping
mat3 transpose(mat3 m) {

View file

@ -2,6 +2,8 @@
#define _Billboard
#define _Texturing
#define _VCols
#version 450
#ifdef GL_ES
precision mediump float;
#endif
@ -21,15 +23,15 @@ uniform bool lighting;
uniform bool receiveShadow;
uniform float roughness;
varying vec3 position;
in vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
in vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
in vec3 normal;
in vec4 lPos;
in vec4 matColor;
in vec3 lightDir;
in vec3 eyeDir;
float shadowSimple(vec4 lPos) {
@ -38,7 +40,7 @@ float shadowSimple(vec4 lPos) {
lPosH.x = (lPosH.x + 1.0) / 2.0;
lPosH.y = 1.0 - ((-lPosH.y + 1.0) / (2.0));
vec4 packedZValue = texture2D(shadowMap, lPosH.st);
vec4 packedZValue = texture(shadowMap, lPosH.st);
float distanceFromLight = packedZValue.z;
@ -119,7 +121,7 @@ void main() {
float dotNL = 0.0;
#ifdef _NormalMapping
vec3 tn = normalize(texture2D(normalMap, texCoord).rgb * 2.0 - 1.0);
vec3 tn = normalize(texture(normalMap, texCoord).rgb * 2.0 - 1.0);
dotNL = clamp(dot(tn, l), 0.0, 1.0);
#else
dotNL = clamp(dot(n, l), 0.0, 1.0);
@ -135,7 +137,7 @@ void main() {
}
#ifdef _Texturing
vec4 texel = texture2D(stex, texCoord);
vec4 texel = texture(stex, texCoord);
#ifdef _AlphaTest
if(texel.a < 0.4)

View file

@ -2,6 +2,8 @@
#define _Billboard
#define _Texturing
#define _VCols
#version 450
#ifdef GL_ES
precision highp float;
#endif
@ -10,23 +12,23 @@ precision highp float;
#define _Texturing
#endif
attribute vec3 pos;
attribute vec3 nor;
in vec3 pos;
in vec3 nor;
#ifdef _Texturing
attribute vec2 tex;
in vec2 tex;
#endif
#ifdef _VCols
attribute vec4 col;
in vec4 col;
#endif
#ifdef _NormalMapping
attribute vec3 tan;
in vec3 tan;
#endif
#ifdef _Skinning
attribute vec4 bone;
attribute vec4 weight;
in vec4 bone;
in vec4 weight;
#endif
#ifdef _Instancing
attribute vec3 off;
in vec3 off;
#endif
uniform mat4 M;
@ -41,15 +43,15 @@ uniform vec3 eye;
uniform float skinBones[50 * 12];
#endif
varying vec3 position;
out vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
out vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
out vec3 normal;
out vec4 lPos;
out vec4 matColor;
out vec3 lightDir;
out vec3 eyeDir;
#ifdef _NormalMapping
mat3 transpose(mat3 m) {

View file

@ -1,6 +1,8 @@
#define _AlphaTest
#define _Billboard
#define _VCols
#version 450
#ifdef GL_ES
precision mediump float;
#endif
@ -20,15 +22,15 @@ uniform bool lighting;
uniform bool receiveShadow;
uniform float roughness;
varying vec3 position;
in vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
in vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
in vec3 normal;
in vec4 lPos;
in vec4 matColor;
in vec3 lightDir;
in vec3 eyeDir;
float shadowSimple(vec4 lPos) {
@ -37,7 +39,7 @@ float shadowSimple(vec4 lPos) {
lPosH.x = (lPosH.x + 1.0) / 2.0;
lPosH.y = 1.0 - ((-lPosH.y + 1.0) / (2.0));
vec4 packedZValue = texture2D(shadowMap, lPosH.st);
vec4 packedZValue = texture(shadowMap, lPosH.st);
float distanceFromLight = packedZValue.z;
@ -118,7 +120,7 @@ void main() {
float dotNL = 0.0;
#ifdef _NormalMapping
vec3 tn = normalize(texture2D(normalMap, texCoord).rgb * 2.0 - 1.0);
vec3 tn = normalize(texture(normalMap, texCoord).rgb * 2.0 - 1.0);
dotNL = clamp(dot(tn, l), 0.0, 1.0);
#else
dotNL = clamp(dot(n, l), 0.0, 1.0);
@ -134,7 +136,7 @@ void main() {
}
#ifdef _Texturing
vec4 texel = texture2D(stex, texCoord);
vec4 texel = texture(stex, texCoord);
#ifdef _AlphaTest
if(texel.a < 0.4)

View file

@ -1,6 +1,8 @@
#define _AlphaTest
#define _Billboard
#define _VCols
#version 450
#ifdef GL_ES
precision highp float;
#endif
@ -9,23 +11,23 @@ precision highp float;
#define _Texturing
#endif
attribute vec3 pos;
attribute vec3 nor;
in vec3 pos;
in vec3 nor;
#ifdef _Texturing
attribute vec2 tex;
in vec2 tex;
#endif
#ifdef _VCols
attribute vec4 col;
in vec4 col;
#endif
#ifdef _NormalMapping
attribute vec3 tan;
in vec3 tan;
#endif
#ifdef _Skinning
attribute vec4 bone;
attribute vec4 weight;
in vec4 bone;
in vec4 weight;
#endif
#ifdef _Instancing
attribute vec3 off;
in vec3 off;
#endif
uniform mat4 M;
@ -40,15 +42,15 @@ uniform vec3 eye;
uniform float skinBones[50 * 12];
#endif
varying vec3 position;
out vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
out vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
out vec3 normal;
out vec4 lPos;
out vec4 matColor;
out vec3 lightDir;
out vec3 eyeDir;
#ifdef _NormalMapping
mat3 transpose(mat3 m) {

View file

@ -1,5 +1,7 @@
#define _AlphaTest
#define _Instancing
#version 450
#ifdef GL_ES
precision mediump float;
#endif
@ -19,15 +21,15 @@ uniform bool lighting;
uniform bool receiveShadow;
uniform float roughness;
varying vec3 position;
in vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
in vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
in vec3 normal;
in vec4 lPos;
in vec4 matColor;
in vec3 lightDir;
in vec3 eyeDir;
float shadowSimple(vec4 lPos) {
@ -36,7 +38,7 @@ float shadowSimple(vec4 lPos) {
lPosH.x = (lPosH.x + 1.0) / 2.0;
lPosH.y = 1.0 - ((-lPosH.y + 1.0) / (2.0));
vec4 packedZValue = texture2D(shadowMap, lPosH.st);
vec4 packedZValue = texture(shadowMap, lPosH.st);
float distanceFromLight = packedZValue.z;
@ -117,7 +119,7 @@ void main() {
float dotNL = 0.0;
#ifdef _NormalMapping
vec3 tn = normalize(texture2D(normalMap, texCoord).rgb * 2.0 - 1.0);
vec3 tn = normalize(texture(normalMap, texCoord).rgb * 2.0 - 1.0);
dotNL = clamp(dot(tn, l), 0.0, 1.0);
#else
dotNL = clamp(dot(n, l), 0.0, 1.0);
@ -133,7 +135,7 @@ void main() {
}
#ifdef _Texturing
vec4 texel = texture2D(stex, texCoord);
vec4 texel = texture(stex, texCoord);
#ifdef _AlphaTest
if(texel.a < 0.4)

View file

@ -1,5 +1,7 @@
#define _AlphaTest
#define _Instancing
#version 450
#ifdef GL_ES
precision highp float;
#endif
@ -8,23 +10,23 @@ precision highp float;
#define _Texturing
#endif
attribute vec3 pos;
attribute vec3 nor;
in vec3 pos;
in vec3 nor;
#ifdef _Texturing
attribute vec2 tex;
in vec2 tex;
#endif
#ifdef _VCols
attribute vec4 col;
in vec4 col;
#endif
#ifdef _NormalMapping
attribute vec3 tan;
in vec3 tan;
#endif
#ifdef _Skinning
attribute vec4 bone;
attribute vec4 weight;
in vec4 bone;
in vec4 weight;
#endif
#ifdef _Instancing
attribute vec3 off;
in vec3 off;
#endif
uniform mat4 M;
@ -39,15 +41,15 @@ uniform vec3 eye;
uniform float skinBones[50 * 12];
#endif
varying vec3 position;
out vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
out vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
out vec3 normal;
out vec4 lPos;
out vec4 matColor;
out vec3 lightDir;
out vec3 eyeDir;
#ifdef _NormalMapping
mat3 transpose(mat3 m) {

View file

@ -1,6 +1,8 @@
#define _AlphaTest
#define _Instancing
#define _NormalMapping
#version 450
#ifdef GL_ES
precision mediump float;
#endif
@ -20,15 +22,15 @@ uniform bool lighting;
uniform bool receiveShadow;
uniform float roughness;
varying vec3 position;
in vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
in vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
in vec3 normal;
in vec4 lPos;
in vec4 matColor;
in vec3 lightDir;
in vec3 eyeDir;
float shadowSimple(vec4 lPos) {
@ -37,7 +39,7 @@ float shadowSimple(vec4 lPos) {
lPosH.x = (lPosH.x + 1.0) / 2.0;
lPosH.y = 1.0 - ((-lPosH.y + 1.0) / (2.0));
vec4 packedZValue = texture2D(shadowMap, lPosH.st);
vec4 packedZValue = texture(shadowMap, lPosH.st);
float distanceFromLight = packedZValue.z;
@ -118,7 +120,7 @@ void main() {
float dotNL = 0.0;
#ifdef _NormalMapping
vec3 tn = normalize(texture2D(normalMap, texCoord).rgb * 2.0 - 1.0);
vec3 tn = normalize(texture(normalMap, texCoord).rgb * 2.0 - 1.0);
dotNL = clamp(dot(tn, l), 0.0, 1.0);
#else
dotNL = clamp(dot(n, l), 0.0, 1.0);
@ -134,7 +136,7 @@ void main() {
}
#ifdef _Texturing
vec4 texel = texture2D(stex, texCoord);
vec4 texel = texture(stex, texCoord);
#ifdef _AlphaTest
if(texel.a < 0.4)

View file

@ -1,6 +1,8 @@
#define _AlphaTest
#define _Instancing
#define _NormalMapping
#version 450
#ifdef GL_ES
precision highp float;
#endif
@ -9,23 +11,23 @@ precision highp float;
#define _Texturing
#endif
attribute vec3 pos;
attribute vec3 nor;
in vec3 pos;
in vec3 nor;
#ifdef _Texturing
attribute vec2 tex;
in vec2 tex;
#endif
#ifdef _VCols
attribute vec4 col;
in vec4 col;
#endif
#ifdef _NormalMapping
attribute vec3 tan;
in vec3 tan;
#endif
#ifdef _Skinning
attribute vec4 bone;
attribute vec4 weight;
in vec4 bone;
in vec4 weight;
#endif
#ifdef _Instancing
attribute vec3 off;
in vec3 off;
#endif
uniform mat4 M;
@ -40,15 +42,15 @@ uniform vec3 eye;
uniform float skinBones[50 * 12];
#endif
varying vec3 position;
out vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
out vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
out vec3 normal;
out vec4 lPos;
out vec4 matColor;
out vec3 lightDir;
out vec3 eyeDir;
#ifdef _NormalMapping
mat3 transpose(mat3 m) {

View file

@ -2,6 +2,8 @@
#define _Instancing
#define _NormalMapping
#define _Skinning
#version 450
#ifdef GL_ES
precision mediump float;
#endif
@ -21,15 +23,15 @@ uniform bool lighting;
uniform bool receiveShadow;
uniform float roughness;
varying vec3 position;
in vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
in vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
in vec3 normal;
in vec4 lPos;
in vec4 matColor;
in vec3 lightDir;
in vec3 eyeDir;
float shadowSimple(vec4 lPos) {
@ -38,7 +40,7 @@ float shadowSimple(vec4 lPos) {
lPosH.x = (lPosH.x + 1.0) / 2.0;
lPosH.y = 1.0 - ((-lPosH.y + 1.0) / (2.0));
vec4 packedZValue = texture2D(shadowMap, lPosH.st);
vec4 packedZValue = texture(shadowMap, lPosH.st);
float distanceFromLight = packedZValue.z;
@ -119,7 +121,7 @@ void main() {
float dotNL = 0.0;
#ifdef _NormalMapping
vec3 tn = normalize(texture2D(normalMap, texCoord).rgb * 2.0 - 1.0);
vec3 tn = normalize(texture(normalMap, texCoord).rgb * 2.0 - 1.0);
dotNL = clamp(dot(tn, l), 0.0, 1.0);
#else
dotNL = clamp(dot(n, l), 0.0, 1.0);
@ -135,7 +137,7 @@ void main() {
}
#ifdef _Texturing
vec4 texel = texture2D(stex, texCoord);
vec4 texel = texture(stex, texCoord);
#ifdef _AlphaTest
if(texel.a < 0.4)

View file

@ -2,6 +2,8 @@
#define _Instancing
#define _NormalMapping
#define _Skinning
#version 450
#ifdef GL_ES
precision highp float;
#endif
@ -10,23 +12,23 @@ precision highp float;
#define _Texturing
#endif
attribute vec3 pos;
attribute vec3 nor;
in vec3 pos;
in vec3 nor;
#ifdef _Texturing
attribute vec2 tex;
in vec2 tex;
#endif
#ifdef _VCols
attribute vec4 col;
in vec4 col;
#endif
#ifdef _NormalMapping
attribute vec3 tan;
in vec3 tan;
#endif
#ifdef _Skinning
attribute vec4 bone;
attribute vec4 weight;
in vec4 bone;
in vec4 weight;
#endif
#ifdef _Instancing
attribute vec3 off;
in vec3 off;
#endif
uniform mat4 M;
@ -41,15 +43,15 @@ uniform vec3 eye;
uniform float skinBones[50 * 12];
#endif
varying vec3 position;
out vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
out vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
out vec3 normal;
out vec4 lPos;
out vec4 matColor;
out vec3 lightDir;
out vec3 eyeDir;
#ifdef _NormalMapping
mat3 transpose(mat3 m) {

View file

@ -3,6 +3,8 @@
#define _NormalMapping
#define _Skinning
#define _Texturing
#version 450
#ifdef GL_ES
precision mediump float;
#endif
@ -22,15 +24,15 @@ uniform bool lighting;
uniform bool receiveShadow;
uniform float roughness;
varying vec3 position;
in vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
in vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
in vec3 normal;
in vec4 lPos;
in vec4 matColor;
in vec3 lightDir;
in vec3 eyeDir;
float shadowSimple(vec4 lPos) {
@ -39,7 +41,7 @@ float shadowSimple(vec4 lPos) {
lPosH.x = (lPosH.x + 1.0) / 2.0;
lPosH.y = 1.0 - ((-lPosH.y + 1.0) / (2.0));
vec4 packedZValue = texture2D(shadowMap, lPosH.st);
vec4 packedZValue = texture(shadowMap, lPosH.st);
float distanceFromLight = packedZValue.z;
@ -120,7 +122,7 @@ void main() {
float dotNL = 0.0;
#ifdef _NormalMapping
vec3 tn = normalize(texture2D(normalMap, texCoord).rgb * 2.0 - 1.0);
vec3 tn = normalize(texture(normalMap, texCoord).rgb * 2.0 - 1.0);
dotNL = clamp(dot(tn, l), 0.0, 1.0);
#else
dotNL = clamp(dot(n, l), 0.0, 1.0);
@ -136,7 +138,7 @@ void main() {
}
#ifdef _Texturing
vec4 texel = texture2D(stex, texCoord);
vec4 texel = texture(stex, texCoord);
#ifdef _AlphaTest
if(texel.a < 0.4)

View file

@ -3,6 +3,8 @@
#define _NormalMapping
#define _Skinning
#define _Texturing
#version 450
#ifdef GL_ES
precision highp float;
#endif
@ -11,23 +13,23 @@ precision highp float;
#define _Texturing
#endif
attribute vec3 pos;
attribute vec3 nor;
in vec3 pos;
in vec3 nor;
#ifdef _Texturing
attribute vec2 tex;
in vec2 tex;
#endif
#ifdef _VCols
attribute vec4 col;
in vec4 col;
#endif
#ifdef _NormalMapping
attribute vec3 tan;
in vec3 tan;
#endif
#ifdef _Skinning
attribute vec4 bone;
attribute vec4 weight;
in vec4 bone;
in vec4 weight;
#endif
#ifdef _Instancing
attribute vec3 off;
in vec3 off;
#endif
uniform mat4 M;
@ -42,15 +44,15 @@ uniform vec3 eye;
uniform float skinBones[50 * 12];
#endif
varying vec3 position;
out vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
out vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
out vec3 normal;
out vec4 lPos;
out vec4 matColor;
out vec3 lightDir;
out vec3 eyeDir;
#ifdef _NormalMapping
mat3 transpose(mat3 m) {

View file

@ -4,6 +4,8 @@
#define _Skinning
#define _Texturing
#define _VCols
#version 450
#ifdef GL_ES
precision mediump float;
#endif
@ -23,15 +25,15 @@ uniform bool lighting;
uniform bool receiveShadow;
uniform float roughness;
varying vec3 position;
in vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
in vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
in vec3 normal;
in vec4 lPos;
in vec4 matColor;
in vec3 lightDir;
in vec3 eyeDir;
float shadowSimple(vec4 lPos) {
@ -40,7 +42,7 @@ float shadowSimple(vec4 lPos) {
lPosH.x = (lPosH.x + 1.0) / 2.0;
lPosH.y = 1.0 - ((-lPosH.y + 1.0) / (2.0));
vec4 packedZValue = texture2D(shadowMap, lPosH.st);
vec4 packedZValue = texture(shadowMap, lPosH.st);
float distanceFromLight = packedZValue.z;
@ -121,7 +123,7 @@ void main() {
float dotNL = 0.0;
#ifdef _NormalMapping
vec3 tn = normalize(texture2D(normalMap, texCoord).rgb * 2.0 - 1.0);
vec3 tn = normalize(texture(normalMap, texCoord).rgb * 2.0 - 1.0);
dotNL = clamp(dot(tn, l), 0.0, 1.0);
#else
dotNL = clamp(dot(n, l), 0.0, 1.0);
@ -137,7 +139,7 @@ void main() {
}
#ifdef _Texturing
vec4 texel = texture2D(stex, texCoord);
vec4 texel = texture(stex, texCoord);
#ifdef _AlphaTest
if(texel.a < 0.4)

View file

@ -4,6 +4,8 @@
#define _Skinning
#define _Texturing
#define _VCols
#version 450
#ifdef GL_ES
precision highp float;
#endif
@ -12,23 +14,23 @@ precision highp float;
#define _Texturing
#endif
attribute vec3 pos;
attribute vec3 nor;
in vec3 pos;
in vec3 nor;
#ifdef _Texturing
attribute vec2 tex;
in vec2 tex;
#endif
#ifdef _VCols
attribute vec4 col;
in vec4 col;
#endif
#ifdef _NormalMapping
attribute vec3 tan;
in vec3 tan;
#endif
#ifdef _Skinning
attribute vec4 bone;
attribute vec4 weight;
in vec4 bone;
in vec4 weight;
#endif
#ifdef _Instancing
attribute vec3 off;
in vec3 off;
#endif
uniform mat4 M;
@ -43,15 +45,15 @@ uniform vec3 eye;
uniform float skinBones[50 * 12];
#endif
varying vec3 position;
out vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
out vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
out vec3 normal;
out vec4 lPos;
out vec4 matColor;
out vec3 lightDir;
out vec3 eyeDir;
#ifdef _NormalMapping
mat3 transpose(mat3 m) {

View file

@ -3,6 +3,8 @@
#define _NormalMapping
#define _Skinning
#define _VCols
#version 450
#ifdef GL_ES
precision mediump float;
#endif
@ -22,15 +24,15 @@ uniform bool lighting;
uniform bool receiveShadow;
uniform float roughness;
varying vec3 position;
in vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
in vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
in vec3 normal;
in vec4 lPos;
in vec4 matColor;
in vec3 lightDir;
in vec3 eyeDir;
float shadowSimple(vec4 lPos) {
@ -39,7 +41,7 @@ float shadowSimple(vec4 lPos) {
lPosH.x = (lPosH.x + 1.0) / 2.0;
lPosH.y = 1.0 - ((-lPosH.y + 1.0) / (2.0));
vec4 packedZValue = texture2D(shadowMap, lPosH.st);
vec4 packedZValue = texture(shadowMap, lPosH.st);
float distanceFromLight = packedZValue.z;
@ -120,7 +122,7 @@ void main() {
float dotNL = 0.0;
#ifdef _NormalMapping
vec3 tn = normalize(texture2D(normalMap, texCoord).rgb * 2.0 - 1.0);
vec3 tn = normalize(texture(normalMap, texCoord).rgb * 2.0 - 1.0);
dotNL = clamp(dot(tn, l), 0.0, 1.0);
#else
dotNL = clamp(dot(n, l), 0.0, 1.0);
@ -136,7 +138,7 @@ void main() {
}
#ifdef _Texturing
vec4 texel = texture2D(stex, texCoord);
vec4 texel = texture(stex, texCoord);
#ifdef _AlphaTest
if(texel.a < 0.4)

View file

@ -3,6 +3,8 @@
#define _NormalMapping
#define _Skinning
#define _VCols
#version 450
#ifdef GL_ES
precision highp float;
#endif
@ -11,23 +13,23 @@ precision highp float;
#define _Texturing
#endif
attribute vec3 pos;
attribute vec3 nor;
in vec3 pos;
in vec3 nor;
#ifdef _Texturing
attribute vec2 tex;
in vec2 tex;
#endif
#ifdef _VCols
attribute vec4 col;
in vec4 col;
#endif
#ifdef _NormalMapping
attribute vec3 tan;
in vec3 tan;
#endif
#ifdef _Skinning
attribute vec4 bone;
attribute vec4 weight;
in vec4 bone;
in vec4 weight;
#endif
#ifdef _Instancing
attribute vec3 off;
in vec3 off;
#endif
uniform mat4 M;
@ -42,15 +44,15 @@ uniform vec3 eye;
uniform float skinBones[50 * 12];
#endif
varying vec3 position;
out vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
out vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
out vec3 normal;
out vec4 lPos;
out vec4 matColor;
out vec3 lightDir;
out vec3 eyeDir;
#ifdef _NormalMapping
mat3 transpose(mat3 m) {

View file

@ -2,6 +2,8 @@
#define _Instancing
#define _NormalMapping
#define _Texturing
#version 450
#ifdef GL_ES
precision mediump float;
#endif
@ -21,15 +23,15 @@ uniform bool lighting;
uniform bool receiveShadow;
uniform float roughness;
varying vec3 position;
in vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
in vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
in vec3 normal;
in vec4 lPos;
in vec4 matColor;
in vec3 lightDir;
in vec3 eyeDir;
float shadowSimple(vec4 lPos) {
@ -38,7 +40,7 @@ float shadowSimple(vec4 lPos) {
lPosH.x = (lPosH.x + 1.0) / 2.0;
lPosH.y = 1.0 - ((-lPosH.y + 1.0) / (2.0));
vec4 packedZValue = texture2D(shadowMap, lPosH.st);
vec4 packedZValue = texture(shadowMap, lPosH.st);
float distanceFromLight = packedZValue.z;
@ -119,7 +121,7 @@ void main() {
float dotNL = 0.0;
#ifdef _NormalMapping
vec3 tn = normalize(texture2D(normalMap, texCoord).rgb * 2.0 - 1.0);
vec3 tn = normalize(texture(normalMap, texCoord).rgb * 2.0 - 1.0);
dotNL = clamp(dot(tn, l), 0.0, 1.0);
#else
dotNL = clamp(dot(n, l), 0.0, 1.0);
@ -135,7 +137,7 @@ void main() {
}
#ifdef _Texturing
vec4 texel = texture2D(stex, texCoord);
vec4 texel = texture(stex, texCoord);
#ifdef _AlphaTest
if(texel.a < 0.4)

View file

@ -2,6 +2,8 @@
#define _Instancing
#define _NormalMapping
#define _Texturing
#version 450
#ifdef GL_ES
precision highp float;
#endif
@ -10,23 +12,23 @@ precision highp float;
#define _Texturing
#endif
attribute vec3 pos;
attribute vec3 nor;
in vec3 pos;
in vec3 nor;
#ifdef _Texturing
attribute vec2 tex;
in vec2 tex;
#endif
#ifdef _VCols
attribute vec4 col;
in vec4 col;
#endif
#ifdef _NormalMapping
attribute vec3 tan;
in vec3 tan;
#endif
#ifdef _Skinning
attribute vec4 bone;
attribute vec4 weight;
in vec4 bone;
in vec4 weight;
#endif
#ifdef _Instancing
attribute vec3 off;
in vec3 off;
#endif
uniform mat4 M;
@ -41,15 +43,15 @@ uniform vec3 eye;
uniform float skinBones[50 * 12];
#endif
varying vec3 position;
out vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
out vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
out vec3 normal;
out vec4 lPos;
out vec4 matColor;
out vec3 lightDir;
out vec3 eyeDir;
#ifdef _NormalMapping
mat3 transpose(mat3 m) {

View file

@ -3,6 +3,8 @@
#define _NormalMapping
#define _Texturing
#define _VCols
#version 450
#ifdef GL_ES
precision mediump float;
#endif
@ -22,15 +24,15 @@ uniform bool lighting;
uniform bool receiveShadow;
uniform float roughness;
varying vec3 position;
in vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
in vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
in vec3 normal;
in vec4 lPos;
in vec4 matColor;
in vec3 lightDir;
in vec3 eyeDir;
float shadowSimple(vec4 lPos) {
@ -39,7 +41,7 @@ float shadowSimple(vec4 lPos) {
lPosH.x = (lPosH.x + 1.0) / 2.0;
lPosH.y = 1.0 - ((-lPosH.y + 1.0) / (2.0));
vec4 packedZValue = texture2D(shadowMap, lPosH.st);
vec4 packedZValue = texture(shadowMap, lPosH.st);
float distanceFromLight = packedZValue.z;
@ -120,7 +122,7 @@ void main() {
float dotNL = 0.0;
#ifdef _NormalMapping
vec3 tn = normalize(texture2D(normalMap, texCoord).rgb * 2.0 - 1.0);
vec3 tn = normalize(texture(normalMap, texCoord).rgb * 2.0 - 1.0);
dotNL = clamp(dot(tn, l), 0.0, 1.0);
#else
dotNL = clamp(dot(n, l), 0.0, 1.0);
@ -136,7 +138,7 @@ void main() {
}
#ifdef _Texturing
vec4 texel = texture2D(stex, texCoord);
vec4 texel = texture(stex, texCoord);
#ifdef _AlphaTest
if(texel.a < 0.4)

View file

@ -3,6 +3,8 @@
#define _NormalMapping
#define _Texturing
#define _VCols
#version 450
#ifdef GL_ES
precision highp float;
#endif
@ -11,23 +13,23 @@ precision highp float;
#define _Texturing
#endif
attribute vec3 pos;
attribute vec3 nor;
in vec3 pos;
in vec3 nor;
#ifdef _Texturing
attribute vec2 tex;
in vec2 tex;
#endif
#ifdef _VCols
attribute vec4 col;
in vec4 col;
#endif
#ifdef _NormalMapping
attribute vec3 tan;
in vec3 tan;
#endif
#ifdef _Skinning
attribute vec4 bone;
attribute vec4 weight;
in vec4 bone;
in vec4 weight;
#endif
#ifdef _Instancing
attribute vec3 off;
in vec3 off;
#endif
uniform mat4 M;
@ -42,15 +44,15 @@ uniform vec3 eye;
uniform float skinBones[50 * 12];
#endif
varying vec3 position;
out vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
out vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
out vec3 normal;
out vec4 lPos;
out vec4 matColor;
out vec3 lightDir;
out vec3 eyeDir;
#ifdef _NormalMapping
mat3 transpose(mat3 m) {

View file

@ -2,6 +2,8 @@
#define _Instancing
#define _NormalMapping
#define _VCols
#version 450
#ifdef GL_ES
precision mediump float;
#endif
@ -21,15 +23,15 @@ uniform bool lighting;
uniform bool receiveShadow;
uniform float roughness;
varying vec3 position;
in vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
in vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
in vec3 normal;
in vec4 lPos;
in vec4 matColor;
in vec3 lightDir;
in vec3 eyeDir;
float shadowSimple(vec4 lPos) {
@ -38,7 +40,7 @@ float shadowSimple(vec4 lPos) {
lPosH.x = (lPosH.x + 1.0) / 2.0;
lPosH.y = 1.0 - ((-lPosH.y + 1.0) / (2.0));
vec4 packedZValue = texture2D(shadowMap, lPosH.st);
vec4 packedZValue = texture(shadowMap, lPosH.st);
float distanceFromLight = packedZValue.z;
@ -119,7 +121,7 @@ void main() {
float dotNL = 0.0;
#ifdef _NormalMapping
vec3 tn = normalize(texture2D(normalMap, texCoord).rgb * 2.0 - 1.0);
vec3 tn = normalize(texture(normalMap, texCoord).rgb * 2.0 - 1.0);
dotNL = clamp(dot(tn, l), 0.0, 1.0);
#else
dotNL = clamp(dot(n, l), 0.0, 1.0);
@ -135,7 +137,7 @@ void main() {
}
#ifdef _Texturing
vec4 texel = texture2D(stex, texCoord);
vec4 texel = texture(stex, texCoord);
#ifdef _AlphaTest
if(texel.a < 0.4)

View file

@ -2,6 +2,8 @@
#define _Instancing
#define _NormalMapping
#define _VCols
#version 450
#ifdef GL_ES
precision highp float;
#endif
@ -10,23 +12,23 @@ precision highp float;
#define _Texturing
#endif
attribute vec3 pos;
attribute vec3 nor;
in vec3 pos;
in vec3 nor;
#ifdef _Texturing
attribute vec2 tex;
in vec2 tex;
#endif
#ifdef _VCols
attribute vec4 col;
in vec4 col;
#endif
#ifdef _NormalMapping
attribute vec3 tan;
in vec3 tan;
#endif
#ifdef _Skinning
attribute vec4 bone;
attribute vec4 weight;
in vec4 bone;
in vec4 weight;
#endif
#ifdef _Instancing
attribute vec3 off;
in vec3 off;
#endif
uniform mat4 M;
@ -41,15 +43,15 @@ uniform vec3 eye;
uniform float skinBones[50 * 12];
#endif
varying vec3 position;
out vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
out vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
out vec3 normal;
out vec4 lPos;
out vec4 matColor;
out vec3 lightDir;
out vec3 eyeDir;
#ifdef _NormalMapping
mat3 transpose(mat3 m) {

View file

@ -1,6 +1,8 @@
#define _AlphaTest
#define _Instancing
#define _Skinning
#version 450
#ifdef GL_ES
precision mediump float;
#endif
@ -20,15 +22,15 @@ uniform bool lighting;
uniform bool receiveShadow;
uniform float roughness;
varying vec3 position;
in vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
in vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
in vec3 normal;
in vec4 lPos;
in vec4 matColor;
in vec3 lightDir;
in vec3 eyeDir;
float shadowSimple(vec4 lPos) {
@ -37,7 +39,7 @@ float shadowSimple(vec4 lPos) {
lPosH.x = (lPosH.x + 1.0) / 2.0;
lPosH.y = 1.0 - ((-lPosH.y + 1.0) / (2.0));
vec4 packedZValue = texture2D(shadowMap, lPosH.st);
vec4 packedZValue = texture(shadowMap, lPosH.st);
float distanceFromLight = packedZValue.z;
@ -118,7 +120,7 @@ void main() {
float dotNL = 0.0;
#ifdef _NormalMapping
vec3 tn = normalize(texture2D(normalMap, texCoord).rgb * 2.0 - 1.0);
vec3 tn = normalize(texture(normalMap, texCoord).rgb * 2.0 - 1.0);
dotNL = clamp(dot(tn, l), 0.0, 1.0);
#else
dotNL = clamp(dot(n, l), 0.0, 1.0);
@ -134,7 +136,7 @@ void main() {
}
#ifdef _Texturing
vec4 texel = texture2D(stex, texCoord);
vec4 texel = texture(stex, texCoord);
#ifdef _AlphaTest
if(texel.a < 0.4)

View file

@ -1,6 +1,8 @@
#define _AlphaTest
#define _Instancing
#define _Skinning
#version 450
#ifdef GL_ES
precision highp float;
#endif
@ -9,23 +11,23 @@ precision highp float;
#define _Texturing
#endif
attribute vec3 pos;
attribute vec3 nor;
in vec3 pos;
in vec3 nor;
#ifdef _Texturing
attribute vec2 tex;
in vec2 tex;
#endif
#ifdef _VCols
attribute vec4 col;
in vec4 col;
#endif
#ifdef _NormalMapping
attribute vec3 tan;
in vec3 tan;
#endif
#ifdef _Skinning
attribute vec4 bone;
attribute vec4 weight;
in vec4 bone;
in vec4 weight;
#endif
#ifdef _Instancing
attribute vec3 off;
in vec3 off;
#endif
uniform mat4 M;
@ -40,15 +42,15 @@ uniform vec3 eye;
uniform float skinBones[50 * 12];
#endif
varying vec3 position;
out vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
out vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
out vec3 normal;
out vec4 lPos;
out vec4 matColor;
out vec3 lightDir;
out vec3 eyeDir;
#ifdef _NormalMapping
mat3 transpose(mat3 m) {

View file

@ -2,6 +2,8 @@
#define _Instancing
#define _Skinning
#define _Texturing
#version 450
#ifdef GL_ES
precision mediump float;
#endif
@ -21,15 +23,15 @@ uniform bool lighting;
uniform bool receiveShadow;
uniform float roughness;
varying vec3 position;
in vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
in vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
in vec3 normal;
in vec4 lPos;
in vec4 matColor;
in vec3 lightDir;
in vec3 eyeDir;
float shadowSimple(vec4 lPos) {
@ -38,7 +40,7 @@ float shadowSimple(vec4 lPos) {
lPosH.x = (lPosH.x + 1.0) / 2.0;
lPosH.y = 1.0 - ((-lPosH.y + 1.0) / (2.0));
vec4 packedZValue = texture2D(shadowMap, lPosH.st);
vec4 packedZValue = texture(shadowMap, lPosH.st);
float distanceFromLight = packedZValue.z;
@ -119,7 +121,7 @@ void main() {
float dotNL = 0.0;
#ifdef _NormalMapping
vec3 tn = normalize(texture2D(normalMap, texCoord).rgb * 2.0 - 1.0);
vec3 tn = normalize(texture(normalMap, texCoord).rgb * 2.0 - 1.0);
dotNL = clamp(dot(tn, l), 0.0, 1.0);
#else
dotNL = clamp(dot(n, l), 0.0, 1.0);
@ -135,7 +137,7 @@ void main() {
}
#ifdef _Texturing
vec4 texel = texture2D(stex, texCoord);
vec4 texel = texture(stex, texCoord);
#ifdef _AlphaTest
if(texel.a < 0.4)

View file

@ -2,6 +2,8 @@
#define _Instancing
#define _Skinning
#define _Texturing
#version 450
#ifdef GL_ES
precision highp float;
#endif
@ -10,23 +12,23 @@ precision highp float;
#define _Texturing
#endif
attribute vec3 pos;
attribute vec3 nor;
in vec3 pos;
in vec3 nor;
#ifdef _Texturing
attribute vec2 tex;
in vec2 tex;
#endif
#ifdef _VCols
attribute vec4 col;
in vec4 col;
#endif
#ifdef _NormalMapping
attribute vec3 tan;
in vec3 tan;
#endif
#ifdef _Skinning
attribute vec4 bone;
attribute vec4 weight;
in vec4 bone;
in vec4 weight;
#endif
#ifdef _Instancing
attribute vec3 off;
in vec3 off;
#endif
uniform mat4 M;
@ -41,15 +43,15 @@ uniform vec3 eye;
uniform float skinBones[50 * 12];
#endif
varying vec3 position;
out vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
out vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
out vec3 normal;
out vec4 lPos;
out vec4 matColor;
out vec3 lightDir;
out vec3 eyeDir;
#ifdef _NormalMapping
mat3 transpose(mat3 m) {

View file

@ -3,6 +3,8 @@
#define _Skinning
#define _Texturing
#define _VCols
#version 450
#ifdef GL_ES
precision mediump float;
#endif
@ -22,15 +24,15 @@ uniform bool lighting;
uniform bool receiveShadow;
uniform float roughness;
varying vec3 position;
in vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
in vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
in vec3 normal;
in vec4 lPos;
in vec4 matColor;
in vec3 lightDir;
in vec3 eyeDir;
float shadowSimple(vec4 lPos) {
@ -39,7 +41,7 @@ float shadowSimple(vec4 lPos) {
lPosH.x = (lPosH.x + 1.0) / 2.0;
lPosH.y = 1.0 - ((-lPosH.y + 1.0) / (2.0));
vec4 packedZValue = texture2D(shadowMap, lPosH.st);
vec4 packedZValue = texture(shadowMap, lPosH.st);
float distanceFromLight = packedZValue.z;
@ -120,7 +122,7 @@ void main() {
float dotNL = 0.0;
#ifdef _NormalMapping
vec3 tn = normalize(texture2D(normalMap, texCoord).rgb * 2.0 - 1.0);
vec3 tn = normalize(texture(normalMap, texCoord).rgb * 2.0 - 1.0);
dotNL = clamp(dot(tn, l), 0.0, 1.0);
#else
dotNL = clamp(dot(n, l), 0.0, 1.0);
@ -136,7 +138,7 @@ void main() {
}
#ifdef _Texturing
vec4 texel = texture2D(stex, texCoord);
vec4 texel = texture(stex, texCoord);
#ifdef _AlphaTest
if(texel.a < 0.4)

View file

@ -3,6 +3,8 @@
#define _Skinning
#define _Texturing
#define _VCols
#version 450
#ifdef GL_ES
precision highp float;
#endif
@ -11,23 +13,23 @@ precision highp float;
#define _Texturing
#endif
attribute vec3 pos;
attribute vec3 nor;
in vec3 pos;
in vec3 nor;
#ifdef _Texturing
attribute vec2 tex;
in vec2 tex;
#endif
#ifdef _VCols
attribute vec4 col;
in vec4 col;
#endif
#ifdef _NormalMapping
attribute vec3 tan;
in vec3 tan;
#endif
#ifdef _Skinning
attribute vec4 bone;
attribute vec4 weight;
in vec4 bone;
in vec4 weight;
#endif
#ifdef _Instancing
attribute vec3 off;
in vec3 off;
#endif
uniform mat4 M;
@ -42,15 +44,15 @@ uniform vec3 eye;
uniform float skinBones[50 * 12];
#endif
varying vec3 position;
out vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
out vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
out vec3 normal;
out vec4 lPos;
out vec4 matColor;
out vec3 lightDir;
out vec3 eyeDir;
#ifdef _NormalMapping
mat3 transpose(mat3 m) {

View file

@ -2,6 +2,8 @@
#define _Instancing
#define _Skinning
#define _VCols
#version 450
#ifdef GL_ES
precision mediump float;
#endif
@ -21,15 +23,15 @@ uniform bool lighting;
uniform bool receiveShadow;
uniform float roughness;
varying vec3 position;
in vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
in vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
in vec3 normal;
in vec4 lPos;
in vec4 matColor;
in vec3 lightDir;
in vec3 eyeDir;
float shadowSimple(vec4 lPos) {
@ -38,7 +40,7 @@ float shadowSimple(vec4 lPos) {
lPosH.x = (lPosH.x + 1.0) / 2.0;
lPosH.y = 1.0 - ((-lPosH.y + 1.0) / (2.0));
vec4 packedZValue = texture2D(shadowMap, lPosH.st);
vec4 packedZValue = texture(shadowMap, lPosH.st);
float distanceFromLight = packedZValue.z;
@ -119,7 +121,7 @@ void main() {
float dotNL = 0.0;
#ifdef _NormalMapping
vec3 tn = normalize(texture2D(normalMap, texCoord).rgb * 2.0 - 1.0);
vec3 tn = normalize(texture(normalMap, texCoord).rgb * 2.0 - 1.0);
dotNL = clamp(dot(tn, l), 0.0, 1.0);
#else
dotNL = clamp(dot(n, l), 0.0, 1.0);
@ -135,7 +137,7 @@ void main() {
}
#ifdef _Texturing
vec4 texel = texture2D(stex, texCoord);
vec4 texel = texture(stex, texCoord);
#ifdef _AlphaTest
if(texel.a < 0.4)

View file

@ -2,6 +2,8 @@
#define _Instancing
#define _Skinning
#define _VCols
#version 450
#ifdef GL_ES
precision highp float;
#endif
@ -10,23 +12,23 @@ precision highp float;
#define _Texturing
#endif
attribute vec3 pos;
attribute vec3 nor;
in vec3 pos;
in vec3 nor;
#ifdef _Texturing
attribute vec2 tex;
in vec2 tex;
#endif
#ifdef _VCols
attribute vec4 col;
in vec4 col;
#endif
#ifdef _NormalMapping
attribute vec3 tan;
in vec3 tan;
#endif
#ifdef _Skinning
attribute vec4 bone;
attribute vec4 weight;
in vec4 bone;
in vec4 weight;
#endif
#ifdef _Instancing
attribute vec3 off;
in vec3 off;
#endif
uniform mat4 M;
@ -41,15 +43,15 @@ uniform vec3 eye;
uniform float skinBones[50 * 12];
#endif
varying vec3 position;
out vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
out vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
out vec3 normal;
out vec4 lPos;
out vec4 matColor;
out vec3 lightDir;
out vec3 eyeDir;
#ifdef _NormalMapping
mat3 transpose(mat3 m) {

View file

@ -1,6 +1,8 @@
#define _AlphaTest
#define _Instancing
#define _Texturing
#version 450
#ifdef GL_ES
precision mediump float;
#endif
@ -20,15 +22,15 @@ uniform bool lighting;
uniform bool receiveShadow;
uniform float roughness;
varying vec3 position;
in vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
in vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
in vec3 normal;
in vec4 lPos;
in vec4 matColor;
in vec3 lightDir;
in vec3 eyeDir;
float shadowSimple(vec4 lPos) {
@ -37,7 +39,7 @@ float shadowSimple(vec4 lPos) {
lPosH.x = (lPosH.x + 1.0) / 2.0;
lPosH.y = 1.0 - ((-lPosH.y + 1.0) / (2.0));
vec4 packedZValue = texture2D(shadowMap, lPosH.st);
vec4 packedZValue = texture(shadowMap, lPosH.st);
float distanceFromLight = packedZValue.z;
@ -118,7 +120,7 @@ void main() {
float dotNL = 0.0;
#ifdef _NormalMapping
vec3 tn = normalize(texture2D(normalMap, texCoord).rgb * 2.0 - 1.0);
vec3 tn = normalize(texture(normalMap, texCoord).rgb * 2.0 - 1.0);
dotNL = clamp(dot(tn, l), 0.0, 1.0);
#else
dotNL = clamp(dot(n, l), 0.0, 1.0);
@ -134,7 +136,7 @@ void main() {
}
#ifdef _Texturing
vec4 texel = texture2D(stex, texCoord);
vec4 texel = texture(stex, texCoord);
#ifdef _AlphaTest
if(texel.a < 0.4)

View file

@ -1,6 +1,8 @@
#define _AlphaTest
#define _Instancing
#define _Texturing
#version 450
#ifdef GL_ES
precision highp float;
#endif
@ -9,23 +11,23 @@ precision highp float;
#define _Texturing
#endif
attribute vec3 pos;
attribute vec3 nor;
in vec3 pos;
in vec3 nor;
#ifdef _Texturing
attribute vec2 tex;
in vec2 tex;
#endif
#ifdef _VCols
attribute vec4 col;
in vec4 col;
#endif
#ifdef _NormalMapping
attribute vec3 tan;
in vec3 tan;
#endif
#ifdef _Skinning
attribute vec4 bone;
attribute vec4 weight;
in vec4 bone;
in vec4 weight;
#endif
#ifdef _Instancing
attribute vec3 off;
in vec3 off;
#endif
uniform mat4 M;
@ -40,15 +42,15 @@ uniform vec3 eye;
uniform float skinBones[50 * 12];
#endif
varying vec3 position;
out vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
out vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
out vec3 normal;
out vec4 lPos;
out vec4 matColor;
out vec3 lightDir;
out vec3 eyeDir;
#ifdef _NormalMapping
mat3 transpose(mat3 m) {

View file

@ -2,6 +2,8 @@
#define _Instancing
#define _Texturing
#define _VCols
#version 450
#ifdef GL_ES
precision mediump float;
#endif
@ -21,15 +23,15 @@ uniform bool lighting;
uniform bool receiveShadow;
uniform float roughness;
varying vec3 position;
in vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
in vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
in vec3 normal;
in vec4 lPos;
in vec4 matColor;
in vec3 lightDir;
in vec3 eyeDir;
float shadowSimple(vec4 lPos) {
@ -38,7 +40,7 @@ float shadowSimple(vec4 lPos) {
lPosH.x = (lPosH.x + 1.0) / 2.0;
lPosH.y = 1.0 - ((-lPosH.y + 1.0) / (2.0));
vec4 packedZValue = texture2D(shadowMap, lPosH.st);
vec4 packedZValue = texture(shadowMap, lPosH.st);
float distanceFromLight = packedZValue.z;
@ -119,7 +121,7 @@ void main() {
float dotNL = 0.0;
#ifdef _NormalMapping
vec3 tn = normalize(texture2D(normalMap, texCoord).rgb * 2.0 - 1.0);
vec3 tn = normalize(texture(normalMap, texCoord).rgb * 2.0 - 1.0);
dotNL = clamp(dot(tn, l), 0.0, 1.0);
#else
dotNL = clamp(dot(n, l), 0.0, 1.0);
@ -135,7 +137,7 @@ void main() {
}
#ifdef _Texturing
vec4 texel = texture2D(stex, texCoord);
vec4 texel = texture(stex, texCoord);
#ifdef _AlphaTest
if(texel.a < 0.4)

View file

@ -2,6 +2,8 @@
#define _Instancing
#define _Texturing
#define _VCols
#version 450
#ifdef GL_ES
precision highp float;
#endif
@ -10,23 +12,23 @@ precision highp float;
#define _Texturing
#endif
attribute vec3 pos;
attribute vec3 nor;
in vec3 pos;
in vec3 nor;
#ifdef _Texturing
attribute vec2 tex;
in vec2 tex;
#endif
#ifdef _VCols
attribute vec4 col;
in vec4 col;
#endif
#ifdef _NormalMapping
attribute vec3 tan;
in vec3 tan;
#endif
#ifdef _Skinning
attribute vec4 bone;
attribute vec4 weight;
in vec4 bone;
in vec4 weight;
#endif
#ifdef _Instancing
attribute vec3 off;
in vec3 off;
#endif
uniform mat4 M;
@ -41,15 +43,15 @@ uniform vec3 eye;
uniform float skinBones[50 * 12];
#endif
varying vec3 position;
out vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
out vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
out vec3 normal;
out vec4 lPos;
out vec4 matColor;
out vec3 lightDir;
out vec3 eyeDir;
#ifdef _NormalMapping
mat3 transpose(mat3 m) {

View file

@ -1,6 +1,8 @@
#define _AlphaTest
#define _Instancing
#define _VCols
#version 450
#ifdef GL_ES
precision mediump float;
#endif
@ -20,15 +22,15 @@ uniform bool lighting;
uniform bool receiveShadow;
uniform float roughness;
varying vec3 position;
in vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
in vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
in vec3 normal;
in vec4 lPos;
in vec4 matColor;
in vec3 lightDir;
in vec3 eyeDir;
float shadowSimple(vec4 lPos) {
@ -37,7 +39,7 @@ float shadowSimple(vec4 lPos) {
lPosH.x = (lPosH.x + 1.0) / 2.0;
lPosH.y = 1.0 - ((-lPosH.y + 1.0) / (2.0));
vec4 packedZValue = texture2D(shadowMap, lPosH.st);
vec4 packedZValue = texture(shadowMap, lPosH.st);
float distanceFromLight = packedZValue.z;
@ -118,7 +120,7 @@ void main() {
float dotNL = 0.0;
#ifdef _NormalMapping
vec3 tn = normalize(texture2D(normalMap, texCoord).rgb * 2.0 - 1.0);
vec3 tn = normalize(texture(normalMap, texCoord).rgb * 2.0 - 1.0);
dotNL = clamp(dot(tn, l), 0.0, 1.0);
#else
dotNL = clamp(dot(n, l), 0.0, 1.0);
@ -134,7 +136,7 @@ void main() {
}
#ifdef _Texturing
vec4 texel = texture2D(stex, texCoord);
vec4 texel = texture(stex, texCoord);
#ifdef _AlphaTest
if(texel.a < 0.4)

View file

@ -1,6 +1,8 @@
#define _AlphaTest
#define _Instancing
#define _VCols
#version 450
#ifdef GL_ES
precision highp float;
#endif
@ -9,23 +11,23 @@ precision highp float;
#define _Texturing
#endif
attribute vec3 pos;
attribute vec3 nor;
in vec3 pos;
in vec3 nor;
#ifdef _Texturing
attribute vec2 tex;
in vec2 tex;
#endif
#ifdef _VCols
attribute vec4 col;
in vec4 col;
#endif
#ifdef _NormalMapping
attribute vec3 tan;
in vec3 tan;
#endif
#ifdef _Skinning
attribute vec4 bone;
attribute vec4 weight;
in vec4 bone;
in vec4 weight;
#endif
#ifdef _Instancing
attribute vec3 off;
in vec3 off;
#endif
uniform mat4 M;
@ -40,15 +42,15 @@ uniform vec3 eye;
uniform float skinBones[50 * 12];
#endif
varying vec3 position;
out vec3 position;
#ifdef _Texturing
varying vec2 texCoord;
out vec2 texCoord;
#endif
varying vec3 normal;
varying vec4 lPos;
varying vec4 matColor;
varying vec3 lightDir;
varying vec3 eyeDir;
out vec3 normal;
out vec4 lPos;
out vec4 matColor;
out vec3 lightDir;
out vec3 eyeDir;
#ifdef _NormalMapping
mat3 transpose(mat3 m) {

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