232 lines
6.2 KiB
GLSL
232 lines
6.2 KiB
GLSL
#version 450
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#ifdef GL_ES
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precision highp float;
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#endif
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#include "../compiled.glsl"
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#ifdef _HeightTex
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#define _NorTex
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#endif
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// #ifdef _NorTex
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// #define _Tex
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// #endif
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in vec3 pos;
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in vec3 nor;
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#ifdef _Tex
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in vec2 tex;
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#endif
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#ifdef _VCols
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in vec3 col;
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#endif
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#ifdef _NorTex
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in vec3 tan;
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#endif
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#ifdef _Skinning
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in vec4 bone;
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in vec4 weight;
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#endif
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#ifdef _Instancing
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in vec3 off;
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#endif
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uniform mat4 WVP;
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uniform mat4 N;
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uniform vec4 baseCol;
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#ifdef _Billboard
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uniform mat4 WV;
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uniform mat4 P;
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#endif
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#ifdef _HeightTex
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uniform vec3 eye;
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uniform vec3 light;
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uniform mat4 W;
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#endif
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#ifdef _Skinning
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// uniform float skinBones[skinMaxBones * 12]; // Defaults to 50
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uniform float skinBones[skinMaxBones * 8]; // Dual quat
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#endif
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#ifdef _Probes
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uniform mat4 W; // TODO: Conflicts with _HeightTex
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#endif
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#ifdef _Veloc
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uniform mat4 prevWVP;
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#endif
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out vec4 matColor;
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#ifdef _Tex
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out vec2 texCoord;
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#endif
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#ifdef _NorTex
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out mat3 TBN;
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#else
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out vec3 normal;
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#endif
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#ifdef _HeightTex
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out vec3 tanLightDir;
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out vec3 tanEyeDir;
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#endif
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#ifdef _Probes
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out vec4 wpos;
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#endif
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#ifdef _Veloc
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out vec4 wvppos;
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out vec4 prevwvppos;
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#endif
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#ifdef _Skinning
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// Geometric Skinning with Approximate Dual Quaternion Blending, Kavan
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// Based on https://github.com/tcoppex/aer-engine/blob/master/demos/aura/data/shaders/Skinning.glsl
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void getSkinningDualQuat(vec4 weights, out vec4 A, inout vec4 B) {
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// Retrieve the real and dual part of the dual-quaternions
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mat4 matA, matB;
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matA[0][0] = skinBones[int(bone.x) * 8 + 0];
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matA[0][1] = skinBones[int(bone.x) * 8 + 1];
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matA[0][2] = skinBones[int(bone.x) * 8 + 2];
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matA[0][3] = skinBones[int(bone.x) * 8 + 3];
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matB[0][0] = skinBones[int(bone.x) * 8 + 4];
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matB[0][1] = skinBones[int(bone.x) * 8 + 5];
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matB[0][2] = skinBones[int(bone.x) * 8 + 6];
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matB[0][3] = skinBones[int(bone.x) * 8 + 7];
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matA[1][0] = skinBones[int(bone.y) * 8 + 0];
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matA[1][1] = skinBones[int(bone.y) * 8 + 1];
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matA[1][2] = skinBones[int(bone.y) * 8 + 2];
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matA[1][3] = skinBones[int(bone.y) * 8 + 3];
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matB[1][0] = skinBones[int(bone.y) * 8 + 4];
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matB[1][1] = skinBones[int(bone.y) * 8 + 5];
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matB[1][2] = skinBones[int(bone.y) * 8 + 6];
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matB[1][3] = skinBones[int(bone.y) * 8 + 7];
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matA[2][0] = skinBones[int(bone.z) * 8 + 0];
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matA[2][1] = skinBones[int(bone.z) * 8 + 1];
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matA[2][2] = skinBones[int(bone.z) * 8 + 2];
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matA[2][3] = skinBones[int(bone.z) * 8 + 3];
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matB[2][0] = skinBones[int(bone.z) * 8 + 4];
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matB[2][1] = skinBones[int(bone.z) * 8 + 5];
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matB[2][2] = skinBones[int(bone.z) * 8 + 6];
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matB[2][3] = skinBones[int(bone.z) * 8 + 7];
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matA[3][0] = skinBones[int(bone.w) * 8 + 0];
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matA[3][1] = skinBones[int(bone.w) * 8 + 1];
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matA[3][2] = skinBones[int(bone.w) * 8 + 2];
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matA[3][3] = skinBones[int(bone.w) * 8 + 3];
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matB[3][0] = skinBones[int(bone.w) * 8 + 4];
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matB[3][1] = skinBones[int(bone.w) * 8 + 5];
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matB[3][2] = skinBones[int(bone.w) * 8 + 6];
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matB[3][3] = skinBones[int(bone.w) * 8 + 7];
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// Handles antipodality by sticking joints in the same neighbourhood
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// weights.xyz *= sign(matA[3] * mat3x4(matA)).xyz;
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weights.xyz *= sign(matA[3] * matA).xyz;
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// Apply weights
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A = matA * weights; // Real part
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B = matB * weights; // Dual part
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// Normalize
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float invNormA = 1.0 / length(A);
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A *= invNormA;
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B *= invNormA;
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}
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// mat4 getBoneMat(const int boneIndex) {
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// vec4 v0 = vec4(skinBones[boneIndex * 12 + 0],
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// skinBones[boneIndex * 12 + 1],
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// skinBones[boneIndex * 12 + 2],
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// skinBones[boneIndex * 12 + 3]);
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// vec4 v1 = vec4(skinBones[boneIndex * 12 + 4],
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// skinBones[boneIndex * 12 + 5],
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// skinBones[boneIndex * 12 + 6],
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// skinBones[boneIndex * 12 + 7]);
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// vec4 v2 = vec4(skinBones[boneIndex * 12 + 8],
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// skinBones[boneIndex * 12 + 9],
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// skinBones[boneIndex * 12 + 10],
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// skinBones[boneIndex * 12 + 11]);
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// return mat4(v0.x, v0.y, v0.z, v0.w,
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// v1.x, v1.y, v1.z, v1.w,
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// v2.x, v2.y, v2.z, v2.w,
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// 0, 0, 0, 1);
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// }
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// mat4 getSkinningMat() {
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// return weight.x * getBoneMat(int(bone.x)) +
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// weight.y * getBoneMat(int(bone.y)) +
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// weight.z * getBoneMat(int(bone.z)) +
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// weight.w * getBoneMat(int(bone.w));
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// }
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// mat3 getSkinningMatVec(const mat4 skinningMat) {
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// return mat3(skinningMat[0].xyz, skinningMat[1].xyz, skinningMat[2].xyz);
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// }
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#endif
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void main() {
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#ifdef _Instancing
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vec4 sPos = (vec4(pos + off, 1.0));
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#else
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vec4 sPos = (vec4(pos, 1.0));
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#endif
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#ifdef _Skinning
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// mat4 skinningMat = getSkinningMat();
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// mat3 skinningMatVec = getSkinningMatVec(skinningMat);
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// sPos = sPos * skinningMat;
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// vec3 _normal = normalize(mat3(N) * (nor * skinningMatVec));
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vec4 skinA;
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vec4 skinB;
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getSkinningDualQuat(weight, skinA, skinB);
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sPos.xyz += 2.0 * cross(skinA.xyz, cross(skinA.xyz, sPos.xyz) + skinA.w * sPos.xyz); // Rotate
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sPos.xyz += 2.0 * (skinA.w * skinB.xyz - skinB.w * skinA.xyz + cross(skinA.xyz, skinB.xyz)); // Translate
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vec3 _normal = normalize(mat3(N) * (nor + 2.0 * cross(skinA.xyz, cross(skinA.xyz, nor) + skinA.w * nor)));
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#else
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vec3 _normal = normalize(mat3(N) * nor);
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#endif
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#ifdef _Probes
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wpos = W * sPos;
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#endif
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#ifdef _Billboard
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// Spherical
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WV[0][0] = 1.0; WV[0][1] = 0.0; WV[0][2] = 0.0;
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WV[1][0] = 0.0; WV[1][1] = 1.0; WV[1][2] = 0.0;
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WV[2][0] = 0.0; WV[2][1] = 0.0; WV[2][2] = 1.0;
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// Cylindrical
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//WV[0][0] = 1.0; WV[0][1] = 0.0; WV[0][2] = 0.0;
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//WV[2][0] = 0.0; WV[2][1] = 0.0; WV[2][2] = 1.0;
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gl_Position = P * WV * sPos;
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#else
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gl_Position = WVP * sPos;
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#endif
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#ifdef _Veloc
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wvppos = gl_Position;
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prevwvppos = prevWVP * sPos;
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#endif
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#ifdef _Tex
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texCoord = tex;
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#endif
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matColor = baseCol;
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#ifdef _VCols
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matColor.rgb *= col;
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// matColor.rgb *= pow(col, vec3(2.2));
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#endif
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#ifdef _NorTex
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vec3 tangent = normalize(mat3(N) * (tan));
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vec3 bitangent = normalize(cross(_normal, tangent)); // Use cross() * tangent.w for handedness
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TBN = mat3(tangent, bitangent, _normal);
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#else
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normal = _normal;
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#endif
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#ifdef _HeightTex
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#ifndef _Probes
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vec4 wpos = W * sPos;
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#endif
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vec3 lightDir = light - wpos.xyz;
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vec3 eyeDir = /*normalize*/eye - wpos.xyz;
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// Wrong bitangent handedness?
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tanLightDir = vec3(dot(lightDir, tangent), dot(lightDir, -bitangent), dot(lightDir, _normal));
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tanEyeDir = vec3(dot(eyeDir, tangent), dot(eyeDir, -bitangent), dot(eyeDir, _normal));
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#endif
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}
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