2021-01-08 12:34:49 +00:00
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uniform vec4 u_amb;
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uniform vec4 u_emiss;
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2021-01-09 18:20:32 +00:00
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#define surfEmissive (u_surfProps.w)
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2021-01-08 12:34:49 +00:00
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VSIN(ATTRIB_POS) vec3 in_pos;
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VSOUT vec4 v_color;
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VSOUT vec2 v_tex0;
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VSOUT float v_fog;
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void
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main(void)
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{
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vec4 Vertex = u_world * vec4(in_pos, 1.0);
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gl_Position = u_proj * u_view * Vertex;
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vec3 Normal = mat3(u_world) * in_normal;
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v_tex0 = in_tex0;
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v_color = in_color;
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v_color.rgb *= u_amb.rgb;
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2021-01-09 18:20:32 +00:00
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v_color.rgb += u_emiss.rgb*surfEmissive;
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2021-01-08 12:34:49 +00:00
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v_color = clamp(v_color, 0.0, 1.0);
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v_color.a *= u_matColor.a;
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v_fog = DoFog(gl_Position.w);
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}
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