2016-07-12 00:40:13 +00:00
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//!!permu FRAMEBLEND
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//!!permu SKELETAL
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#include "sys/defs.h"
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//standard shader used for drawing shadowmap depth.
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//also used for masking off portals and other things that want depth and no colour.
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//must support skeletal and 2-way vertex blending or Bad Things Will Happen.
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//the vertex shader is responsible for calculating lighting values.
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#ifdef VERTEX_SHADER
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#include "sys/skeletal.h"
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void main ()
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{
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gl_Position = skeletaltransform();
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}
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#endif
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#ifdef FRAGMENT_SHADER
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void main ()
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{
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//must always draw something, supposedly. It might as well be black.
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2016-07-17 18:41:01 +00:00
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//in gl anyway, vulkan doesn't need it. gl_FragColor = vec4(0, 0, 0, 1);
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2016-07-12 00:40:13 +00:00
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}
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#endif
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