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https://github.com/Shpoike/Quakespasm.git
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Comments & formatting
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parent
0234ffe6ff
commit
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6 changed files with 86 additions and 58 deletions
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@ -1,5 +1,7 @@
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#!/bin/sh
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# cgc from https://developer.nvidia.com/cg-toolkit
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rm -f r_alias_vertexshader.h
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rm -f r_alias_vertexshader.vp
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@ -359,6 +359,9 @@ unsigned int r_meshvertexbuffer = 0;
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================
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GL_MakeAliasModelDisplayLists_VBO
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Saves data needed to build the VBO for this model on the hunk. Afterwards this
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is copied to Mod_Extradata.
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Original code by MH from RMQEngine
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================
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*/
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@ -445,6 +448,9 @@ GLuint r_meshindexesvbo = 0;
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================
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GLMesh_LoadVertexBuffers
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Loop over all precached alias models, and upload them into one big VBO plus
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an GL_ELEMENT_ARRAY_BUFFER for the vertex indices.
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Original code by MH from RMQEngine
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================
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*/
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@ -325,7 +325,13 @@ void D_FlushCaches (void)
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static GLuint gl_arb_programs[16];
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static int gl_num_arb_programs = 0;
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// from RMQEngine
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/*
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====================
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GL_CreateProgram
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Compiles an ARB vertex program. from RMQEngine
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====================
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*/
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GLuint GL_CreateProgram (const GLchar *source)
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{
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GLuint progid;
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@ -344,9 +350,9 @@ GLuint GL_CreateProgram (const GLchar *source)
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glGetIntegerv (GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
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errString = glGetString (GL_PROGRAM_ERROR_STRING_ARB);
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if (errGLErr != GL_NO_ERROR) Con_Printf ("Generic OpenGL Error\n");
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if (errPos != -1) Con_Printf ("Program error at position: %d\n", errPos);
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if (errString && errString[0]) Con_Printf ("Program error: %s\n", errString);
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if (errGLErr != GL_NO_ERROR) Con_Warning ("GL_CreateProgram: Generic OpenGL Error\n");
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if (errPos != -1) Con_Warning ("GL_CreateProgram: Program error at position: %d\n", errPos);
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if (errString && errString[0]) Con_Warning ("GL_CreateProgram: Program error: %s\n", errString);
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if ((errPos != -1) || (errString && errString[0]) || (errGLErr != GL_NO_ERROR))
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{
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@ -368,6 +374,13 @@ GLuint GL_CreateProgram (const GLchar *source)
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}
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}
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/*
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====================
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R_DeleteShaders
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Deletes any ARB programs that have been created.
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====================
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*/
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void R_DeleteShaders (void)
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{
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GL_DeleteProgramsARBFunc (sizeof(gl_arb_programs)/sizeof(GLuint), gl_arb_programs);
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@ -1063,8 +1063,8 @@ static void GL_CheckExtensions (void)
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}
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/*
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===============
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GL_SetupState -- johnfitz
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===============
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GL_SetupState -- johnfitz
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does all the stuff from GL_Init that needs to be done every time a new GL render context is created
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===============
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@ -67,7 +67,7 @@ typedef struct {
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} lerpdata_t;
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//johnfitz
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static GLuint shader;
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static GLuint r_alias_vertex_program;
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extern GLuint r_meshvbo;
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extern GLuint r_meshindexesvbo;
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@ -88,9 +88,16 @@ void *GLARB_GetNormalOffset (aliashdr_t *hdr, int pose)
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qboolean GLAlias_SupportsShaders (void)
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{
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return gl_arb_vp_able && gl_vbo_able && gl_max_texture_units >= 3;
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return gl_arb_vp_able && gl_vbo_able && gl_max_texture_units >= 3;
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}
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/*
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=============
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GLAlias_CreateShaders -- ericw
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Creates the alias model vertex shader
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=============
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*/
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void GLAlias_CreateShaders (void)
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{
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const GLchar *source =
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if (!GLAlias_SupportsShaders())
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return;
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shader = GL_CreateProgram(source);
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r_alias_vertex_program = GL_CreateProgram(source);
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}
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/*
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@ -114,6 +121,17 @@ void GL_DrawAliasFrame_ARB (aliashdr_t *paliashdr, lerpdata_t lerpdata)
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{
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float blend;
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// program local indices - copied from vpalias.h
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const GLuint blendLoc = 9;
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const GLuint shadevectorLoc = 10;
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const GLuint lightColorLoc = 11;
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// vertex attribute indices - copied from vpalias.h
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const GLint pose1VertexAttrIndex = 0;
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const GLint pose1NormalAttrIndex = 1;
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const GLint pose2VertexAttrIndex = 2;
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const GLint pose2NormalAttrIndex = 3;
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if (lerpdata.pose1 != lerpdata.pose2)
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{
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blend = lerpdata.blend;
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blend = 0;
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}
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// N.B.: Copied from vpalias.h
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// program local indices
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const GLuint blendLoc = 9;
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const GLuint shadevectorLoc = 10;
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const GLuint lightColorLoc = 11;
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// vertex attribute indices
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const GLint pose1VertexAttrIndex = 0;
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const GLint pose1NormalAttrIndex = 1;
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const GLint pose2VertexAttrIndex = 2;
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const GLint pose2NormalAttrIndex = 3;
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GL_BindProgramARBFunc (GL_VERTEX_PROGRAM_ARB, shader);
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GL_BindProgramARBFunc (GL_VERTEX_PROGRAM_ARB, r_alias_vertex_program);
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glEnable ( GL_VERTEX_PROGRAM_ARB );
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// ericw -- bind it and stuff
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GL_BindBufferFunc (GL_ARRAY_BUFFER, r_meshvbo);
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GL_BindBufferFunc (GL_ELEMENT_ARRAY_BUFFER, r_meshindexesvbo);
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GL_VertexAttribPointerARBFunc (pose2NormalAttrIndex, 3, GL_BYTE, GL_TRUE, sizeof (meshxyz_t), GLARB_GetNormalOffset (paliashdr, lerpdata.pose2));
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GL_EnableVertexAttribArrayARBFunc (pose2NormalAttrIndex);
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// set uniforms
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// set uniforms
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GL_ProgramLocalParameter4fARBFunc (GL_VERTEX_PROGRAM_ARB, blendLoc, blend, /* unused */ 0, 0, 0);
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GL_ProgramLocalParameter4fARBFunc (GL_VERTEX_PROGRAM_ARB, shadevectorLoc, shadevector[0], shadevector[1], shadevector[2], /* unused */ 0);
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GL_ProgramLocalParameter4fARBFunc (GL_VERTEX_PROGRAM_ARB, lightColorLoc, lightcolor[0], lightcolor[1], lightcolor[2], entalpha);
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// draw
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// draw
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glDrawElements (GL_TRIANGLES, paliashdr->numindexes, GL_UNSIGNED_SHORT, (void *)(intptr_t)currententity->model->vboindexofs);
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// clean up
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// clean up
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GL_DisableVertexAttribArrayARBFunc (pose1VertexAttrIndex);
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GL_DisableVertexAttribArrayARBFunc (pose2VertexAttrIndex);
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float blend, iblend;
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qboolean lerping;
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// call fast path if possible
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if (GLAlias_SupportsShaders() && !r_drawflat_cheatsafe && shading)
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// call fast path if possible. if the shader compliation failed for some reason,
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// r_alias_vertex_program will be 0.
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if (GLAlias_SupportsShaders() && (r_alias_vertex_program != 0) && !r_drawflat_cheatsafe && shading)
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{
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GL_DrawAliasFrame_ARB (paliashdr, lerpdata);
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return;
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quantizedangle = ((int)(e->angles[1] * (SHADEDOT_QUANT / 360.0))) & (SHADEDOT_QUANT - 1);
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//ericw -- shadevector is passed to the shader to compute shadedots inside the
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//shader, see r_alias_vertexshader.glsl
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radiansangle = (quantizedangle / 16.0) * 2.0 * 3.14159;
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shadevector[0] = cos(-radiansangle);
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shadevector[1] = sin(-radiansangle);
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shadevector[2] = 1;
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VectorNormalize(shadevector);
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//ericw --
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shadedots = r_avertexnormal_dots[quantizedangle];
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VectorScale (lightcolor, 1.0f / 200.0f, lightcolor);
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}
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@ -1,5 +1,8 @@
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#version 110
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// Note: we’re not loading this directly but first compiling it to ARB_vertex_program
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// using compile_vertexshader.sh
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uniform float Blend;
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uniform vec3 ShadeVector;
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uniform vec4 LightColor;
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