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https://git.code.sf.net/p/quake/quakeforge
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Change position to vposition.
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099ef348c6
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2 changed files with 6 additions and 6 deletions
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@ -82,7 +82,7 @@ static struct {
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shaderparam_t texcoord;
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shaderparam_t vtangent;
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shaderparam_t vnormal;
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shaderparam_t position;
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shaderparam_t vposition;
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lightpar_t lights[MAX_IQM_LIGHTS];
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shaderparam_t texture;
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shaderparam_t normalmap;
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@ -98,7 +98,7 @@ static struct {
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{"texcoord", 0},
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{"vtangent", 0},
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{"vnormal", 0},
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{"position", 0},
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{"vposition", 0},
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{
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{{"lights[0].position", 1}, {"lights[0].color", 1}},
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{{"lights[1].position", 1}, {"lights[1].color", 1}},
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@ -120,7 +120,7 @@ static struct va_attr_s {
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GLenum type;
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GLboolean normalized;
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} vertex_attribs[] = {
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{&iqm_shader.position, 3, GL_FLOAT, 0},
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{&iqm_shader.vposition, 3, GL_FLOAT, 0},
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{&iqm_shader.texcoord, 2, GL_FLOAT, 0},
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{&iqm_shader.vnormal, 3, GL_FLOAT, 0},
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{&iqm_shader.vtangent, 4, GL_FLOAT, 0},
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@ -150,7 +150,7 @@ glsl_R_InitIQM (void)
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GLSL_ResolveShaderParam (iqm_shader.program, &iqm_shader.texcoord);
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GLSL_ResolveShaderParam (iqm_shader.program, &iqm_shader.vtangent);
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GLSL_ResolveShaderParam (iqm_shader.program, &iqm_shader.vnormal);
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GLSL_ResolveShaderParam (iqm_shader.program, &iqm_shader.position);
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GLSL_ResolveShaderParam (iqm_shader.program, &iqm_shader.vposition);
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for (i = 0; i < MAX_IQM_LIGHTS; i++) {
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GLSL_ResolveShaderParam (iqm_shader.program,
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&iqm_shader.lights[i].position);
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@ -7,7 +7,7 @@ attribute vec4 vbones;
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attribute vec2 texcoord;
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attribute vec4 vtangent;
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attribute vec3 vnormal;
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attribute vec3 position;
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attribute vec3 vposition;
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varying vec3 bitangent;
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varying vec3 tangent;
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@ -34,7 +34,7 @@ main (void)
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// extract translation from dual quaternion
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tr = 2.0 * (q0.w * qe.xyz - qe.w * q0.xyz - cross (qe.xyz, q0.xyz));
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// apply rotation and translation
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v = position;
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v = vposition;
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v += 2.0 * cross (q0.xyz, cross (q0.xyz, v) + q0.w * v) + tr;
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// apply shear
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v.z += v.y * sh.z + v.x * sh.y;
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