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https://github.com/DrBeef/ioq3quest.git
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Some small tweaks to shaders following trunk merge
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2b2748b9f9
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3bb87ecbe6
20 changed files with 55 additions and 55 deletions
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@ -12,16 +12,16 @@ uniform float u_Time;
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uniform vec4 u_Color;
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uniform mat4 u_ModelMatrix;
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uniform highp mat4 u_ModelMatrix;
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// Uniforms
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layout(shared) uniform ViewMatrices
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{
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uniform mat4 u_ViewMatrices[NUM_VIEWS];
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uniform highp mat4 u_ViewMatrices[NUM_VIEWS];
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};
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layout(shared) uniform ProjectionMatrix
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{
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uniform mat4 u_ProjectionMatrix;
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uniform highp mat4 u_ProjectionMatrix;
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};
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varying vec2 var_Tex1;
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@ -2,15 +2,15 @@ attribute vec3 attr_Position;
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attribute vec4 attr_TexCoord0;
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uniform mat4 u_ModelMatrix;
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uniform highp mat4 u_ModelMatrix;
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// Uniforms
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layout(shared) uniform ViewMatrices
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{
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uniform mat4 u_ViewMatrices[NUM_VIEWS];
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uniform highp mat4 u_ViewMatrices[NUM_VIEWS];
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};
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layout(shared) uniform ProjectionMatrix
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{
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uniform mat4 u_ProjectionMatrix;
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uniform highp mat4 u_ProjectionMatrix;
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};
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varying vec2 var_TexCoords;
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@ -15,7 +15,7 @@ uniform vec4 u_FogDistance;
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uniform vec4 u_FogDepth;
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uniform float u_FogEyeT;
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uniform mat4 u_ModelMatrix;
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uniform highp mat4 u_ModelMatrix;
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#if defined(USE_DEFORM_VERTEXES)
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uniform int u_DeformGen;
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@ -35,11 +35,11 @@ uniform vec4 u_Color;
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// Uniforms
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layout(shared) uniform ViewMatrices
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{
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uniform mat4 u_ViewMatrices[NUM_VIEWS];
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uniform highp mat4 u_ViewMatrices[NUM_VIEWS];
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};
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layout(shared) uniform ProjectionMatrix
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{
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uniform mat4 u_ProjectionMatrix;
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uniform highp mat4 u_ProjectionMatrix;
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};
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varying float var_Scale;
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@ -36,7 +36,7 @@ uniform float u_FogEyeT;
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uniform vec4 u_FogColorMask;
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#endif
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uniform mat4 u_ModelMatrix;
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uniform highp mat4 u_ModelMatrix;
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#if defined(USE_DEFORM_VERTEXES)
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uniform int u_DeformGen;
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@ -66,11 +66,11 @@ uniform mat4 u_BoneMatrix[MAX_GLSL_BONES];
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// Uniforms
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layout(shared) uniform ViewMatrices
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{
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uniform mat4 u_ViewMatrices[NUM_VIEWS];
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uniform highp mat4 u_ViewMatrices[NUM_VIEWS];
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};
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layout(shared) uniform ProjectionMatrix
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{
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uniform mat4 u_ProjectionMatrix;
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uniform highp mat4 u_ProjectionMatrix;
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};
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varying vec2 var_DiffuseTex;
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@ -42,7 +42,7 @@ uniform vec4 u_DiffuseTexOffTurb;
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#endif
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uniform mat4 u_ModelMatrix;
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uniform highp mat4 u_ModelMatrix;
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uniform vec4 u_BaseColor;
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uniform vec4 u_VertColor;
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@ -69,11 +69,11 @@ uniform float u_PrimaryLightRadius;
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// Uniforms
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layout(shared) uniform ViewMatrices
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{
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uniform mat4 u_ViewMatrices[NUM_VIEWS];
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uniform highp mat4 u_ViewMatrices[NUM_VIEWS];
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};
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layout(shared) uniform ProjectionMatrix
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{
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uniform mat4 u_ProjectionMatrix;
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uniform highp mat4 u_ProjectionMatrix;
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};
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varying vec4 var_TexCoords;
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@ -1,15 +1,15 @@
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attribute vec3 attr_Position;
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attribute vec3 attr_Normal;
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uniform mat4 u_ModelMatrix;
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uniform highp mat4 u_ModelMatrix;
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layout(shared) uniform ViewMatrices
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{
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uniform mat4 u_ViewMatrices[NUM_VIEWS];
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uniform highp mat4 u_ViewMatrices[NUM_VIEWS];
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};
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layout(shared) uniform ProjectionMatrix
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{
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uniform mat4 u_ProjectionMatrix;
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uniform highp mat4 u_ProjectionMatrix;
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};
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varying vec3 var_Position;
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@ -20,7 +20,7 @@ uniform float u_DeformParams[5];
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uniform float u_Time;
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uniform mat4 u_ModelMatrix;
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uniform highp mat4 u_ModelMatrix;
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#if defined(USE_VERTEX_ANIMATION)
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uniform float u_VertexLerp;
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@ -30,11 +30,11 @@ uniform mat4 u_BoneMatrix[MAX_GLSL_BONES];
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layout(shared) uniform ViewMatrices
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{
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uniform mat4 u_ViewMatrices[NUM_VIEWS];
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uniform highp mat4 u_ViewMatrices[NUM_VIEWS];
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};
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layout(shared) uniform ProjectionMatrix
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{
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uniform mat4 u_ProjectionMatrix;
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uniform highp mat4 u_ProjectionMatrix;
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};
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varying vec3 var_Position;
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@ -3,15 +3,15 @@ attribute vec4 attr_TexCoord0;
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// Uniforms
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uniform mat4 u_ModelMatrix;
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uniform highp mat4 u_ModelMatrix;
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layout(shared) uniform ViewMatrices
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{
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uniform mat4 u_ViewMatrices[NUM_VIEWS];
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uniform highp mat4 u_ViewMatrices[NUM_VIEWS];
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};
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layout(shared) uniform ProjectionMatrix
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{
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uniform mat4 u_ProjectionMatrix;
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uniform highp mat4 u_ProjectionMatrix;
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};
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varying vec2 var_Tex1;
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@ -2,17 +2,17 @@ attribute vec3 attr_Position;
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attribute vec4 attr_TexCoord0;
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// Uniforms
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uniform mat4 u_ModelMatrix;
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uniform highp mat4 u_ModelMatrix;
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uniform vec3 u_ToneMinAvgMaxLinear;
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layout(shared) uniform ViewMatrices
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{
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uniform mat4 u_ViewMatrices[NUM_VIEWS];
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uniform highp mat4 u_ViewMatrices[NUM_VIEWS];
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};
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layout(shared) uniform ProjectionMatrix
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{
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uniform mat4 u_ProjectionMatrix;
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uniform highp mat4 u_ProjectionMatrix;
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};
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@ -12,16 +12,16 @@ uniform float u_Time;
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uniform vec4 u_Color;
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uniform mat4 u_ModelMatrix;
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uniform highp mat4 u_ModelMatrix;
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// Uniforms
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layout(shared) uniform ViewMatrices
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{
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uniform mat4 u_ViewMatrices[NUM_VIEWS];
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uniform highp mat4 u_ViewMatrices[NUM_VIEWS];
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};
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layout(shared) uniform ProjectionMatrix
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{
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uniform mat4 u_ProjectionMatrix;
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uniform highp mat4 u_ProjectionMatrix;
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};
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varying vec2 var_Tex1;
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@ -2,15 +2,15 @@ attribute vec3 attr_Position;
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attribute vec4 attr_TexCoord0;
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uniform mat4 u_ModelMatrix;
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uniform highp mat4 u_ModelMatrix;
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// Uniforms
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layout(shared) uniform ViewMatrices
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{
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uniform mat4 u_ViewMatrices[NUM_VIEWS];
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uniform highp mat4 u_ViewMatrices[NUM_VIEWS];
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};
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layout(shared) uniform ProjectionMatrix
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{
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uniform mat4 u_ProjectionMatrix;
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uniform highp mat4 u_ProjectionMatrix;
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};
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varying vec2 var_TexCoords;
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@ -15,7 +15,7 @@ uniform vec4 u_FogDistance;
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uniform vec4 u_FogDepth;
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uniform float u_FogEyeT;
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uniform mat4 u_ModelMatrix;
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uniform highp mat4 u_ModelMatrix;
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#if defined(USE_DEFORM_VERTEXES)
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uniform int u_DeformGen;
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@ -35,11 +35,11 @@ uniform vec4 u_Color;
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// Uniforms
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layout(shared) uniform ViewMatrices
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{
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uniform mat4 u_ViewMatrices[NUM_VIEWS];
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uniform highp mat4 u_ViewMatrices[NUM_VIEWS];
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};
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layout(shared) uniform ProjectionMatrix
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{
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uniform mat4 u_ProjectionMatrix;
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uniform highp mat4 u_ProjectionMatrix;
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};
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varying float var_Scale;
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@ -36,7 +36,7 @@ uniform float u_FogEyeT;
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uniform vec4 u_FogColorMask;
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#endif
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uniform mat4 u_ModelMatrix;
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uniform highp mat4 u_ModelMatrix;
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#if defined(USE_DEFORM_VERTEXES)
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uniform int u_DeformGen;
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@ -66,11 +66,11 @@ uniform mat4 u_BoneMatrix[MAX_GLSL_BONES];
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// Uniforms
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layout(shared) uniform ViewMatrices
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{
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uniform mat4 u_ViewMatrices[NUM_VIEWS];
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uniform highp mat4 u_ViewMatrices[NUM_VIEWS];
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};
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layout(shared) uniform ProjectionMatrix
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{
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uniform mat4 u_ProjectionMatrix;
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uniform highp mat4 u_ProjectionMatrix;
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};
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varying vec2 var_DiffuseTex;
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@ -42,7 +42,7 @@ uniform vec4 u_DiffuseTexOffTurb;
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#endif
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uniform mat4 u_ModelMatrix;
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uniform highp mat4 u_ModelMatrix;
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uniform vec4 u_BaseColor;
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uniform vec4 u_VertColor;
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@ -69,11 +69,11 @@ uniform float u_PrimaryLightRadius;
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// Uniforms
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layout(shared) uniform ViewMatrices
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{
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uniform mat4 u_ViewMatrices[NUM_VIEWS];
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uniform highp mat4 u_ViewMatrices[NUM_VIEWS];
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};
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layout(shared) uniform ProjectionMatrix
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{
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uniform mat4 u_ProjectionMatrix;
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uniform highp mat4 u_ProjectionMatrix;
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};
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varying vec4 var_TexCoords;
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@ -1,15 +1,15 @@
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attribute vec3 attr_Position;
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attribute vec3 attr_Normal;
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uniform mat4 u_ModelMatrix;
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uniform highp mat4 u_ModelMatrix;
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layout(shared) uniform ViewMatrices
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{
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uniform mat4 u_ViewMatrices[NUM_VIEWS];
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uniform highp mat4 u_ViewMatrices[NUM_VIEWS];
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};
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layout(shared) uniform ProjectionMatrix
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{
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uniform mat4 u_ProjectionMatrix;
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uniform highp mat4 u_ProjectionMatrix;
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};
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varying vec3 var_Position;
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@ -20,7 +20,7 @@ uniform float u_DeformParams[5];
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uniform float u_Time;
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uniform mat4 u_ModelMatrix;
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uniform highp mat4 u_ModelMatrix;
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#if defined(USE_VERTEX_ANIMATION)
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uniform float u_VertexLerp;
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@ -30,11 +30,11 @@ uniform mat4 u_BoneMatrix[MAX_GLSL_BONES];
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layout(shared) uniform ViewMatrices
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{
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uniform mat4 u_ViewMatrices[NUM_VIEWS];
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uniform highp mat4 u_ViewMatrices[NUM_VIEWS];
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};
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layout(shared) uniform ProjectionMatrix
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{
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uniform mat4 u_ProjectionMatrix;
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uniform highp mat4 u_ProjectionMatrix;
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};
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varying vec3 var_Position;
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@ -3,15 +3,15 @@ attribute vec4 attr_TexCoord0;
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// Uniforms
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uniform mat4 u_ModelMatrix;
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uniform highp mat4 u_ModelMatrix;
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layout(shared) uniform ViewMatrices
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{
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uniform mat4 u_ViewMatrices[NUM_VIEWS];
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uniform highp mat4 u_ViewMatrices[NUM_VIEWS];
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};
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layout(shared) uniform ProjectionMatrix
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{
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uniform mat4 u_ProjectionMatrix;
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uniform highp mat4 u_ProjectionMatrix;
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};
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varying vec2 var_Tex1;
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@ -2,17 +2,17 @@ attribute vec3 attr_Position;
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attribute vec4 attr_TexCoord0;
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// Uniforms
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uniform mat4 u_ModelMatrix;
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uniform highp mat4 u_ModelMatrix;
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uniform vec3 u_ToneMinAvgMaxLinear;
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layout(shared) uniform ViewMatrices
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{
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uniform mat4 u_ViewMatrices[NUM_VIEWS];
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uniform highp mat4 u_ViewMatrices[NUM_VIEWS];
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};
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layout(shared) uniform ProjectionMatrix
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{
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uniform mat4 u_ProjectionMatrix;
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uniform highp mat4 u_ProjectionMatrix;
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};
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@ -3,7 +3,7 @@
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setlocal
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set BUILD_TYPE=release
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set VERSION=0.29.0
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set VERSION=0.29.0-multiview
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@REM Define the following environment variables to sign a release build
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@REM set KEYSTORE=
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