mirror of
https://github.com/UberGames/lilium-voyager.git
synced 2024-12-15 06:30:49 +00:00
28e14c4546
Merge additive sunlight and map lighting into one GLSL shader (r_sunlightMode 2) Change single lightmap blends to use lightall
245 lines
6.2 KiB
GLSL
245 lines
6.2 KiB
GLSL
attribute vec4 attr_TexCoord0;
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#if defined(USE_LIGHTMAP) || defined(USE_TCGEN)
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attribute vec4 attr_TexCoord1;
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#endif
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attribute vec4 attr_Color;
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attribute vec4 attr_Position;
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attribute vec3 attr_Normal;
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#if defined(USE_VERT_TANGENT_SPACE)
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attribute vec3 attr_Tangent;
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attribute vec3 attr_Bitangent;
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#endif
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#if defined(USE_VERTEX_ANIMATION)
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attribute vec4 attr_Position2;
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attribute vec3 attr_Normal2;
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#if defined(USE_VERT_TANGENT_SPACE)
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attribute vec3 attr_Tangent2;
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attribute vec3 attr_Bitangent2;
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#endif
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#endif
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#if defined(USE_LIGHT) && !defined(USE_LIGHT_VECTOR)
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attribute vec3 attr_LightDirection;
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#endif
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#if defined(USE_TCGEN) || defined(USE_NORMALMAP) || defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
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uniform vec3 u_ViewOrigin;
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#endif
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#if defined(USE_TCGEN)
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uniform int u_TCGen0;
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uniform vec3 u_TCGen0Vector0;
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uniform vec3 u_TCGen0Vector1;
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#endif
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#if defined(USE_TCMOD)
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uniform vec4 u_DiffuseTexMatrix;
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uniform vec4 u_DiffuseTexOffTurb;
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#endif
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uniform mat4 u_ModelViewProjectionMatrix;
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uniform vec4 u_BaseColor;
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uniform vec4 u_VertColor;
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#if defined(USE_MODELMATRIX)
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uniform mat4 u_ModelMatrix;
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#endif
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#if defined(USE_VERTEX_ANIMATION)
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uniform float u_VertexLerp;
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#endif
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#if defined(USE_LIGHT_VECTOR)
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uniform vec4 u_LightOrigin;
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#if defined(USE_FAST_LIGHT)
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uniform vec3 u_DirectedLight;
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uniform vec3 u_AmbientLight;
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uniform float u_LightRadius;
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#endif
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#endif
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#if defined(USE_PRIMARY_LIGHT) || defined(USE_SHADOWMAP)
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uniform vec4 u_PrimaryLightOrigin;
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#endif
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varying vec2 var_DiffuseTex;
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#if defined(USE_LIGHTMAP)
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varying vec2 var_LightTex;
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#endif
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#if defined(USE_TCGEN) || defined(USE_NORMALMAP) || (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT))
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varying vec3 var_SampleToView;
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#endif
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varying vec4 var_Color;
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#if defined(USE_NORMALMAP) && !defined(USE_VERT_TANGENT_SPACE)
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varying vec3 var_Position;
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#endif
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#if !defined(USE_FAST_LIGHT)
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varying vec3 var_Normal;
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#if defined(USE_VERT_TANGENT_SPACE)
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varying vec3 var_Tangent;
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varying vec3 var_Bitangent;
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#endif
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#endif
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#if defined(USE_LIGHT_VERTEX) && !defined(USE_FAST_LIGHT)
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varying vec3 var_VertLight;
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#endif
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#if defined(USE_LIGHT) && !defined(USE_DELUXEMAP) && !defined(USE_FAST_LIGHT)
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varying vec3 var_LightDirection;
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#endif
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#if defined(USE_PRIMARY_LIGHT) || defined(USE_SHADOWMAP)
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varying vec3 var_PrimaryLightDirection;
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#endif
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#if defined(USE_TCGEN)
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vec2 GenTexCoords(int TCGen, vec3 position, vec3 normal, vec3 TCGenVector0, vec3 TCGenVector1)
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{
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vec2 tex = attr_TexCoord0.st;
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if (TCGen == TCGEN_LIGHTMAP)
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{
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tex = attr_TexCoord1.st;
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}
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else if (TCGen == TCGEN_ENVIRONMENT_MAPPED)
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{
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vec3 viewer = normalize(u_ViewOrigin - position);
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tex = -reflect(viewer, normal).yz * vec2(0.5, -0.5) + 0.5;
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}
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else if (TCGen == TCGEN_VECTOR)
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{
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tex = vec2(dot(position, TCGenVector0), dot(position, TCGenVector1));
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}
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return tex;
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}
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#endif
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#if defined(USE_TCMOD)
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vec2 ModTexCoords(vec2 st, vec3 position, vec4 texMatrix, vec4 offTurb)
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{
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float amplitude = offTurb.z;
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float phase = offTurb.w;
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vec2 st2 = vec2(dot(st, texMatrix.xz), dot(st, texMatrix.yw)) + offTurb.xy;
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vec3 offsetPos = vec3(0); //position / 1024.0;
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offsetPos.x += offsetPos.z;
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vec2 texOffset = sin((offsetPos.xy + vec2(phase)) * 2.0 * M_PI);
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return st2 + texOffset * amplitude;
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}
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#endif
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void main()
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{
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#if defined(USE_VERTEX_ANIMATION)
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vec4 position = mix(attr_Position, attr_Position2, u_VertexLerp);
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vec3 normal = normalize(mix(attr_Normal, attr_Normal2, u_VertexLerp));
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#if defined(USE_VERT_TANGENT_SPACE)
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vec3 tangent = normalize(mix(attr_Tangent, attr_Tangent2, u_VertexLerp));
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vec3 bitangent = normalize(mix(attr_Bitangent, attr_Bitangent2, u_VertexLerp));
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#endif
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#else
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vec4 position = attr_Position;
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vec3 normal = attr_Normal;
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#if defined(USE_VERT_TANGENT_SPACE)
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vec3 tangent = attr_Tangent;
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vec3 bitangent = attr_Bitangent;
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#endif
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#endif
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gl_Position = u_ModelViewProjectionMatrix * position;
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#if (defined(USE_LIGHTMAP) || defined(USE_LIGHT_VERTEX)) && !defined(USE_DELUXEMAP) && !defined(USE_FAST_LIGHT)
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vec3 L = attr_LightDirection;
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#endif
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#if defined(USE_MODELMATRIX)
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position = u_ModelMatrix * position;
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normal = (u_ModelMatrix * vec4(normal, 0.0)).xyz;
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#if defined(USE_VERT_TANGENT_SPACE)
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tangent = (u_ModelMatrix * vec4(tangent, 0.0)).xyz;
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bitangent = (u_ModelMatrix * vec4(bitangent, 0.0)).xyz;
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#endif
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#if defined(USE_LIGHTMAP) && !defined(USE_DELUXEMAP) && !defined(USE_FAST_LIGHT)
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L = (u_ModelMatrix * vec4(L, 0.0)).xyz;
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#endif
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#endif
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#if defined(USE_NORMALMAP) && !defined(USE_VERT_TANGENT_SPACE)
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var_Position = position.xyz;
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#endif
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#if defined(USE_TCGEN) || defined(USE_NORMALMAP) || (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT))
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var_SampleToView = u_ViewOrigin - position.xyz;
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#endif
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#if defined(USE_TCGEN)
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vec2 texCoords = GenTexCoords(u_TCGen0, position.xyz, normal, u_TCGen0Vector0, u_TCGen0Vector1);
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#else
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vec2 texCoords = attr_TexCoord0.st;
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#endif
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#if defined(USE_TCMOD)
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var_DiffuseTex = ModTexCoords(texCoords, position.xyz, u_DiffuseTexMatrix, u_DiffuseTexOffTurb);
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#else
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var_DiffuseTex = texCoords;
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#endif
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#if defined(USE_LIGHTMAP)
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var_LightTex = attr_TexCoord1.st;
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#endif
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#if !defined(USE_FAST_LIGHT)
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var_Normal = normal;
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#if defined(USE_VERT_TANGENT_SPACE)
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var_Tangent = tangent;
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var_Bitangent = bitangent;
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#endif
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#endif
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#if defined(USE_LIGHT) && !defined(USE_DELUXEMAP)
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#if defined(USE_LIGHT_VECTOR)
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vec3 L = u_LightOrigin.xyz - (position.xyz * u_LightOrigin.w);
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#endif
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#if !defined(USE_FAST_LIGHT)
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var_LightDirection = L;
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#endif
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#endif
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#if defined(USE_LIGHT_VERTEX) && !defined(USE_FAST_LIGHT)
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var_VertLight = u_VertColor.rgb * attr_Color.rgb;
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var_Color.rgb = vec3(1.0);
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var_Color.a = u_VertColor.a * attr_Color.a + u_BaseColor.a;
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#else
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var_Color = u_VertColor * attr_Color + u_BaseColor;
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#endif
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#if defined(USE_LIGHT_VECTOR) && defined(USE_FAST_LIGHT)
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#if defined(USE_INVSQRLIGHT)
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float intensity = 1.0 / dot(L, L);
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#else
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float intensity = clamp((1.0 - dot(L, L) / (u_LightRadius * u_LightRadius)) * 1.07, 0.0, 1.0);
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#endif
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float NL = clamp(dot(normal, normalize(L)), 0.0, 1.0);
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var_Color.rgb *= u_DirectedLight * intensity * NL + u_AmbientLight;
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#endif
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#if defined(USE_PRIMARY_LIGHT) || defined(USE_SHADOWMAP)
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var_PrimaryLightDirection = u_PrimaryLightOrigin.xyz - (position.xyz * u_PrimaryLightOrigin.w);
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#endif
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}
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