mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-23 12:32:13 +00:00
- use explicit vertex attributes for everything.
No more glVertex, glTexCoord or glColor calls anywhere.
This commit is contained in:
parent
0720ad5fd5
commit
3d538b4c8f
7 changed files with 44 additions and 34 deletions
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@ -71,10 +71,9 @@ bool FShader::Load(const char * name, const char * vert_prog, const char * frag_
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glAttachShader(hShader, hVertProg);
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glAttachShader(hShader, hVertProg);
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glAttachShader(hShader, hFragProg);
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glAttachShader(hShader, hFragProg);
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//glBindAttribLocation(hShader, VATTR_VERTEX, "aPosition");
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glBindAttribLocation(hShader, 0, "i_vertPos");
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//glBindAttribLocation(hShader, VATTR_TEXCOORD, "aTexCoord");
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glBindAttribLocation(hShader, 1, "i_texCoord");
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//glBindAttribLocation(hShader, VATTR_COLOR, "aColor");
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glBindAttribLocation(hShader, 2, "i_color");
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//glBindAttribLocation(hShader, VATTR_VERTEX2, "aVertex2");
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glLinkProgram(hShader);
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glLinkProgram(hShader);
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@ -200,10 +199,7 @@ bool SurfaceShader::Load(const char* name, const char* vert_prog, const char* fr
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glUniform1i(SamplerLoc, 0);
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glUniform1i(SamplerLoc, 0);
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SamplerLoc = glGetUniformLocation(hShader, "s_palette");
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SamplerLoc = glGetUniformLocation(hShader, "s_palette");
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glUniform1i(SamplerLoc, 1);
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glUniform1i(SamplerLoc, 1);
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glBindAttribLocation(hShader, 0, "i_vertPos");
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glBindAttribLocation(hShader, 1, "i_texCoord");
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glUseProgram(0);
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glUseProgram(0);
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return true;
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return true;
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}
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}
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@ -172,8 +172,8 @@ void GLInstance::Draw(EDrawType type, size_t start, size_t count)
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auto p = &Buffer[start];
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auto p = &Buffer[start];
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for (size_t i = 0; i < count; i++, p++)
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for (size_t i = 0; i < count; i++, p++)
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{
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{
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glTexCoord2f(p->u, p->v);
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glVertexAttrib2f(1, p->u, p->v);
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glVertex3f(p->x, p->y, p->z);
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glVertexAttrib3f(0, p->x, p->y, p->z);
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}
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}
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glEnd();
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glEnd();
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}
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}
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@ -315,7 +315,7 @@ void GLInstance::SetCull(int type, int winding)
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void GLInstance::SetColor(float r, float g, float b, float a)
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void GLInstance::SetColor(float r, float g, float b, float a)
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{
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{
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glColor4f(r, g, b, a);
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glVertexAttrib4f(2, r, g, b, a);
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}
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}
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void GLInstance::SetDepthFunc(int func)
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void GLInstance::SetDepthFunc(int func)
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@ -1,16 +1,18 @@
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// YUV->RGB conversion fragment shader adapted from
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// YUV->RGB conversion fragment shader adapted from
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// http://www.fourcc.org/fccyvrgb.php: Want some sample code?
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// http://www.fourcc.org/fccyvrgb.php: Want some sample code?
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// direct link: http://www.fourcc.org/source/YUV420P-OpenGL-GLSLang.c
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// direct link: http://www.fourcc.org/source/YUV420P-OpenGL-GLSLang.c
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#version 120
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#version 330
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uniform sampler2D tex;
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uniform sampler2D tex;
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in vec2 v_texCoord;
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out vec4 FragColor;
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void main(void) {
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void main(void) {
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float r,g,b,y,u,v;
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float r,g,b,y,u,v;
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vec3 yuv;
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vec3 yuv;
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yuv = texture2D(tex, gl_TexCoord[0].st).rgb;
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yuv = texture2D(tex, v_texCoord.st).rgb;
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y = yuv.r;
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y = yuv.r;
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u = yuv.g;
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u = yuv.g;
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v = yuv.b;
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v = yuv.b;
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@ -23,5 +25,5 @@ void main(void) {
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g = y - 0.39173*u - 0.81290*v;
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g = y - 0.39173*u - 0.81290*v;
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b = y + 2.017*u;
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b = y + 2.017*u;
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gl_FragColor = vec4(r,g,b,1.0);
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FragColor = vec4(r,g,b,1.0);
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};
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};
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@ -1,7 +1,13 @@
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#version 110
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#version 330
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in vec4 i_vertPos;
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in vec4 i_texCoord;
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out vec2 v_texCoord;
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void main()
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void main()
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{
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{
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gl_Position = gl_Vertex;
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gl_Position = i_vertPos;
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gl_TexCoord[0] = gl_MultiTexCoord0;
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v_texCoord = i_texCoord.st;
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}
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}
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@ -6,6 +6,7 @@ uniform sampler2D s_texture;
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uniform sampler2D s_palette;
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uniform sampler2D s_palette;
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in vec2 v_texCoord;
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in vec2 v_texCoord;
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out vec4 FragColor;
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const float c_paletteScale = 255.0/256.0;
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const float c_paletteScale = 255.0/256.0;
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const float c_paletteOffset = 0.5/256.0;
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const float c_paletteOffset = 0.5/256.0;
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@ -16,5 +17,5 @@ void main()
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color.r = c_paletteOffset + c_paletteScale*color.r;
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color.r = c_paletteOffset + c_paletteScale*color.r;
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color.rgb = texture2D(s_palette, color.rg).rgb;
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color.rgb = texture2D(s_palette, color.rg).rgb;
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gl_FragColor = color;
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FragColor = color;
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}
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}
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@ -1,13 +1,13 @@
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#version 330
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#version 330
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attribute vec4 i_vertPos;
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in vec4 i_vertPos;
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attribute vec2 i_texCoord;
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in vec4 i_texCoord;
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out vec2 v_texCoord;
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out vec2 v_texCoord;
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void main()
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void main()
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{
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{
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gl_Position = i_vertPos;
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gl_Position = i_vertPos;
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v_texCoord = i_texCoord;
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v_texCoord = i_texCoord.st;
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}
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}
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@ -1,11 +1,11 @@
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#version 120
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#version 330
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varying vec4 v_color;
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out vec4 v_color;
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varying float v_distance;
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out float v_distance;
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varying vec4 v_texCoord;
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out vec4 v_texCoord;
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varying vec4 v_detailCoord;
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out vec4 v_detailCoord;
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varying vec4 v_glowCoord;
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out vec4 v_glowCoord;
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varying float v_fogCoord;
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out float v_fogCoord;
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uniform float u_usePalette;
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uniform float u_usePalette;
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uniform mat4 u_rotMatrix;
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uniform mat4 u_rotMatrix;
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@ -14,25 +14,30 @@ uniform mat4 u_projectionMatrix;
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uniform mat4 u_detailMatrix;
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uniform mat4 u_detailMatrix;
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uniform mat4 u_glowMatrix;
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uniform mat4 u_glowMatrix;
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in vec4 i_vertPos;
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in vec4 i_texCoord;
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in vec4 i_color;
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const float c_zero = 0.0;
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const float c_zero = 0.0;
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const float c_one = 1.0;
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const float c_one = 1.0;
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void main()
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void main()
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{
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{
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vec4 vertex = u_rotMatrix * gl_Vertex;
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vec4 vertex = u_rotMatrix * i_vertPos;
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vec4 eyeCoordPosition = u_modelMatrix * vertex;
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vec4 eyeCoordPosition = u_modelMatrix * vertex;
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gl_Position = u_projectionMatrix * eyeCoordPosition;
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gl_Position = u_projectionMatrix * eyeCoordPosition;
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eyeCoordPosition.xyz /= eyeCoordPosition.w;
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eyeCoordPosition.xyz /= eyeCoordPosition.w;
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v_texCoord = gl_MultiTexCoord0;
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v_texCoord = i_texCoord;
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//gl_TexCoord[0] = mix(gl_TexCoord[0].xyzw, gl_TexCoord[0].yxzw, u_usePalette); WTF is this???
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//gl_TexCoord[0] = mix(gl_TexCoord[0].xyzw, gl_TexCoord[0].yxzw, u_usePalette); WTF is this???
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v_detailCoord = u_detailMatrix * gl_MultiTexCoord0;
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v_detailCoord = u_detailMatrix * i_texCoord;
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v_glowCoord = u_glowMatrix * gl_MultiTexCoord0;
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v_glowCoord = u_glowMatrix * i_texCoord;
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v_fogCoord = abs(eyeCoordPosition.z);
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v_fogCoord = abs(eyeCoordPosition.z);
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v_color = gl_Color;
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v_color = i_color;
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v_distance = gl_Vertex.z;
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v_distance = i_vertPos.z;
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}
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}
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