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Revert "Removed unneeded shader duplication."
USL-32 This breaks the OpenGL shaders on Windows and Mac.
This commit is contained in:
parent
ade9c296ae
commit
90436c3b69
7 changed files with 427 additions and 0 deletions
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@ -66,6 +66,74 @@ fragment =
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gl_FragColor = v_color;
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}
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vertex41core =
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#version 410
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uniform highp mat4 u_modelViewProjectionMatrix;
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uniform lowp float u_active_extruder;
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uniform lowp float u_shade_factor;
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uniform highp int u_layer_view_type;
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in highp float a_extruder;
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in highp float a_line_type;
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in highp vec4 a_vertex;
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in lowp vec4 a_color;
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in lowp vec4 a_material_color;
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out lowp vec4 v_color;
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out float v_line_type;
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void main()
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{
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gl_Position = u_modelViewProjectionMatrix * a_vertex;
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v_color = a_color;
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if ((a_line_type != 8) && (a_line_type != 9)) {
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v_color = (a_extruder == u_active_extruder) ? v_color : vec4(u_shade_factor * v_color.rgb, v_color.a);
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}
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v_line_type = a_line_type;
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}
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fragment41core =
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#version 410
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in lowp vec4 v_color;
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in float v_line_type;
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out vec4 frag_color;
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uniform int u_show_travel_moves;
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uniform int u_show_helpers;
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uniform int u_show_skin;
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uniform int u_show_infill;
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void main()
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{
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if ((u_show_travel_moves == 0) && (v_line_type >= 7.5) && (v_line_type <= 9.5)) { // actually, 8 and 9
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// discard movements
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discard;
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}
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// helpers: 4, 5, 7, 10
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if ((u_show_helpers == 0) && (
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((v_line_type >= 3.5) && (v_line_type <= 4.5)) ||
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((v_line_type >= 6.5) && (v_line_type <= 7.5)) ||
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((v_line_type >= 9.5) && (v_line_type <= 10.5)) ||
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((v_line_type >= 4.5) && (v_line_type <= 5.5))
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)) {
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discard;
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}
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// skin: 1, 2, 3
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if ((u_show_skin == 0) && (
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(v_line_type >= 0.5) && (v_line_type <= 3.5)
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)) {
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discard;
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}
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// infill:
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if ((u_show_infill == 0) && (v_line_type >= 5.5) && (v_line_type <= 6.5)) {
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// discard movements
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discard;
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}
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frag_color = v_color;
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}
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[defaults]
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u_active_extruder = 0.0
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u_shade_factor = 0.60
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@ -64,6 +64,75 @@ fragment =
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}
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}
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vertex41core =
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#version 410
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uniform highp mat4 u_modelViewProjectionMatrix;
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in highp vec4 a_vertex;
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in highp vec2 a_uvs;
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out highp vec2 v_uvs;
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void main()
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{
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gl_Position = u_modelViewProjectionMatrix * a_vertex;
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v_uvs = a_uvs;
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}
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fragment41core =
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#version 410
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uniform sampler2D u_layer0;
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uniform sampler2D u_layer1;
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uniform sampler2D u_layer2;
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uniform vec2 u_offset[9];
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uniform vec4 u_background_color;
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uniform float u_outline_strength;
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uniform vec4 u_outline_color;
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in vec2 v_uvs;
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float kernel[9];
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const vec3 x_axis = vec3(1.0, 0.0, 0.0);
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const vec3 y_axis = vec3(0.0, 1.0, 0.0);
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const vec3 z_axis = vec3(0.0, 0.0, 1.0);
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out vec4 frag_color;
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void main()
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{
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// blur kernel
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kernel[0] = 0.0; kernel[1] = 1.0; kernel[2] = 0.0;
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kernel[3] = 1.0; kernel[4] = -4.0; kernel[5] = 1.0;
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kernel[6] = 0.0; kernel[7] = 1.0; kernel[8] = 0.0;
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vec4 result = u_background_color;
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vec4 main_layer = texture(u_layer0, v_uvs);
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vec4 selection_layer = texture(u_layer1, v_uvs);
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vec4 layerview_layer = texture(u_layer2, v_uvs);
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result = main_layer * main_layer.a + result * (1.0 - main_layer.a);
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result = layerview_layer * layerview_layer.a + result * (1.0 - layerview_layer.a);
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vec4 sum = vec4(0.0);
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for (int i = 0; i < 9; i++)
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{
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vec4 color = vec4(texture(u_layer1, v_uvs.xy + u_offset[i]).a);
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sum += color * (kernel[i] / u_outline_strength);
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}
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if((selection_layer.rgb == x_axis || selection_layer.rgb == y_axis || selection_layer.rgb == z_axis))
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{
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frag_color = result;
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}
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else
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{
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frag_color = mix(result, u_outline_color, abs(sum.a));
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}
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}
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[defaults]
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u_layer0 = 0
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u_layer1 = 1
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@ -67,6 +67,77 @@ fragment =
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}
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}
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vertex41core =
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#version 410
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uniform highp mat4 u_modelViewProjectionMatrix;
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in highp vec4 a_vertex;
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in highp vec2 a_uvs;
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out highp vec2 v_uvs;
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void main()
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{
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gl_Position = u_modelViewProjectionMatrix * a_vertex;
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v_uvs = a_uvs;
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}
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fragment41core =
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#version 410
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uniform sampler2D u_layer0;
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uniform sampler2D u_layer1;
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uniform sampler2D u_layer2;
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uniform vec2 u_offset[9];
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uniform float u_outline_strength;
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uniform vec4 u_outline_color;
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uniform vec4 u_error_color;
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uniform vec4 u_background_color;
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const vec3 x_axis = vec3(1.0, 0.0, 0.0);
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const vec3 y_axis = vec3(0.0, 1.0, 0.0);
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const vec3 z_axis = vec3(0.0, 0.0, 1.0);
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in vec2 v_uvs;
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out vec4 frag_color;
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float kernel[9];
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void main()
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{
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kernel[0] = 0.0; kernel[1] = 1.0; kernel[2] = 0.0;
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kernel[3] = 1.0; kernel[4] = -4.0; kernel[5] = 1.0;
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kernel[6] = 0.0; kernel[7] = 1.0; kernel[8] = 0.0;
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vec4 result = u_background_color;
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vec4 layer0 = texture(u_layer0, v_uvs);
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result = layer0 * layer0.a + result * (1.0 - layer0.a);
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float intersection_count = (texture(u_layer2, v_uvs).r * 255.0) / 5.0;
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if(mod(intersection_count, 2.0) == 1.0)
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{
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result = u_error_color;
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}
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vec4 sum = vec4(0.0);
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for (int i = 0; i < 9; i++)
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{
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vec4 color = vec4(texture(u_layer1, v_uvs.xy + u_offset[i]).a);
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sum += color * (kernel[i] / u_outline_strength);
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}
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vec4 layer1 = texture(u_layer1, v_uvs);
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if((layer1.rgb == x_axis || layer1.rgb == y_axis || layer1.rgb == z_axis))
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{
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frag_color = result;
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}
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else
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{
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frag_color = mix(result, vec4(abs(sum.a)) * u_outline_color, abs(sum.a));
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}
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}
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[defaults]
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u_layer0 = 0
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u_layer1 = 1
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@ -27,6 +27,37 @@ fragment =
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gl_FragColor = u_gridColor1;
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}
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vertex41core =
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#version 410
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uniform highp mat4 u_modelViewProjectionMatrix;
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in highp vec4 a_vertex;
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in lowp vec2 a_uvs;
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out lowp vec2 v_uvs;
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void main()
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{
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gl_Position = u_modelViewProjectionMatrix * a_vertex;
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v_uvs = a_uvs;
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}
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fragment41core =
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#version 410
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uniform lowp vec4 u_gridColor0;
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uniform lowp vec4 u_gridColor1;
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in lowp vec2 v_uvs;
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out vec4 frag_color;
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void main()
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{
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if (mod(floor(v_uvs.x / 10.0) - floor(v_uvs.y / 10.0), 2.0) < 1.0)
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frag_color = u_gridColor0;
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else
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frag_color = u_gridColor1;
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}
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[defaults]
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u_gridColor0 = [0.96, 0.96, 0.96, 1.0]
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u_gridColor1 = [0.8, 0.8, 0.8, 1.0]
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@ -62,6 +62,73 @@ fragment =
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gl_FragColor.a = 1.0;
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}
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vertex41core =
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#version 410
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uniform highp mat4 u_modelMatrix;
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uniform highp mat4 u_viewProjectionMatrix;
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uniform highp mat4 u_normalMatrix;
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in highp vec4 a_vertex;
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in highp vec4 a_normal;
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in highp vec2 a_uvs;
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out highp vec3 f_vertex;
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out highp vec3 f_normal;
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void main()
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{
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vec4 world_space_vert = u_modelMatrix * a_vertex;
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gl_Position = u_viewProjectionMatrix * world_space_vert;
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f_vertex = world_space_vert.xyz;
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f_normal = (u_normalMatrix * normalize(a_normal)).xyz;
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}
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fragment41core =
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#version 410
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uniform mediump vec4 u_ambientColor;
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uniform mediump vec4 u_diffuseColor;
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uniform mediump vec4 u_specularColor;
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uniform highp vec3 u_lightPosition;
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uniform mediump float u_shininess;
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uniform highp vec3 u_viewPosition;
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uniform lowp float u_overhangAngle;
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uniform lowp vec4 u_overhangColor;
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in highp vec3 f_vertex;
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in highp vec3 f_normal;
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out vec4 frag_color;
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void main()
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{
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mediump vec4 finalColor = vec4(0.0);
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// Ambient Component
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finalColor += u_ambientColor;
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highp vec3 normal = normalize(f_normal);
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highp vec3 lightDir = normalize(u_lightPosition - f_vertex);
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// Diffuse Component
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highp float NdotL = clamp(abs(dot(normal, lightDir)), 0.0, 1.0);
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finalColor += (NdotL * u_diffuseColor);
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// Specular Component
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// TODO: We should not do specularity for fragments facing away from the light.
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highp vec3 reflectedLight = reflect(-lightDir, normal);
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highp vec3 viewVector = normalize(u_viewPosition - f_vertex);
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highp float NdotR = clamp(dot(viewVector, reflectedLight), 0.0, 1.0);
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finalColor += pow(NdotR, u_shininess) * u_specularColor;
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finalColor = (-normal.y > u_overhangAngle) ? u_overhangColor : finalColor;
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frag_color = finalColor;
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frag_color.a = 1.0;
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}
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[defaults]
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u_ambientColor = [0.3, 0.3, 0.3, 1.0]
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u_diffuseColor = [1.0, 0.79, 0.14, 1.0]
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@ -63,6 +63,74 @@ fragment =
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gl_FragColor.a = 1.0;
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}
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vertex41core =
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#version 410
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uniform highp mat4 u_modelMatrix;
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uniform highp mat4 u_viewProjectionMatrix;
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uniform highp mat4 u_normalMatrix;
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in highp vec4 a_vertex;
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in highp vec4 a_normal;
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in highp vec2 a_uvs;
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out highp vec3 v_position;
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out highp vec3 v_vertex;
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out highp vec3 v_normal;
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void main()
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{
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vec4 world_space_vert = u_modelMatrix * a_vertex;
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gl_Position = u_viewProjectionMatrix * world_space_vert;
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v_position = gl_Position.xyz;
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v_vertex = world_space_vert.xyz;
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v_normal = (u_normalMatrix * normalize(a_normal)).xyz;
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}
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fragment41core =
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#version 410
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uniform mediump vec4 u_ambientColor;
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uniform mediump vec4 u_diffuseColor1;
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uniform mediump vec4 u_diffuseColor2;
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uniform mediump vec4 u_specularColor;
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uniform highp vec3 u_lightPosition;
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uniform mediump float u_shininess;
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uniform highp vec3 u_viewPosition;
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uniform mediump float u_width;
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in highp vec3 v_position;
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in highp vec3 v_vertex;
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in highp vec3 v_normal;
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out vec4 frag_color;
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void main()
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{
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mediump vec4 finalColor = vec4(0.0);
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mediump vec4 diffuseColor = (mod((-v_position.x + v_position.y), u_width) < (u_width / 2.)) ? u_diffuseColor1 : u_diffuseColor2;
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/* Ambient Component */
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finalColor += u_ambientColor;
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highp vec3 normal = normalize(v_normal);
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highp vec3 lightDir = normalize(u_lightPosition - v_vertex);
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/* Diffuse Component */
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highp float NdotL = clamp(abs(dot(normal, lightDir)), 0.0, 1.0);
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finalColor += (NdotL * diffuseColor);
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/* Specular Component */
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/* TODO: We should not do specularity for fragments facing away from the light.*/
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highp vec3 reflectedLight = reflect(-lightDir, normal);
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highp vec3 viewVector = normalize(u_viewPosition - v_vertex);
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highp float NdotR = clamp(dot(viewVector, reflectedLight), 0.0, 1.0);
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finalColor += pow(NdotR, u_shininess) * u_specularColor;
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frag_color = finalColor;
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frag_color.a = 1.0;
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}
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[defaults]
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u_ambientColor = [0.3, 0.3, 0.3, 1.0]
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u_diffuseColor1 = [1.0, 0.5, 0.5, 1.0]
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gl_FragColor.a = u_opacity;
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}
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vertex41core =
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#version 410
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uniform highp mat4 u_modelMatrix;
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uniform highp mat4 u_viewProjectionMatrix;
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uniform highp mat4 u_normalMatrix;
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in highp vec4 a_vertex;
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in highp vec4 a_normal;
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in highp vec2 a_uvs;
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out highp vec3 v_vertex;
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out highp vec3 v_normal;
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void main()
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{
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vec4 world_space_vert = u_modelMatrix * a_vertex;
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gl_Position = u_viewProjectionMatrix * world_space_vert;
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v_vertex = world_space_vert.xyz;
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v_normal = (u_normalMatrix * normalize(a_normal)).xyz;
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}
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fragment41core =
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#version 410
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uniform mediump vec4 u_ambientColor;
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uniform mediump vec4 u_diffuseColor;
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uniform highp vec3 u_lightPosition;
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uniform mediump float u_opacity;
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in highp vec3 v_vertex;
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in highp vec3 v_normal;
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out vec4 frag_color;
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void main()
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{
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mediump vec4 finalColor = vec4(0.0);
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/* Ambient Component */
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finalColor += u_ambientColor;
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highp vec3 normal = normalize(v_normal);
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highp vec3 lightDir = normalize(u_lightPosition - v_vertex);
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/* Diffuse Component */
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highp float NdotL = clamp(abs(dot(normal, lightDir)), 0.0, 1.0);
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finalColor += (NdotL * u_diffuseColor);
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frag_color = finalColor;
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frag_color.a = u_opacity;
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}
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[defaults]
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u_ambientColor = [0.1, 0.1, 0.1, 1.0]
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u_diffuseColor = [0.4, 0.4, 0.4, 1.0]
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