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Add #version 120 to make shaders work on Windows
USL-32
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6 changed files with 12 additions and 0 deletions
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@ -1,5 +1,6 @@
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[shaders]
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[shaders]
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vertex =
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vertex =
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#version 120
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uniform highp mat4 u_modelViewProjectionMatrix;
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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_active_extruder;
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uniform lowp float u_shade_factor;
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uniform lowp float u_shade_factor;
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}
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}
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fragment =
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fragment =
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#version 120
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varying lowp vec4 v_color;
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varying lowp vec4 v_color;
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varying float v_line_type;
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varying float v_line_type;
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[shaders]
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[shaders]
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vertex =
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vertex =
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#version 120
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uniform highp mat4 u_modelViewProjectionMatrix;
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uniform highp mat4 u_modelViewProjectionMatrix;
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attribute highp vec4 a_vertex;
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attribute highp vec4 a_vertex;
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attribute highp vec2 a_uvs;
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attribute highp vec2 a_uvs;
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}
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}
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fragment =
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fragment =
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#version 120
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uniform sampler2D u_layer0;
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uniform sampler2D u_layer0;
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uniform sampler2D u_layer1;
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uniform sampler2D u_layer1;
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uniform sampler2D u_layer2;
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uniform sampler2D u_layer2;
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[shaders]
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[shaders]
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vertex =
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vertex =
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#version 120
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uniform highp mat4 u_modelViewProjectionMatrix;
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uniform highp mat4 u_modelViewProjectionMatrix;
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attribute highp vec4 a_vertex;
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attribute highp vec4 a_vertex;
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}
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}
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fragment =
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fragment =
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#version 120
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uniform lowp vec4 u_gridColor0;
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uniform lowp vec4 u_gridColor0;
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uniform lowp vec4 u_gridColor1;
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uniform lowp vec4 u_gridColor1;
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[shaders]
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[shaders]
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vertex =
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vertex =
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#version 120
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uniform highp mat4 u_modelMatrix;
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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_viewProjectionMatrix;
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uniform highp mat4 u_normalMatrix;
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uniform highp mat4 u_normalMatrix;
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}
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}
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fragment =
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fragment =
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#version 120
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uniform mediump vec4 u_ambientColor;
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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_diffuseColor;
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uniform mediump vec4 u_specularColor;
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uniform mediump vec4 u_specularColor;
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[shaders]
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[shaders]
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vertex =
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vertex =
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#version 120
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uniform highp mat4 u_modelMatrix;
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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_viewProjectionMatrix;
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uniform highp mat4 u_normalMatrix;
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uniform highp mat4 u_normalMatrix;
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}
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}
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fragment =
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fragment =
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#version 120
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uniform mediump vec4 u_ambientColor;
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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_diffuseColor1;
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uniform mediump vec4 u_diffuseColor2;
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uniform mediump vec4 u_diffuseColor2;
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[shaders]
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[shaders]
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vertex =
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vertex =
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#version 120
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uniform highp mat4 u_modelMatrix;
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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_viewProjectionMatrix;
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uniform highp mat4 u_normalMatrix;
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uniform highp mat4 u_normalMatrix;
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}
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}
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fragment =
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fragment =
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#version 120
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uniform mediump vec4 u_ambientColor;
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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_diffuseColor;
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uniform highp vec3 u_lightPosition;
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uniform highp vec3 u_lightPosition;
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