Add a secondary texture coordinate to Vertex.
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@@ -4,13 +4,14 @@ uniform bool EnableDepthPreview;
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uniform float DepthTextureScale;
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varying vec4 vTexCoord;
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varying vec2 vTexMetadata;
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varying vec4 vChannelMask;
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varying vec4 vDepthMask;
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void main()
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{
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vec4 x = texture2D(DiffuseTexture, vTexCoord.st);
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vec2 p = vec2(dot(x, vChannelMask), vTexCoord.p);
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vec2 p = vec2(dot(x, vChannelMask), vTexMetadata.s);
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vec4 c = texture2D(Palette, p);
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// Discard any transparent fragments (both color and depth)
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@@ -3,7 +3,9 @@ uniform vec3 r1, r2;
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attribute vec4 aVertexPosition;
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attribute vec4 aVertexTexCoord;
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attribute vec2 aVertexTexMetadata;
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varying vec4 vTexCoord;
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varying vec2 vTexMetadata;
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varying vec4 vChannelMask;
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varying vec4 vDepthMask;
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@@ -38,6 +40,7 @@ void main()
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{
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gl_Position = vec4((aVertexPosition.xyz - Scroll.xyz) * r1 + r2, 1);
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vTexCoord = aVertexTexCoord;
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vChannelMask = DecodeChannelMask(aVertexTexCoord.w);
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vDepthMask = DecodeDepthChannelMask(aVertexTexCoord.w);
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vTexMetadata = aVertexTexMetadata;
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vChannelMask = DecodeChannelMask(aVertexTexMetadata.t);
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vDepthMask = DecodeDepthChannelMask(aVertexTexMetadata.t);
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}
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@@ -3,6 +3,7 @@ uniform mat4 TransformMatrix;
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attribute vec4 aVertexPosition;
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attribute vec4 aVertexTexCoord;
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attribute vec2 aVertexTexMetadata;
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varying vec4 vTexCoord;
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varying vec4 vChannelMask;
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varying vec4 vNormalsMask;
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@@ -19,6 +20,6 @@ void main()
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{
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gl_Position = View*TransformMatrix*aVertexPosition;
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vTexCoord = aVertexTexCoord;
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vChannelMask = DecodeMask(aVertexTexCoord.z);
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vNormalsMask = DecodeMask(aVertexTexCoord.w);
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vChannelMask = DecodeMask(aVertexTexMetadata.s);
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vNormalsMask = DecodeMask(aVertexTexMetadata.t);
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}
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