Restore legacy OpenGL 2.1 support.
This commit is contained in:
@@ -3,8 +3,6 @@
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precision mediump float;
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#endif
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in vec4 vColor;
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uniform sampler2D Texture0;
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uniform sampler2D Texture1;
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uniform sampler2D Texture2;
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@@ -18,6 +16,27 @@ uniform bool EnableDepthPreview;
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uniform float DepthTextureScale;
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uniform float AntialiasPixelsPerTexel;
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#if __VERSION__ == 120
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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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varying vec2 vTexSampler;
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varying vec4 vColorFraction;
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varying vec4 vRGBAFraction;
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varying vec4 vPalettedFraction;
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uniform vec2 Texture0Size;
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uniform vec2 Texture1Size;
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uniform vec2 Texture2Size;
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uniform vec2 Texture3Size;
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uniform vec2 Texture4Size;
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uniform vec2 Texture5Size;
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uniform vec2 Texture6Size;
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#else
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in vec4 vColor;
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in vec4 vTexCoord;
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in vec2 vTexMetadata;
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in vec4 vChannelMask;
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@@ -29,6 +48,7 @@ in vec4 vRGBAFraction;
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in vec4 vPalettedFraction;
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out vec4 fragColor;
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#endif
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float jet_r(float x)
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{
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@@ -45,6 +65,43 @@ float jet_b(float x)
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return x < 0.3 ? 4.0 * x + 0.5 : -4.0 * x + 2.5;
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}
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#if __VERSION__ == 120
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vec2 Size(float samplerIndex)
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{
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if (samplerIndex < 0.5)
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return Texture0Size;
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else if (samplerIndex < 1.5)
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return Texture1Size;
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else if (samplerIndex < 2.5)
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return Texture2Size;
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else if (samplerIndex < 3.5)
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return Texture3Size;
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else if (samplerIndex < 4.5)
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return Texture4Size;
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else if (samplerIndex < 5.5)
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return Texture5Size;
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return Texture6Size;
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}
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vec4 Sample(float samplerIndex, vec2 pos)
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{
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if (samplerIndex < 0.5)
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return texture2D(Texture0, pos);
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else if (samplerIndex < 1.5)
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return texture2D(Texture1, pos);
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else if (samplerIndex < 2.5)
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return texture2D(Texture2, pos);
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else if (samplerIndex < 3.5)
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return texture2D(Texture3, pos);
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else if (samplerIndex < 4.5)
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return texture2D(Texture4, pos);
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else if (samplerIndex < 5.5)
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return texture2D(Texture5, pos);
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return texture2D(Texture6, pos);
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}
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#else
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ivec2 Size(float samplerIndex)
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{
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if (samplerIndex < 0.5)
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@@ -80,6 +137,7 @@ vec4 Sample(float samplerIndex, vec2 pos)
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return texture(Texture6, pos);
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}
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#endif
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vec4 SamplePalettedBilinear(float samplerIndex, vec2 coords, vec2 textureSize)
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{
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@@ -93,10 +151,17 @@ vec4 SamplePalettedBilinear(float samplerIndex, vec2 coords, vec2 textureSize)
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vec4 x3 = Sample(samplerIndex, tl + vec2(0., px.y));
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vec4 x4 = Sample(samplerIndex, tl + px);
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#if __VERSION__ == 120
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vec4 c1 = texture2D(Palette, vec2(dot(x1, vChannelMask), vTexMetadata.s));
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vec4 c2 = texture2D(Palette, vec2(dot(x2, vChannelMask), vTexMetadata.s));
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vec4 c3 = texture2D(Palette, vec2(dot(x3, vChannelMask), vTexMetadata.s));
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vec4 c4 = texture2D(Palette, vec2(dot(x4, vChannelMask), vTexMetadata.s));
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#else
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vec4 c1 = texture(Palette, vec2(dot(x1, vChannelMask), vTexMetadata.s));
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vec4 c2 = texture(Palette, vec2(dot(x2, vChannelMask), vTexMetadata.s));
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vec4 c3 = texture(Palette, vec2(dot(x3, vChannelMask), vTexMetadata.s));
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vec4 c4 = texture(Palette, vec2(dot(x4, vChannelMask), vTexMetadata.s));
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#endif
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return mix(mix(c1, c2, interp.x), mix(c3, c4, interp.x), interp.y);
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}
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@@ -127,7 +192,11 @@ void main()
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{
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vec4 x = Sample(vTexSampler.s, coords);
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vec2 p = vec2(dot(x, vChannelMask), vTexMetadata.s);
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#if __VERSION__ == 120
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c = vPalettedFraction * texture2D(Palette, p) + vRGBAFraction * x + vColorFraction * vTexCoord;
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#else
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c = vPalettedFraction * texture(Palette, p) + vRGBAFraction * x + vColorFraction * vTexCoord;
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#endif
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}
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// Discard any transparent fragments (both color and depth)
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@@ -150,8 +219,16 @@ void main()
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float r = clamp(jet_r(x), 0.0, 1.0);
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float g = clamp(jet_g(x), 0.0, 1.0);
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float b = clamp(jet_b(x), 0.0, 1.0);
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#if __VERSION__ == 120
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gl_FragColor = vec4(r, g, b, 1.0);
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#else
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fragColor = vec4(r, g, b, 1.0);
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#endif
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}
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else
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#if __VERSION__ == 120
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gl_FragColor = c;
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#else
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fragColor = c;
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#endif
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}
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@@ -3,6 +3,21 @@
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uniform vec3 Scroll;
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uniform vec3 r1, r2;
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#if __VERSION__ == 120
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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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varying vec2 vTexSampler;
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varying vec4 vColorFraction;
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varying vec4 vRGBAFraction;
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varying vec4 vPalettedFraction;
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#else
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in vec4 aVertexPosition;
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in vec4 aVertexTexCoord;
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in vec2 aVertexTexMetadata;
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@@ -16,6 +31,7 @@ out vec2 vTexSampler;
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out vec4 vColorFraction;
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out vec4 vRGBAFraction;
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out vec4 vPalettedFraction;
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#endif
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vec4 UnpackChannelAttributes(float x)
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{
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@@ -9,13 +9,30 @@ uniform vec2 PaletteRows;
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uniform vec4 LightDirection;
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uniform vec3 AmbientLight, DiffuseLight;
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#if __VERSION__ == 120
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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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#else
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in vec4 vTexCoord;
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in vec4 vChannelMask;
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in vec4 vNormalsMask;
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out vec4 fragColor;
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#endif
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void main()
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{
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#if __VERSION__ == 120
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vec4 x = texture2D(DiffuseTexture, vTexCoord.st);
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vec4 color = texture2D(Palette, vec2(dot(x, vChannelMask), PaletteRows.x));
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if (color.a < 0.01)
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discard;
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vec4 y = texture2D(DiffuseTexture, vTexCoord.pq);
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vec4 normal = (2.0 * texture2D(Palette, vec2(dot(y, vNormalsMask), PaletteRows.y)) - 1.0);
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vec3 intensity = AmbientLight + DiffuseLight * max(dot(normal, LightDirection), 0.0);
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gl_FragColor = vec4(intensity * color.rgb, color.a);
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#else
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vec4 x = texture(DiffuseTexture, vTexCoord.st);
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vec4 color = texture(Palette, vec2(dot(x, vChannelMask), PaletteRows.x));
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if (color.a < 0.01)
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@@ -25,4 +42,5 @@ void main()
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vec4 normal = (2.0 * texture(Palette, vec2(dot(y, vNormalsMask), PaletteRows.y)) - 1.0);
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vec3 intensity = AmbientLight + DiffuseLight * max(dot(normal, LightDirection), 0.0);
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fragColor = vec4(intensity * color.rgb, color.a);
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#endif
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}
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@@ -3,12 +3,21 @@
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uniform mat4 View;
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uniform mat4 TransformMatrix;
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#if __VERSION__ == 120
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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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#else
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in vec4 aVertexPosition;
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in vec4 aVertexTexCoord;
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in vec2 aVertexTexMetadata;
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out vec4 vTexCoord;
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out vec4 vChannelMask;
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out vec4 vNormalsMask;
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#endif
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vec4 DecodeMask(float x)
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{
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