mirror of
https://github.com/processing/processing4.git
synced 2026-06-16 04:26:26 +02:00
some shader aliases
This commit is contained in:
@@ -23,8 +23,8 @@ precision mediump float;
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precision mediump int;
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#endif
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varying vec4 vertColor;
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varying vec4 varColor;
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void main() {
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gl_FragColor = vertColor;
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gl_FragColor = varColor;
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}
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@@ -20,15 +20,15 @@
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#define PROCESSING_COLOR_SHADER
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uniform mat4 transform;
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uniform mat4 transformMatrix;
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attribute vec4 vertex;
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attribute vec4 position;
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attribute vec4 color;
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varying vec4 vertColor;
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varying vec4 varColor;
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void main() {
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gl_Position = transform * vertex;
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gl_Position = transformMatrix * position;
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vertColor = color;
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varColor = color;
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}
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@@ -20,8 +20,8 @@
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#define PROCESSING_LIGHT_SHADER
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uniform mat4 modelview;
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uniform mat4 transform;
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uniform mat4 modelviewMatrix;
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uniform mat4 transformMatrix;
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uniform mat3 normalMatrix;
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uniform int lightCount;
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@@ -33,7 +33,7 @@ uniform vec3 lightSpecular[8];
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uniform vec3 lightFalloff[8];
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uniform vec2 lightSpot[8];
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attribute vec4 vertex;
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attribute vec4 position;
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attribute vec4 color;
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attribute vec3 normal;
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@@ -42,7 +42,7 @@ attribute vec4 specular;
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attribute vec4 emissive;
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attribute float shininess;
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varying vec4 vertColor;
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varying vec4 varColor;
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const float zero_float = 0.0;
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const float one_float = 1.0;
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@@ -75,10 +75,10 @@ float blinnPhongFactor(vec3 lightDir, vec3 vertPos, vec3 vecNormal, float shine)
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void main() {
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// Vertex in clip coordinates
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gl_Position = transform * vertex;
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gl_Position = transformMatrix * position;
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// Vertex in eye coordinates
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vec3 ecVertex = vec3(modelview * vertex);
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vec3 ecVertex = vec3(modelviewMatrix * position);
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// Normal vector in eye coordinates
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vec3 ecNormal = normalize(normalMatrix * normal);
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@@ -134,8 +134,8 @@ void main() {
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// Calculating final color as result of all lights (plus emissive term).
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// Transparency is determined exclusively by the diffuse component.
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vertColor = vec4(totalAmbient, 0) * ambient +
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vec4(totalDiffuse, 1) * color +
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vec4(totalSpecular, 0) * specular +
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vec4(emissive.rgb, 0);
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varColor = vec4(totalAmbient, 0) * ambient +
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vec4(totalDiffuse, 1) * color +
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vec4(totalSpecular, 0) * specular +
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vec4(emissive.rgb, 0);
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}
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@@ -23,8 +23,8 @@ precision mediump float;
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precision mediump int;
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#endif
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varying vec4 vertColor;
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varying vec4 varColor;
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void main() {
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gl_FragColor = vertColor;
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gl_FragColor = varColor;
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}
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@@ -20,18 +20,18 @@
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#define PROCESSING_LINE_SHADER
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uniform mat4 modelview;
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uniform mat4 projection;
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uniform mat4 modelviewMatrix;
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uniform mat4 projectionMatrix;
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uniform vec4 viewport;
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uniform int perspective;
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uniform vec3 scale;
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attribute vec4 vertex;
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attribute vec4 position;
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attribute vec4 color;
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attribute vec4 direction;
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varying vec4 vertColor;
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varying vec4 varColor;
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vec3 clipToWindow(vec4 clip, vec4 viewport) {
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vec3 post_div = clip.xyz / clip.w;
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@@ -45,20 +45,20 @@ vec4 windowToClipVector(vec2 window, vec4 viewport, float clip_w) {
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}
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void main() {
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vec4 posp = modelview * vertex;
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vec4 posp = modelviewMatrix * position;
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// Moving vertices slightly toward the camera
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// to avoid depth-fighting with the fill triangles.
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// Discussed here:
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// http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&Number=252848
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posp.xyz = posp.xyz * scale;
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vec4 clipp = projection * posp;
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vec4 clipp = projectionMatrix * posp;
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float thickness = direction.w;
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if (thickness != 0.0) {
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vec4 posq = posp + modelview * vec4(direction.xyz, 0);
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vec4 posq = posp + modelviewMatrix * vec4(direction.xyz, 0);
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posq.xyz = posq.xyz * scale;
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vec4 clipq = projection * posq;
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vec4 clipq = projectionMatrix * posq;
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vec3 window_p = clipToWindow(clipp, viewport);
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vec3 window_q = clipToWindow(clipq, viewport);
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@@ -81,5 +81,5 @@ void main() {
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gl_Position = clipp;
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}
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vertColor = color;
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varColor = color;
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}
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@@ -28,11 +28,11 @@ precision mediump int;
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uniform sampler2D texture;
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uniform sampler2D mask;
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varying vec4 vertTexCoord;
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varying vec4 varTexCoord;
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void main() {
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vec3 texColor = texture2D(texture, vertTexCoord.st).rgb;
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vec3 maskColor = texture2D(mask, vertTexCoord.st).rgb;
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vec3 texColor = texture2D(texture, varTexCoord.st).rgb;
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vec3 maskColor = texture2D(mask, varTexCoord.st).rgb;
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float luminance = dot(maskColor, vec3(0.2126, 0.7152, 0.0722));
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gl_FragColor = vec4(texColor, luminance);
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}
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@@ -7180,6 +7180,8 @@ public class PGraphicsOpenGL extends PGraphics {
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@Override
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public void loadAttributes() {
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vertexLoc = getAttributeLoc("vertex");
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if (vertexLoc == -1) vertexLoc = getAttributeLoc("position");
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colorLoc = getAttributeLoc("color");
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texCoordLoc = getAttributeLoc("texCoord");
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normalLoc = getAttributeLoc("normal");
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@@ -7401,6 +7403,8 @@ public class PGraphicsOpenGL extends PGraphics {
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@Override
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public void loadAttributes() {
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vertexLoc = getAttributeLoc("vertex");
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if (vertexLoc == -1) vertexLoc = getAttributeLoc("position");
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colorLoc = getAttributeLoc("color");
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directionLoc = getAttributeLoc("direction");
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}
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@@ -7499,6 +7503,8 @@ public class PGraphicsOpenGL extends PGraphics {
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@Override
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public void loadAttributes() {
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vertexLoc = getAttributeLoc("vertex");
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if (vertexLoc == -1) vertexLoc = getAttributeLoc("position");
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colorLoc = getAttributeLoc("color");
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offsetLoc = getAttributeLoc("offset");
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}
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@@ -23,8 +23,8 @@ precision mediump float;
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precision mediump int;
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#endif
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varying vec4 vertColor;
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varying vec4 varColor;
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void main() {
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gl_FragColor = vertColor;
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gl_FragColor = varColor;
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}
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@@ -20,17 +20,17 @@
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#define PROCESSING_POINT_SHADER
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uniform mat4 projection;
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uniform mat4 modelview;
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uniform mat4 projectionMatrix;
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uniform mat4 modelviewMatrix;
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uniform vec4 viewport;
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uniform int perspective;
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attribute vec4 vertex;
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attribute vec4 position;
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attribute vec4 color;
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attribute vec2 offset;
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varying vec4 vertColor;
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varying vec4 varColor;
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vec4 windowToClipVector(vec2 window, vec4 viewport, float clipw) {
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vec2 xypos = (window / viewport.zw) * 2.0;
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@@ -38,18 +38,18 @@ vec4 windowToClipVector(vec2 window, vec4 viewport, float clipw) {
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}
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void main() {
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vec4 pos = modelview * vertex;
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vec4 clip = projection * pos;
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vec4 pos = modelviewMatrix * position;
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vec4 clip = projectionMatrix * pos;
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if (0 < perspective) {
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// Perspective correction (points will look thiner as they move away
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// from the view position).
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gl_Position = clip + projection * vec4(offset.xy, 0, 0);
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gl_Position = clip + projectionMatrix * vec4(offset.xy, 0, 0);
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} else {
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// No perspective correction.
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vec4 offset = windowToClipVector(offset.xy, viewport, clip.w);
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gl_Position = clip + offset;
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}
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vertColor = color;
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varColor = color;
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}
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@@ -20,8 +20,8 @@
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#define PROCESSING_TEXLIGHT_SHADER
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uniform mat4 modelview;
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uniform mat4 transform;
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uniform mat4 modelviewMatrix;
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uniform mat4 transformMatrix;
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uniform mat3 normalMatrix;
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uniform mat4 texMatrix;
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@@ -34,7 +34,7 @@ uniform vec3 lightSpecular[8];
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uniform vec3 lightFalloff[8];
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uniform vec2 lightSpot[8];
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attribute vec4 vertex;
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attribute vec4 position;
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attribute vec4 color;
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attribute vec3 normal;
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attribute vec2 texCoord;
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@@ -44,8 +44,8 @@ attribute vec4 specular;
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attribute vec4 emissive;
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attribute float shininess;
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varying vec4 vertColor;
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varying vec4 vertTexCoord;
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varying vec4 varColor;
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varying vec4 varTexCoord;
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const float zero_float = 0.0;
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const float one_float = 1.0;
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@@ -78,10 +78,10 @@ float blinnPhongFactor(vec3 lightDir, vec3 vertPos, vec3 vecNormal, float shine)
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void main() {
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// Vertex in clip coordinates
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gl_Position = transform * vertex;
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gl_Position = transformMatrix * position;
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// Vertex in eye coordinates
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vec3 ecVertex = vec3(modelview * vertex);
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vec3 ecVertex = vec3(modelviewMatrix * position);
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// Normal vector in eye coordinates
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vec3 ecNormal = normalize(normalMatrix * normal);
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@@ -137,11 +137,11 @@ void main() {
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// Calculating final color as result of all lights (plus emissive term).
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// Transparency is determined exclusively by the diffuse component.
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vertColor = vec4(totalAmbient, 0) * ambient +
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vec4(totalDiffuse, 1) * color +
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vec4(totalSpecular, 0) * specular +
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vec4(emissive.rgb, 0);
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varColor = vec4(totalAmbient, 0) * ambient +
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vec4(totalDiffuse, 1) * color +
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vec4(totalSpecular, 0) * specular +
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vec4(emissive.rgb, 0);
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// Calculating texture coordinates, with r and q set both to one
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vertTexCoord = texMatrix * vec4(texCoord, 1.0, 1.0);
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varTexCoord = texMatrix * vec4(texCoord, 1.0, 1.0);
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}
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@@ -27,9 +27,9 @@ uniform sampler2D texture;
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uniform vec2 texOffset;
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varying vec4 vertColor;
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varying vec4 vertTexCoord;
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varying vec4 varColor;
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varying vec4 varTexCoord;
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void main() {
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gl_FragColor = texture2D(texture, vertTexCoord.st) * vertColor;
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gl_FragColor = texture2D(texture, varTexCoord.st) * varColor;
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}
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@@ -20,19 +20,19 @@
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#define PROCESSING_TEXTURE_SHADER
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uniform mat4 transform;
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uniform mat4 transformMatrix;
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uniform mat4 texMatrix;
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attribute vec4 vertex;
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attribute vec4 position;
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attribute vec4 color;
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attribute vec2 texCoord;
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varying vec4 vertColor;
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varying vec4 vertTexCoord;
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varying vec4 varColor;
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varying vec4 varTexCoord;
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void main() {
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gl_Position = transform * vertex;
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gl_Position = transformMatrix * position;
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vertColor = color;
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vertTexCoord = texMatrix * vec4(texCoord, 1.0, 1.0);
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varColor = color;
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varTexCoord = texMatrix * vec4(texCoord, 1.0, 1.0);
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}
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