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Remove shader compilation warnings on Intel
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@@ -47,7 +47,8 @@ varying vec4 backVertColor;
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const float zero_float = 0.0;
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const float one_float = 1.0;
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const vec3 zero_vec3 = vec3(0);
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const vec3 zero_vec3 = vec3(0.0);
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const vec3 minus_one_vec3 = vec3(0.0-1.0);
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float falloffFactor(vec3 lightPos, vec3 vertPos, vec3 coeff) {
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vec3 lpv = lightPos - vertPos;
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@@ -59,7 +60,7 @@ float falloffFactor(vec3 lightPos, vec3 vertPos, vec3 coeff) {
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float spotFactor(vec3 lightPos, vec3 vertPos, vec3 lightNorm, float minCos, float spotExp) {
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vec3 lpv = normalize(lightPos - vertPos);
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vec3 nln = -one_float * lightNorm;
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vec3 nln = minus_one_vec3 * lightNorm;
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float spotCos = dot(nln, lpv);
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return spotCos <= minCos ? zero_float : pow(spotCos, spotExp);
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}
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@@ -83,7 +84,7 @@ void main() {
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// Normal vector in eye coordinates
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vec3 ecNormal = normalize(normalMatrix * normal);
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vec3 ecNormalInv = ecNormal * -one_float;
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vec3 ecNormalInv = ecNormal * minus_one_vec3;
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// Light calculations
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vec3 totalAmbient = vec3(0, 0, 0);
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@@ -108,7 +109,7 @@ void main() {
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if (isDir) {
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falloff = one_float;
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lightDir = -one_float * lightNormal[i];
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lightDir = minus_one_vec3 * lightNormal[i];
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} else {
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falloff = falloffFactor(lightPos, ecVertex, lightFalloff[i]);
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lightDir = normalize(lightPos - ecVertex);
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@@ -50,7 +50,8 @@ varying vec4 vertTexCoord;
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const float zero_float = 0.0;
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const float one_float = 1.0;
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const vec3 zero_vec3 = vec3(0);
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const vec3 zero_vec3 = vec3(0.0);
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const vec3 minus_one_vec3 = vec3(0.0-1.0);
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float falloffFactor(vec3 lightPos, vec3 vertPos, vec3 coeff) {
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vec3 lpv = lightPos - vertPos;
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@@ -62,7 +63,7 @@ float falloffFactor(vec3 lightPos, vec3 vertPos, vec3 coeff) {
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float spotFactor(vec3 lightPos, vec3 vertPos, vec3 lightNorm, float minCos, float spotExp) {
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vec3 lpv = normalize(lightPos - vertPos);
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vec3 nln = -one_float * lightNorm;
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vec3 nln = minus_one_vec3 * lightNorm;
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float spotCos = dot(nln, lpv);
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return spotCos <= minCos ? zero_float : pow(spotCos, spotExp);
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}
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@@ -86,7 +87,7 @@ void main() {
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// Normal vector in eye coordinates
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vec3 ecNormal = normalize(normalMatrix * normal);
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vec3 ecNormalInv = ecNormal * -one_float;
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vec3 ecNormalInv = ecNormal * minus_one_vec3;
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// Light calculations
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vec3 totalAmbient = vec3(0, 0, 0);
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@@ -111,7 +112,7 @@ void main() {
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if (isDir) {
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falloff = one_float;
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lightDir = -one_float * lightNormal[i];
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lightDir = minus_one_vec3 * lightNormal[i];
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} else {
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falloff = falloffFactor(lightPos, ecVertex, lightFalloff[i]);
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lightDir = normalize(lightPos - ecVertex);
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