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Simplify vertex_shader.
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b353028969
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36
Shaders.h
36
Shaders.h
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@ -62,6 +62,20 @@ static const char* vertex_shader =
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"out float vNumLights; \n"
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"out float vFogFragCoord; \n"
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#endif
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"mediump vec2 calcTexCoord(in vec2 texCoord, in int idx) \n"
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"{ \n"
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" vec2 texCoordOut = texCoord*uCacheShiftScale[idx]; \n"
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" if (uCacheFrameBuffer[idx] != 0) { \n"
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" if (uTexMask[idx] != vec2(0.0, 0.0)) \n"
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" texCoordOut -= mod(uTexOffset[idx], uTexMask[idx]); \n"
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" else \n"
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" texCoordOut -= uTexOffset[idx]; \n"
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" texCoordOut.t = -texCoordOut.t; \n"
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" } else \n"
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" texCoordOut -= uTexOffset[idx]; \n"
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" return (uCacheOffset[idx] + texCoordOut)* uCacheScale[idx];\n"
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"} \n"
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" \n"
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"void main() \n"
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"{ \n"
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" gl_Position = aPosition; \n"
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@ -71,26 +85,8 @@ static const char* vertex_shader =
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" vec2 texCoord = aTexCoord0; \n"
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" texCoord *= uTexScale; \n"
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" if (uTexturePersp == 0) texCoord *= 0.5; \n"
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" vec2 texCoord0 = texCoord*uCacheShiftScale[0]; \n"
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" if (uCacheFrameBuffer[0] != 0) { \n"
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" if (uTexMask[0] != vec2(0.0, 0.0)) \n"
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" texCoord0 -= mod(uTexOffset[0], uTexMask[0]); \n"
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" else \n"
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" texCoord0 -= uTexOffset[0]; \n"
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" texCoord0.t = -texCoord0.t; \n"
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" } else \n"
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" texCoord0 -= uTexOffset[0]; \n"
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" vTexCoord0 = (uCacheOffset[0] + texCoord0)* uCacheScale[0];\n"
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" vec2 texCoord1 = texCoord*uCacheShiftScale[1]; \n"
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" if (uCacheFrameBuffer[1] != 0) { \n"
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" if (uTexMask[1] != vec2(0.0, 0.0)) \n"
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" texCoord1 -= mod(uTexOffset[1], uTexMask[1]); \n"
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" else \n"
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" texCoord1 -= uTexOffset[1]; \n"
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" texCoord1.t = -texCoord1.t; \n"
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" } else \n"
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" texCoord1 -= uTexOffset[1]; \n"
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" vTexCoord1 = (uCacheOffset[1] + texCoord1)* uCacheScale[1];\n"
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" vTexCoord0 = calcTexCoord(texCoord, 0); \n"
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" vTexCoord1 = calcTexCoord(texCoord, 1); \n"
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" vLodTexCoord = texCoord * uCacheShiftScale[0]; \n"
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" vNumLights = aNumLights; \n"
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" switch (uFogMode) { \n"
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