Forget a shader + remove shader output
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58c094917e
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09d0c2eef5
@ -2,24 +2,6 @@ uniform sampler2D DiffuseMap;
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uniform sampler2D SpecularMap;
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uniform sampler2D SpecularMap;
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uniform sampler2D SSAO;
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uniform sampler2D SSAO;
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#ifdef UBO_DISABLED
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uniform mat4 ViewMatrix;
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uniform mat4 ProjectionMatrix;
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uniform mat4 InverseViewMatrix;
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uniform mat4 InverseProjectionMatrix;
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uniform vec2 screen;
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#else
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layout (std140) uniform MatrixesData
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{
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mat4 ViewMatrix;
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mat4 ProjectionMatrix;
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mat4 InverseViewMatrix;
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mat4 InverseProjectionMatrix;
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mat4 ShadowViewProjMatrixes[4];
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vec2 screen;
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};
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#endif
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vec3 getLightFactor(float specMapValue)
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vec3 getLightFactor(float specMapValue)
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{
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{
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vec2 tc = gl_FragCoord.xy / screen;
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vec2 tc = gl_FragCoord.xy / screen;
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@ -301,7 +301,6 @@ GLuint LoadShader(const char * file, unsigned type)
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ErrorMessage[0]=0;
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ErrorMessage[0]=0;
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glGetShaderInfoLog(Id, InfoLogLength, NULL, ErrorMessage);
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glGetShaderInfoLog(Id, InfoLogLength, NULL, ErrorMessage);
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Log::error("GLWrap", ErrorMessage);
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Log::error("GLWrap", ErrorMessage);
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Log::error("GLWrap", Code.c_str());
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delete[] ErrorMessage;
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delete[] ErrorMessage;
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}
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}
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