Fixed advanced lighting on android
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b0c0af8c46
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3a9b2b9872
@ -1,8 +1,13 @@
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uniform sampler2D ntex;
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uniform sampler2D dtex;
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#ifdef GL_ES
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layout (location = 0) out vec4 Diff;
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layout (location = 1) out vec4 Spec;
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#else
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out vec4 Diff;
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out vec4 Spec;
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#endif
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#stk_include "utils/decodeNormal.frag"
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#stk_include "utils/getPosFromUVDepth.frag"
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@ -1,7 +1,12 @@
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uniform sampler2D ntex;
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#ifdef GL_ES
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layout (location = 0) out vec4 Diff;
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layout (location = 1) out vec4 Spec;
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#else
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out vec4 Diff;
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out vec4 Spec;
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#endif
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#stk_include "utils/decodeNormal.frag"
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#stk_include "utils/getPosFromUVDepth.frag"
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@ -6,8 +6,13 @@ flat in float energy;
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flat in vec3 col;
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flat in float radius;
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#ifdef GL_ES
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layout (location = 0) out vec4 Diff;
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layout (location = 1) out vec4 Spec;
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#else
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out vec4 Diff;
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out vec4 Spec;
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#endif
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#stk_include "utils/decodeNormal.frag"
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#stk_include "utils/SpecularBRDF.frag"
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@ -1,8 +1,13 @@
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uniform sampler2D ntex;
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uniform sampler2D dtex;
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#ifdef GL_ES
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layout (location = 0) out vec4 Diff;
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layout (location = 1) out vec4 Spec;
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#else
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out vec4 Diff;
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out vec4 Spec;
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#endif
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#stk_include "utils/decodeNormal.frag"
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#stk_include "utils/SpecularBRDF.frag"
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@ -9,8 +9,13 @@ uniform float splitmax;
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uniform float shadow_res;
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in vec2 uv;
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#ifdef GL_ES
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layout (location = 0) out vec4 Diff;
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layout (location = 1) out vec4 Spec;
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#else
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out vec4 Diff;
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out vec4 Spec;
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#endif
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#stk_include "utils/decodeNormal.frag"
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#stk_include "utils/SpecularBRDF.frag"
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@ -8,8 +8,13 @@ uniform float split2;
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uniform float splitmax;
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in vec2 uv;
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#ifdef GL_ES
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layout (location = 0) out vec4 Diff;
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layout (location = 1) out vec4 Spec;
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#else
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out vec4 Diff;
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out vec4 Spec;
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#endif
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#stk_include "utils/decodeNormal.frag"
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#stk_include "utils/SpecularBRDF.frag"
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