Merge instanced_object_pass vertex shaders.
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5dd2d28134
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@ -6,7 +6,10 @@ in vec3 Orientation;
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in vec3 Position;
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in vec3 Normal;
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in vec2 Texcoord;
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out vec3 nor;
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out vec2 uv;
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void main(void)
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{
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@ -15,4 +18,5 @@ void main(void)
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mat4 TransposeInverseModelView = transpose(inverse(ViewMatrix * ModelMatrix));
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gl_Position = ViewProjectionMatrix * ModelMatrix * vec4(Position, 1.);
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nor = (TransposeInverseModelView * vec4(Normal, 0.)).xyz;
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uv = Texcoord;
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}
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@ -1,23 +0,0 @@
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uniform mat4 ViewProjectionMatrix;
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uniform mat4 TextureMatrix =
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mat4(1., 0., 0., 0.,
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0., 1., 0., 0.,
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0., 0., 1., 0.,
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0., 0., 0., 1.);
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in vec3 Origin;
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in vec3 Position;
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in vec2 Texcoord;
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out vec2 uv;
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void main(void)
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{
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mat4 ModelMatrix = mat4(1.);
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ModelMatrix[3].xyz += Origin;
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uv = (TextureMatrix * vec4(Texcoord, 1., 1.)).xy;
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gl_Position = ViewProjectionMatrix * ModelMatrix * vec4(Position, 1.);
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}
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@ -512,7 +512,7 @@ namespace MeshShader
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void InstancedObjectPass1Shader::init()
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{
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Program = LoadProgram(
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GL_VERTEX_SHADER, file_manager->getAsset("shaders/instanced_object_pass1.vert").c_str(),
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GL_VERTEX_SHADER, file_manager->getAsset("shaders/instanced_object_pass.vert").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/encode_normal.frag").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/object_pass1.frag").c_str());
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attrib_origin = glGetAttribLocation(Program, "Origin");
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@ -587,7 +587,7 @@ namespace MeshShader
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void InstancedObjectPass2Shader::init()
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{
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Program = LoadProgram(
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GL_VERTEX_SHADER, file_manager->getAsset("shaders/instanced_object_pass2.vert").c_str(),
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GL_VERTEX_SHADER, file_manager->getAsset("shaders/instanced_object_pass.vert").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getLightFactor.frag").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/object_pass2.frag").c_str());
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attrib_position = glGetAttribLocation(Program, "Position");
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