Some cleanup
This commit is contained in:
@@ -572,9 +572,6 @@ namespace MeshShader
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}
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GLuint InstancedObjectPass1Shader::Program;
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GLuint InstancedObjectPass1Shader::attrib_orientation;
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GLuint InstancedObjectPass1Shader::attrib_origin;
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GLuint InstancedObjectPass1Shader::attrib_scale;
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GLuint InstancedObjectPass1Shader::uniform_tex;
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void InstancedObjectPass1Shader::init()
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@@ -584,9 +581,6 @@ namespace MeshShader
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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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attrib_orientation = glGetAttribLocation(Program, "Orientation");
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attrib_scale = glGetAttribLocation(Program, "Scale");
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uniform_tex = glGetUniformLocation(Program, "tex");
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if (!UserConfigParams::m_ubo_disabled)
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{
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@@ -603,9 +597,6 @@ namespace MeshShader
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}
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GLuint InstancedObjectRefPass1Shader::Program;
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GLuint InstancedObjectRefPass1Shader::attrib_orientation;
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GLuint InstancedObjectRefPass1Shader::attrib_origin;
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GLuint InstancedObjectRefPass1Shader::attrib_scale;
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GLuint InstancedObjectRefPass1Shader::uniform_tex;
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void InstancedObjectRefPass1Shader::init()
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@@ -615,9 +606,6 @@ namespace MeshShader
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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/objectref_pass1.frag").c_str());
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attrib_origin = glGetAttribLocation(Program, "Origin");
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attrib_orientation = glGetAttribLocation(Program, "Orientation");
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attrib_scale = glGetAttribLocation(Program, "Scale");
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uniform_tex = glGetUniformLocation(Program, "tex");
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if (!UserConfigParams::m_ubo_disabled)
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{
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@@ -634,9 +622,6 @@ namespace MeshShader
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}
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GLuint InstancedGrassPass1Shader::Program;
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GLuint InstancedGrassPass1Shader::attrib_origin;
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GLuint InstancedGrassPass1Shader::attrib_orientation;
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GLuint InstancedGrassPass1Shader::attrib_scale;
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GLuint InstancedGrassPass1Shader::uniform_windDir;
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GLuint InstancedGrassPass1Shader::uniform_tex;
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@@ -647,9 +632,6 @@ namespace MeshShader
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GL_VERTEX_SHADER, file_manager->getAsset("shaders/instanced_grass.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/objectref_pass1.frag").c_str());
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attrib_origin = glGetAttribLocation(Program, "Origin");
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attrib_orientation = glGetAttribLocation(Program, "Orientation");
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attrib_scale = glGetAttribLocation(Program, "Scale");
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uniform_windDir = glGetUniformLocation(Program, "windDir");
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uniform_tex = glGetUniformLocation(Program, "tex");
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if (!UserConfigParams::m_ubo_disabled)
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@@ -714,9 +696,6 @@ namespace MeshShader
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}
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GLuint InstancedObjectPass2Shader::Program;
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GLuint InstancedObjectPass2Shader::attrib_origin;
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GLuint InstancedObjectPass2Shader::attrib_orientation;
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GLuint InstancedObjectPass2Shader::attrib_scale;
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GLuint InstancedObjectPass2Shader::uniform_VP;
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GLuint InstancedObjectPass2Shader::uniform_TM;
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GLuint InstancedObjectPass2Shader::uniform_ambient;
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@@ -729,9 +708,6 @@ namespace MeshShader
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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_origin = glGetAttribLocation(Program, "Origin");
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attrib_orientation = glGetAttribLocation(Program, "Orientation");
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attrib_scale = glGetAttribLocation(Program, "Scale");
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uniform_VP = glGetUniformLocation(Program, "ViewProjectionMatrix");
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uniform_TM = glGetUniformLocation(Program, "TextureMatrix");
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GLuint uniform_Albedo = glGetUniformLocation(Program, "Albedo");
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@@ -766,9 +742,6 @@ namespace MeshShader
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}
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GLuint InstancedObjectRefPass2Shader::Program;
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GLuint InstancedObjectRefPass2Shader::attrib_origin;
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GLuint InstancedObjectRefPass2Shader::attrib_orientation;
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GLuint InstancedObjectRefPass2Shader::attrib_scale;
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GLuint InstancedObjectRefPass2Shader::uniform_VP;
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GLuint InstancedObjectRefPass2Shader::uniform_TM;
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GLuint InstancedObjectRefPass2Shader::uniform_ambient;
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@@ -781,9 +754,6 @@ namespace MeshShader
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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/objectref_pass2.frag").c_str());
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attrib_origin = glGetAttribLocation(Program, "Origin");
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attrib_orientation = glGetAttribLocation(Program, "Orientation");
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attrib_scale = glGetAttribLocation(Program, "Scale");
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uniform_VP = glGetUniformLocation(Program, "ViewProjectionMatrix");
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uniform_TM = glGetUniformLocation(Program, "TextureMatrix");
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GLuint uniform_Albedo = glGetUniformLocation(Program, "Albedo");
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@@ -1058,9 +1028,6 @@ namespace MeshShader
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}
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GLuint InstancedGrassPass2Shader::Program;
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GLuint InstancedGrassPass2Shader::attrib_origin;
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GLuint InstancedGrassPass2Shader::attrib_orientation;
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GLuint InstancedGrassPass2Shader::attrib_scale;
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GLuint InstancedGrassPass2Shader::uniform_VP;
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GLuint InstancedGrassPass2Shader::uniform_ambient;
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GLuint InstancedGrassPass2Shader::uniform_windDir;
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@@ -1077,9 +1044,6 @@ namespace MeshShader
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GL_VERTEX_SHADER, file_manager->getAsset("shaders/instanced_grass.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/grass_pass2.frag").c_str());
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attrib_origin = glGetAttribLocation(Program, "Origin");
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attrib_orientation = glGetAttribLocation(Program, "Orientation");
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attrib_scale = glGetAttribLocation(Program, "Scale");
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uniform_VP = glGetUniformLocation(Program, "ViewProjectionMatrix");
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GLuint uniform_Albedo = glGetUniformLocation(Program, "Albedo");
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GLuint uniform_DiffuseMap = glGetUniformLocation(Program, "DiffuseMap");
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@@ -1428,9 +1392,6 @@ namespace MeshShader
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}
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GLuint InstancedShadowShader::Program;
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GLuint InstancedShadowShader::attrib_origin;
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GLuint InstancedShadowShader::attrib_orientation;
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GLuint InstancedShadowShader::attrib_scale;
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void InstancedShadowShader::init()
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{
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@@ -1452,9 +1413,6 @@ namespace MeshShader
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GL_GEOMETRY_SHADER, file_manager->getAsset("shaders/shadow.geom").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/white.frag").c_str());
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}
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attrib_origin = glGetAttribLocation(Program, "Origin");
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attrib_orientation = glGetAttribLocation(Program, "Orientation");
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attrib_scale = glGetAttribLocation(Program, "Scale");
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GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
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glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
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}
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@@ -1498,9 +1456,6 @@ namespace MeshShader
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}
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GLuint InstancedRefShadowShader::Program;
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GLuint InstancedRefShadowShader::attrib_origin;
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GLuint InstancedRefShadowShader::attrib_orientation;
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GLuint InstancedRefShadowShader::attrib_scale;
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GLuint InstancedRefShadowShader::uniform_tex;
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void InstancedRefShadowShader::init()
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@@ -1523,9 +1478,6 @@ namespace MeshShader
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GL_GEOMETRY_SHADER, file_manager->getAsset("shaders/shadow.geom").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/object_unlit.frag").c_str());
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}
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attrib_origin = glGetAttribLocation(Program, "Origin");
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attrib_orientation = glGetAttribLocation(Program, "Orientation");
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attrib_scale = glGetAttribLocation(Program, "Scale");
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uniform_tex = glGetUniformLocation(Program, "tex");
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GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
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glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
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@@ -1537,9 +1489,6 @@ namespace MeshShader
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}
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GLuint GrassShadowShader::Program;
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GLuint GrassShadowShader::attrib_position;
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GLuint GrassShadowShader::attrib_texcoord;
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GLuint GrassShadowShader::attrib_color;
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GLuint GrassShadowShader::uniform_MVP;
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GLuint GrassShadowShader::uniform_tex;
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GLuint GrassShadowShader::uniform_windDir;
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@@ -1550,11 +1499,8 @@ namespace MeshShader
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Program = LoadProgram(
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GL_VERTEX_SHADER, file_manager->getAsset("shaders/grass_pass.vert").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/object_unlit.frag").c_str());
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attrib_position = glGetAttribLocation(Program, "Position");
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attrib_texcoord = glGetAttribLocation(Program, "Texcoord");
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uniform_MVP = glGetUniformLocation(Program, "ModelViewProjectionMatrix");
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uniform_tex = glGetUniformLocation(Program, "tex");
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attrib_color = glGetAttribLocation(Program, "Color");
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uniform_windDir = glGetUniformLocation(Program, "windDir");
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GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
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glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
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@@ -93,7 +93,6 @@ class InstancedObjectPass1Shader
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{
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public:
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static GLuint Program;
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static GLuint attrib_origin, attrib_orientation, attrib_scale;
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static GLuint uniform_tex;
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static void init();
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@@ -104,7 +103,6 @@ class InstancedObjectRefPass1Shader
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{
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public:
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static GLuint Program;
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static GLuint attrib_origin, attrib_orientation, attrib_scale;
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static GLuint uniform_tex;
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static void init();
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@@ -115,7 +113,6 @@ class InstancedGrassPass1Shader
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{
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public:
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static GLuint Program;
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static GLuint attrib_origin, attrib_orientation, attrib_scale;
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static GLuint uniform_windDir, uniform_tex;
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static void init();
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@@ -137,7 +134,6 @@ class InstancedObjectPass2Shader
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{
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public:
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static GLuint Program;
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static GLuint attrib_origin, attrib_orientation, attrib_scale;
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static GLuint uniform_VP, uniform_TM, uniform_ambient;
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static GLuint TU_Albedo;
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@@ -149,7 +145,6 @@ class InstancedObjectRefPass2Shader
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{
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public:
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static GLuint Program;
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static GLuint attrib_origin, attrib_orientation, attrib_scale;
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static GLuint uniform_VP, uniform_TM, uniform_ambient;
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static GLuint TU_Albedo;
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@@ -226,7 +221,6 @@ class InstancedGrassPass2Shader
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{
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public:
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static GLuint Program;
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static GLuint attrib_origin, attrib_orientation, attrib_scale;
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static GLuint uniform_VP, uniform_TM, uniform_IVM, uniform_ambient, uniform_windDir, uniform_invproj, uniform_SunDir;
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static GLuint TU_Albedo, TU_dtex;
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@@ -332,7 +326,6 @@ class InstancedShadowShader
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{
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public:
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static GLuint Program;
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static GLuint attrib_origin, attrib_orientation, attrib_scale;
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static void init();
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static void setUniforms();
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@@ -352,7 +345,6 @@ class InstancedRefShadowShader
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{
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public:
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static GLuint Program;
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static GLuint attrib_origin, attrib_orientation, attrib_scale;
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static GLuint uniform_tex;
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static void init();
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@@ -363,7 +355,6 @@ class GrassShadowShader
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{
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public:
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static GLuint Program;
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static GLuint attrib_position, attrib_texcoord, attrib_color;
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static GLuint uniform_MVP, uniform_tex, uniform_windDir;
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static void init();
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