More shaders converted.
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@@ -772,7 +772,8 @@ namespace MeshShader
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GL_FRAGMENT_SHADER, "utils/encode_normal.frag",
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GL_FRAGMENT_SHADER, "objectref_pass1.frag");
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assignUniforms("ModelMatrix", "InverseModelMatrix", "TextureMatrix");
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assignSamplerNames(m_program, 0, "tex", 1, "glosstex");
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assignSamplerNames(m_program, 0, "tex", ST_TRILINEAR_ANISOTROPIC_FILTERED,
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1, "glosstex",ST_TRILINEAR_ANISOTROPIC_FILTERED);
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}
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GrassPass1Shader::GrassPass1Shader()
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@@ -782,7 +783,8 @@ namespace MeshShader
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GL_FRAGMENT_SHADER, "utils/encode_normal.frag",
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GL_FRAGMENT_SHADER, "objectref_pass1.frag");
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assignUniforms("ModelMatrix", "InverseModelMatrix", "windDir");
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assignSamplerNames(m_program, 0, "tex", 1, "glosstex");
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assignSamplerNames(m_program, 0, "tex", ST_TRILINEAR_ANISOTROPIC_FILTERED,
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1, "glosstex", ST_TRILINEAR_ANISOTROPIC_FILTERED);
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}
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NormalMapShader::NormalMapShader()
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@@ -792,7 +794,8 @@ namespace MeshShader
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GL_FRAGMENT_SHADER, "utils/encode_normal.frag",
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GL_FRAGMENT_SHADER, "normalmap.frag");
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assignUniforms("ModelMatrix", "InverseModelMatrix");
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assignSamplerNames(m_program, 1, "normalMap", 0, "DiffuseForAlpha");
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assignSamplerNames(m_program, 1, "normalMap", ST_TRILINEAR_ANISOTROPIC_FILTERED,
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0, "DiffuseForAlpha", ST_TRILINEAR_ANISOTROPIC_FILTERED);
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}
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InstancedObjectPass1Shader::InstancedObjectPass1Shader()
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@@ -804,7 +807,7 @@ namespace MeshShader
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GL_FRAGMENT_SHADER, "instanced_object_pass1.frag");
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assignUniforms();
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assignSamplerNames(m_program, 0, "glosstex");
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assignSamplerNames(m_program, 0, "glosstex", ST_TRILINEAR_ANISOTROPIC_FILTERED);
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}
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InstancedObjectRefPass1Shader::InstancedObjectRefPass1Shader()
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@@ -816,7 +819,8 @@ namespace MeshShader
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GL_FRAGMENT_SHADER, "instanced_objectref_pass1.frag");
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assignUniforms();
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assignSamplerNames(m_program, 0, "tex", 1, "glosstex");
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assignSamplerNames(m_program, 0, "tex", ST_TRILINEAR_ANISOTROPIC_FILTERED,
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1, "glosstex", ST_TRILINEAR_ANISOTROPIC_FILTERED);
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}
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InstancedGrassPass1Shader::InstancedGrassPass1Shader()
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@@ -69,31 +69,35 @@ public:
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};
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class ObjectRefPass1Shader : public Shader<ObjectRefPass1Shader, core::matrix4, core::matrix4, core::matrix4>,
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public TextureRead<Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered>
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public TextureReadNew<ST_TRILINEAR_ANISOTROPIC_FILTERED, ST_TRILINEAR_ANISOTROPIC_FILTERED>
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{
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public:
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ObjectRefPass1Shader();
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};
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class GrassPass1Shader : public Shader<GrassPass1Shader, core::matrix4, core::matrix4, core::vector3df>, public TextureRead<Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered>
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class GrassPass1Shader : public Shader<GrassPass1Shader, core::matrix4, core::matrix4, core::vector3df>,
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public TextureReadNew<ST_TRILINEAR_ANISOTROPIC_FILTERED, ST_TRILINEAR_ANISOTROPIC_FILTERED>
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{
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public:
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GrassPass1Shader();
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};
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class NormalMapShader : public Shader<NormalMapShader, core::matrix4, core::matrix4>, public TextureRead<Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered>
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class NormalMapShader : public Shader<NormalMapShader, core::matrix4, core::matrix4>,
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public TextureReadNew<ST_TRILINEAR_ANISOTROPIC_FILTERED, ST_TRILINEAR_ANISOTROPIC_FILTERED>
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{
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public:
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NormalMapShader();
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};
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class InstancedObjectPass1Shader : public Shader<InstancedObjectPass1Shader>, public TextureRead<Trilinear_Anisotropic_Filtered>
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class InstancedObjectPass1Shader : public Shader<InstancedObjectPass1Shader>,
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public TextureReadNew<ST_TRILINEAR_ANISOTROPIC_FILTERED>
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{
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public:
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InstancedObjectPass1Shader();
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};
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class InstancedObjectRefPass1Shader : public Shader<InstancedObjectRefPass1Shader>, public TextureRead<Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered>
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class InstancedObjectRefPass1Shader : public Shader<InstancedObjectRefPass1Shader>,
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public TextureReadNew<ST_TRILINEAR_ANISOTROPIC_FILTERED, ST_TRILINEAR_ANISOTROPIC_FILTERED>
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{
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public:
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InstancedObjectRefPass1Shader();
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