Remove some ifdef
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711fb8211a
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d71ea71e35
@ -1,19 +1,3 @@
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#ifdef Use_Bindless_Texture
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flat in sampler2D tex_layer_0;
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flat in sampler2D tex_layer_2;
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#else
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// spm layer 1 texture
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uniform sampler2D tex_layer_0;
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// gloss map
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uniform sampler2D tex_layer_2;
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#endif
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#ifdef Use_Array_Texture
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uniform sampler2DArray tex_array;
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flat in float array_0;
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flat in float array_2;
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#endif
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flat in float hue_change;
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in vec4 color;
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@ -26,16 +10,11 @@ layout(location = 2) out vec2 o_gloss_map;
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#stk_include "utils/encode_normal.frag"
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#stk_include "utils/rgb_conversion.frag"
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#stk_include "utils/sp_texture_sampling.frag"
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void main(void)
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{
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#ifdef Use_Array_Texture
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vec4 col = texture(tex_array, vec3(uv, array_0));
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#else
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vec4 col = texture(tex_layer_0, uv);
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#endif
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vec4 col = sampleTextureSlot0(uv);
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if (col.a * color.a < 0.5)
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{
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discard;
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@ -61,16 +40,9 @@ void main(void)
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o_diffuse_color = vec4(final_color, 1.0);
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#if defined(Advanced_Lighting_Enabled)
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#ifdef Use_Array_Texture
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vec4 layer_2 = texture(tex_array, vec3(uv, array_2));
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#else
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vec4 layer_2 = texture(tex_layer_2, uv);
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#endif
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vec4 layer_2 = sampleTextureSlot2(uv);
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o_normal_depth.xy = 0.5 * EncodeNormal(normalize(normal)) + 0.5;
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o_normal_depth.z = layer_2.x;
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o_gloss_map = layer_2.yz;
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#endif
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}
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@ -1,23 +1,3 @@
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#ifdef Use_Bindless_Texture
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flat in sampler2D tex_layer_0;
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flat in sampler2D tex_layer_1;
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flat in sampler2D tex_layer_2;
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#else
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// spm layer 1 texture
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uniform sampler2D tex_layer_0;
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// spm layer 1 texture
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uniform sampler2D tex_layer_1;
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// gloss map
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uniform sampler2D tex_layer_2;
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#endif
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#ifdef Use_Array_Texture
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uniform sampler2DArray tex_array;
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flat in float array_0;
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flat in float array_1;
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flat in float array_2;
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#endif
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in vec3 normal;
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in vec2 uv;
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in vec2 uv_two;
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@ -27,17 +7,12 @@ layout(location = 1) out vec3 o_normal_depth;
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layout(location = 2) out vec2 o_gloss_map;
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#stk_include "utils/encode_normal.frag"
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#stk_include "utils/sp_texture_sampling.frag"
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void main(void)
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{
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#ifdef Use_Array_Texture
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vec4 color = texture(tex_array, vec3(uv, array_0));
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vec4 layer_two_tex = texture(tex_array, vec3(uv_two, array_1));
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#else
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vec4 color = texture(tex_layer_0, uv);
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vec4 layer_two_tex = texture(tex_layer_1, uv_two);
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#endif
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vec4 color = sampleTextureSlot0(uv);
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vec4 layer_two_tex = sampleTextureSlot1(uv_two);
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layer_two_tex.rgb = layer_two_tex.a * layer_two_tex.rgb;
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vec3 final_color = layer_two_tex.rgb + color.rgb * (1.0 - layer_two_tex.a);
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@ -51,17 +26,9 @@ void main(void)
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o_diffuse_color = vec4(final_color, 1.0);
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#if defined(Advanced_Lighting_Enabled)
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#ifdef Use_Array_Texture
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vec4 layer_2 = texture(tex_array, vec3(uv, array_2));
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#else
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vec4 layer_2 = texture(tex_layer_2, uv);
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#endif
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vec4 layer_2 = sampleTextureSlot2(uv);
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o_normal_depth.xy = 0.5 * EncodeNormal(normalize(normal)) + 0.5;
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o_normal_depth.z = layer_2.x;
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o_gloss_map = layer_2.yz;
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#endif
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}
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@ -2,24 +2,14 @@ uniform sampler2D displacement_tex;
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uniform sampler2D mask_tex;
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uniform sampler2D color_tex;
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#ifdef Use_Bindless_Texture
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flat in sampler2D tex_layer_0;
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#else
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// spm layer 1 texture
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uniform sampler2D tex_layer_0;
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#endif
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#ifdef Use_Array_Texture
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uniform sampler2DArray tex_array;
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flat in float array_0;
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#endif
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#stk_include "utils/sp_texture_sampling.frag"
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uniform vec4 direction;
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in vec2 uv;
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in float camdist;
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out vec4 o_frag_color;
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out vec4 o_diffuse_color;
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const float maxlen = 0.02;
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@ -51,13 +41,7 @@ void main()
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tc += (mask < 1.) ? vec2(0.) : shift;
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vec4 col = texture(color_tex, tc);
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#ifdef Use_Array_Texture
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vec4 blend_tex = texture(tex_array, vec3(uv, array_0));
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#else
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vec4 blend_tex = texture(tex_layer_0, uv);
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#endif
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vec4 blend_tex = sampleTextureSlot0(uv);
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col.rgb = blend_tex.rgb * blend_tex.a + (1. - blend_tex.a) * col.rgb;
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o_frag_color = vec4(col.rgb, 1.);
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o_diffuse_color = vec4(col.rgb, 1.);
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}
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@ -1,15 +1,3 @@
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#ifdef Use_Bindless_Texture
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flat in sampler2D tex_layer_0;
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#else
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// spm layer 1 texture
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uniform sampler2D tex_layer_0;
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#endif
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#ifdef Use_Array_Texture
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uniform sampler2DArray tex_array;
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flat in float array_0;
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#endif
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uniform float custom_alpha;
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flat in float hue_change;
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@ -19,16 +7,11 @@ in vec4 color;
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out vec4 o_diffuse_color;
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#stk_include "utils/rgb_conversion.frag"
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#stk_include "utils/sp_texture_sampling.frag"
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void main()
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{
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#ifdef Use_Array_Texture
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vec4 col = texture(tex_array, vec3(uv, array_0));
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#else
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vec4 col = texture(tex_layer_0, uv);
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#endif
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vec4 col = sampleTextureSlot0(uv);
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if (hue_change > 0.0)
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{
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float mask = col.a;
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@ -37,8 +37,10 @@ void main(void)
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#endif
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o_diffuse_color = vec4(final_color, 1.0);
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#if defined(Advanced_Lighting_Enabled)
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vec4 layer_2 = sampleTextureSlot2(uv);
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o_normal_depth.xy = 0.5 * EncodeNormal(normalize(normal)) + 0.5;
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o_normal_depth.z = layer_2.x;
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o_gloss_map = 0.1 * layer_2.yz;
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#endif
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}
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@ -43,6 +43,7 @@ void main()
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#endif
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o_diffuse_color = vec4(final_color, 1.0);
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#if defined(Advanced_Lighting_Enabled)
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vec4 layer_3 = sampleTextureSlot3(uv);
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vec3 tangent_space_normal = 2.0 * layer_3.xyz - 1.0;
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vec3 frag_tangent = normalize(tangent);
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@ -55,4 +56,5 @@ void main()
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o_normal_depth.xy = 0.5 * EncodeNormal(normalize(world_normal)) + 0.5;
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o_normal_depth.z = layer_2.x;
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o_gloss_map = layer_2.yz;
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#endif
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}
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@ -1,7 +0,0 @@
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out vec4 o_frag_color;
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void main()
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{
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o_frag_color = vec4(exp(32.0 * (2.0 * gl_FragCoord.z - 1.) /
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gl_FragCoord.w));
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}
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@ -1,27 +1,11 @@
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#ifdef Use_Bindless_Texture
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flat in sampler2D tex_layer_0;
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#else
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// spm layer 1 texture
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uniform sampler2D tex_layer_0;
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#endif
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#ifdef Use_Array_Texture
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uniform sampler2DArray tex_array;
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flat in float array_0;
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#endif
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#stk_include "utils/sp_texture_sampling.frag"
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in vec2 uv;
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out vec4 o_frag_color;
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void main(void)
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{
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#ifdef Use_Array_Texture
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vec4 col = texture(tex_array, vec3(uv, array_0));
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#else
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vec4 col = texture(tex_layer_0, uv);
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#endif
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vec4 col = sampleTextureSlot0(uv);
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if (col.a < 0.5)
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{
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discard;
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@ -41,8 +41,10 @@ void main(void)
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#endif
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o_diffuse_color = vec4(final_color, 1.0);
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#if defined(Advanced_Lighting_Enabled)
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vec4 layer_2 = sampleTextureSlot2(uv);
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o_normal_depth.xy = 0.5 * EncodeNormal(normalize(normal)) + 0.5;
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o_normal_depth.z = layer_2.x;
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o_gloss_map = layer_2.yz;
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#endif
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}
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@ -1,15 +1,3 @@
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#ifdef Use_Bindless_Texture
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flat in sampler2D tex_layer_0;
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#else
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// spm layer 1 texture
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uniform sampler2D tex_layer_0;
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#endif
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#ifdef Use_Array_Texture
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uniform sampler2DArray tex_array;
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flat in float array_0;
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#endif
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uniform int fog_enabled;
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uniform float custom_alpha;
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@ -17,15 +5,11 @@ in vec2 uv;
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in vec4 color;
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out vec4 o_diffuse_color;
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#stk_include "utils/sp_texture_sampling.frag"
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void main()
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{
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#ifdef Use_Array_Texture
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vec4 diffusecolor = texture(tex_array, vec3(uv, array_0));
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#else
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vec4 diffusecolor = texture(tex_layer_0, uv);
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#endif
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vec4 diffusecolor = sampleTextureSlot0(uv);
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vec4 finalcolor = vec4(0.);
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if (fog_enabled == 0)
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{
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@ -1,16 +1,3 @@
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#ifdef Use_Bindless_Texture
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flat in sampler2D tex_layer_0;
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#else
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// spm layer 1 texture
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uniform sampler2D tex_layer_0;
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#endif
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#ifdef Use_Array_Texture
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uniform sampler2DArray tex_array;
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flat in float array_0;
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flat in float array_2;
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#endif
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in vec4 color;
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in vec3 normal;
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in vec2 uv;
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@ -20,17 +7,11 @@ layout(location = 1) out vec3 o_normal_depth;
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layout(location = 2) out vec2 o_gloss_map;
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#stk_include "utils/encode_normal.frag"
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#stk_include "utils/rgb_conversion.frag"
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#stk_include "utils/sp_texture_sampling.frag"
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void main(void)
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{
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#ifdef Use_Array_Texture
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vec4 col = texture(tex_array, vec3(uv, array_0));
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#else
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vec4 col = texture(tex_layer_0, uv);
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#endif
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vec4 col = sampleTextureSlot0(uv);
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if (col.a < 0.5)
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{
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discard;
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