Add compatibility keyword on and remove some unused shaders
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@ -1,32 +0,0 @@
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#version 330
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uniform sampler2D tex;
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uniform sampler2D lighttex;
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uniform int hastex;
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uniform int haslightmap;
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noperspective in vec3 nor;
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in vec4 color;
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in vec2 uv0;
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in vec2 uv1;
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out vec4 Albedo;
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out vec4 NormalDepth;
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out vec4 Specular;
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void main() {
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vec4 light = vec4(1.0);
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vec4 col;
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if (haslightmap != 0) {
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light = texture(lighttex, uv1);
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}
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if (hastex != 0)
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col = texture(tex, uv0) * light;
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else
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col = color;
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Albedo = vec4(col.xyz, 1.);
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NormalDepth = vec4(0.5 * normalize(nor) + 0.5, gl_FragCoord.z);
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Specular = vec4(1. - col.a);
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}
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@ -1,19 +0,0 @@
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#version 330
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uniform mat4 ModelViewProjectionMatrix;
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uniform mat4 TransposeInverseModelView;
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uniform mat4 TextureMatrix0;
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uniform mat4 TextureMatrix1;
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noperspective out vec3 nor;
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out vec4 color;
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out vec2 uv0;
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out vec2 uv1;
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void main() {
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nor = (TransposeInverseModelView * vec4(gl_Normal, 1.)).xyz;
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uv0 = (gl_TextureMatrix[0] * gl_MultiTexCoord0).st;
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uv1 = (gl_TextureMatrix[1] * gl_MultiTexCoord1).st;
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gl_Position = ModelViewProjectionMatrix * gl_Vertex;
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color = gl_Color;
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}
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@ -1,4 +1,4 @@
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#version 330
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#version 330 compatibility
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uniform sampler2D tex;
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uniform sampler2D normals_and_depth;
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uniform mat4 invproj;
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@ -1,4 +1,4 @@
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#version 330
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#version 330 compatibility
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uniform float screenw;
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void main()
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@ -1,4 +1,4 @@
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#version 330
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#version 330 compatibility
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uniform float time;
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uniform vec3 campos;
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uniform mat4 viewm;
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@ -119,7 +119,7 @@ void Shaders::loadShaders()
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m_shaders[ES_WATER_SURFACE] = glsl(dir + "water.vert", dir + "pass.frag",
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m_callbacks[ES_WATER]);
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m_shaders[ES_SPHERE_MAP] = glsl_noinput(dir + "objectpass.vert", dir + "objectpass_spheremap.frag");
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m_shaders[ES_SPHERE_MAP] = glsl_noinput(std::string(""), dir + "objectpass_spheremap.frag");
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m_shaders[ES_GRASS] = glslmat(std::string(""), dir + "pass.frag",
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m_callbacks[ES_GRASS], EMT_TRANSPARENT_ALPHA_CHANNEL);
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@ -146,10 +146,10 @@ void Shaders::loadShaders()
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m_shaders[ES_COLORIZE] = glslmat(std::string(""), dir + "colorize.frag",
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m_callbacks[ES_COLORIZE], EMT_SOLID);
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m_shaders[ES_OBJECTPASS] = glsl_noinput(dir + "objectpass.vert", dir + "objectpass.frag");
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m_shaders[ES_OBJECT_UNLIT] = glsl_noinput(dir + "objectpass.vert", dir + "objectpass.frag");
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m_shaders[ES_OBJECTPASS_REF] = glsl_noinput(dir + "objectpass.vert", dir + "objectpass_ref.frag");
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m_shaders[ES_OBJECTPASS_RIMLIT] = glsl_noinput(dir + "objectpass_rimlit.vert", dir + "objectpass_rimlit.frag");
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m_shaders[ES_OBJECTPASS] = glsl_noinput(dir + "pass.vert", dir + "pass.frag");
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m_shaders[ES_OBJECT_UNLIT] = glsl_noinput(dir + "pass.vert", dir + "pass.frag");
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m_shaders[ES_OBJECTPASS_REF] = glsl_noinput(dir + "pass.vert", dir + "pass.frag");
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m_shaders[ES_OBJECTPASS_RIMLIT] = glsl_noinput(dir + "pass.vert", dir + "pass.frag");
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m_shaders[ES_SUNLIGHT] = glsl_noinput(std::string(""), dir + "sunlight.frag");
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