Merge grass_pass*.vert
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@@ -1,20 +0,0 @@
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uniform vec3 windDir;
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uniform mat4 ModelViewProjectionMatrix;
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#if __VERSION__ >= 130
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in vec3 Position;
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in vec2 Texcoord;
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in vec4 Color;
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out vec2 uv;
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#else
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attribute vec3 Position;
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attribute vec2 Texcoord;
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attribute vec4 Color;
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varying vec2 uv;
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#endif
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void main()
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{
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uv = Texcoord;
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gl_Position = ModelViewProjectionMatrix * vec4(Position + windDir * Color.r, 1.);
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}
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@@ -458,7 +458,7 @@ namespace MeshShader
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void GrassPass1Shader::init()
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{
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Program = LoadProgram(
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GL_VERTEX_SHADER, file_manager->getAsset("shaders/grass_pass1.vert").c_str(),
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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/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_position = glGetAttribLocation(Program, "Position");
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@@ -984,7 +984,7 @@ namespace MeshShader
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void GrassPass2Shader::init()
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{
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Program = LoadProgram(
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GL_VERTEX_SHADER, file_manager->getAsset("shaders/grass_pass1.vert").c_str(),
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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/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_position = glGetAttribLocation(Program, "Position");
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@@ -1561,7 +1561,7 @@ namespace MeshShader
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void GrassShadowShader::init()
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{
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Program = LoadProgram(
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GL_VERTEX_SHADER, file_manager->getAsset("shaders/grass_pass1.vert").c_str(),
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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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