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-Added triplanar mapping modes
-Some fixes to shader lang
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fdcac7be02
commit
84de71872f
7 changed files with 296 additions and 85 deletions
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@ -275,6 +275,19 @@ void main() {
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highp mat4 modelview = camera_inverse_matrix * world_matrix;
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highp mat4 local_projection = projection_matrix;
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//using world coordinates
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#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED)
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vertex = world_matrix * vertex;
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normal = normalize((world_matrix * vec4(normal,0.0)).xyz);
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#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
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tangent = normalize((world_matrix * vec4(tangent,0.0)).xyz);
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binormal = normalize((world_matrix * vec4(binormal,0.0)).xyz);
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#endif
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#endif
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//defines that make writing custom shaders easier
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#define projection_matrix local_projection
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#define world_transform world_matrix
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@ -286,29 +299,42 @@ VERTEX_SHADER_CODE
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#if !defined(SKIP_TRANSFORM_USED)
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//using local coordinates (default)
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#if !defined(SKIP_TRANSFORM_USED) && !defined(VERTEX_WORLD_COORDS_USED)
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vertex = modelview * vertex;
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normal = normalize((modelview * vec4(normal,0.0)).xyz);
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#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
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tangent = normalize((modelview * vec4(tangent,0.0)).xyz);
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binormal = normalize((modelview * vec4(binormal,0.0)).xyz);
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#endif
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#endif
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//using world coordinates
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#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED)
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vertex = camera_inverse_matrix * vertex;
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normal = normalize((camera_inverse_matrix * vec4(normal,0.0)).xyz);
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#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
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tangent = normalize((camera_inverse_matrix * vec4(tangent,0.0)).xyz);
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binormal = normalize((camera_inverse_matrix * vec4(binormal,0.0)).xyz);
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#endif
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#endif
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vertex_interp = vertex.xyz;
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normal_interp = normal;
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#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
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#if !defined(SKIP_TRANSFORM_USED)
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tangent = normalize((modelview * vec4(tangent,0.0)).xyz);
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binormal = normalize((modelview * vec4(binormal,0.0)).xyz);
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#endif
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tangent_interp = tangent;
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binormal_interp = binormal;
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#endif
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#ifdef RENDER_DEPTH
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