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some gles3 code
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@@ -1,5 +1,3 @@
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#version 330
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layout(std140) uniform State
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{
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int u_alphaTest;
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@@ -72,8 +70,8 @@ vec3 DoSpotLight(Light L, vec3 V, vec3 N)
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float pcos = dot(dir, L.direction.xyz); // cos to point
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float ccos = -L.minusCosAngle;
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float falloff = (pcos-ccos)/(1.0-ccos);
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if(falloff < 0) // outside of cone
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l = 0;
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if(falloff < 0.0) // outside of cone
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l = 0.0;
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l *= max(falloff, L.hardSpot);
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return l*L.color.xyz*atten;
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}
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@@ -85,4 +83,4 @@ float DoFog(float w)
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#define DIRECTIONALS
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#define POINTLIGHTS
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#define SPOTLIGHTS
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#define SPOTLIGHTS
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@@ -1,6 +1,4 @@
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const char *header_vert_src =
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"#version 330\n"
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"layout(std140) uniform State\n"
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"{\n"
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" int u_alphaTest;\n"
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@@ -73,8 +71,8 @@ const char *header_vert_src =
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" float pcos = dot(dir, L.direction.xyz); // cos to point\n"
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" float ccos = -L.minusCosAngle;\n"
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" float falloff = (pcos-ccos)/(1.0-ccos);\n"
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" if(falloff < 0) // outside of cone\n"
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" l = 0;\n"
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" if(falloff < 0.0) // outside of cone\n"
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" l = 0.0;\n"
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" l *= max(falloff, L.hardSpot);\n"
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" return l*L.color.xyz*atten;\n"
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"}\n"
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@@ -86,4 +84,5 @@ const char *header_vert_src =
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"#define DIRECTIONALS\n"
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"#define POINTLIGHTS\n"
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"#define SPOTLIGHTS\n";
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"#define SPOTLIGHTS\n"
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;
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@@ -1,5 +1,3 @@
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#version 330
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layout(std140) uniform State
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{
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int u_alphaTest;
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@@ -53,8 +53,6 @@ const char *matfx_env_vert_src =
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"}\n"
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;
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const char *matfx_env_frag_src =
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"#version 330\n"
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"layout(std140) uniform State\n"
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"{\n"
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" int u_alphaTest;\n"
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@@ -71,6 +69,7 @@ const char *matfx_env_frag_src =
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"uniform sampler2D tex1;\n"
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"uniform float u_coefficient;\n"
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"uniform vec4 u_colorClamp;\n"
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"in vec4 v_color;\n"
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"in vec2 v_tex0;\n"
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@@ -1,5 +1,3 @@
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#version 330
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layout(std140) uniform State
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{
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int u_alphaTest;
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@@ -1,6 +1,4 @@
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const char *simple_frag_src =
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"#version 330\n"
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"layout(std140) uniform State\n"
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"{\n"
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" int u_alphaTest;\n"
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