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@@ -1,8 +1,6 @@
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#version 430
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uniform mat4 M;
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uniform mat4 V;
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uniform mat4 P;
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uniform mat4 PVM;
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layout(location = 0) in vec3 Position;
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layout(location = 5) in vec4 BoneIndices;
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@@ -15,7 +13,7 @@ out VertexData{
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void main()
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{
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gl_Position = P * V * M * vec4(Position, 1.0);
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gl_Position = PVM * vec4(Position, 1.0);
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Output.Position = Position;
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}
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@@ -1,8 +1,6 @@
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#version 430
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uniform mat4 M;
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uniform mat4 V;
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uniform mat4 P;
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uniform mat4 PVM;
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uniform mat4 Bones[100];
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@@ -27,7 +25,7 @@ void main()
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+ BoneWeights[3] * Bones[int(BoneIndices[3])];
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}
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gl_Position = P*V*M*boneTransform * vec4(Position, 1.0);
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gl_Position = PVM*boneTransform * vec4(Position, 1.0);
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Output.Position = vec3(0.0);
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}
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@@ -2,6 +2,7 @@
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#define MIN_AMBIENT_LIGHT 0.3
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uniform mat4 VM;
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uniform mat4 M;
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uniform mat4 V;
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uniform mat4 P;
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@@ -11,7 +12,7 @@ uniform vec2 ScreenDimensions;
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uniform vec4 FillColor;
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uniform vec4 AmbientColor;
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uniform float FillPercentage;
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uniform float GlowIntensity = 10;
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uniform float GlowIntensity;
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uniform vec3 CameraPosition;
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uniform int SSAOQuality;
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@@ -131,7 +132,7 @@ void main()
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vec4 diffuseTexel = texture2D(DiffuseTexture, Input.TextureCoordinate * DiffuseUVRepeat);
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vec4 glowTexel = texture2D(GlowMapTexture, Input.TextureCoordinate * GlowUVRepeat);
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vec4 specularTexel = texture2D(SpecularMapTexture, Input.TextureCoordinate * SpecularUVRepeat);
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vec4 position = V * M * vec4(Input.Position, 1.0);
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vec4 position = VM * vec4(Input.Position, 1.0);
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vec4 normal = V * CalcNormalMappedValue(Input.Normal, Input.Tangent, Input.BiTangent, Input.TextureCoordinate * NormalUVRepeat, NormalMapTexture);
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normal = normalize(normal);
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//vec4 normal = normalize(V * vec4(Input.Normal, 0.0));
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@@ -1,5 +1,6 @@
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#version 430
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uniform mat4 PVM;
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uniform mat4 TIM;
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uniform mat4 M;
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uniform mat4 V;
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uniform mat4 P;
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@@ -22,8 +23,8 @@ out VertexData{
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void main()
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{
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gl_Position = P*V*M * vec4(Position, 1.0);
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mat4 TIM = transpose(inverse(M));
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gl_Position = PVM * vec4(Position, 1.0);
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//mat4 TIM = transpose(inverse(M));
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Output.Position = Position;
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Output.TextureCoordinate = TextureCoords;
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Output.Normal = vec3(TIM * vec4(Normal, 0.0));
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@@ -2,6 +2,7 @@
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#define MIN_AMBIENT_LIGHT 0.3
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uniform mat4 VM;
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uniform mat4 M;
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uniform mat4 V;
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uniform mat4 P;
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@@ -11,7 +12,7 @@ uniform vec2 ScreenDimensions;
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uniform vec4 FillColor;
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uniform vec4 AmbientColor;
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uniform float FillPercentage;
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uniform float GlowIntensity = 10;
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uniform float GlowIntensity;
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uniform vec3 CameraPosition;
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uniform int SSAOQuality;
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@@ -138,7 +139,7 @@ void main()
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vec4 diffuseTexel = texture2D(DiffuseTexture, Input.TextureCoordinate * DiffuseUVRepeat);
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vec4 glowTexel = texture2D(GlowMapTexture, Input.TextureCoordinate * GlowUVRepeat);
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vec4 specularTexel = texture2D(SpecularMapTexture, Input.TextureCoordinate * SpecularUVRepeat);
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vec4 position = V * M * vec4(Input.Position, 1.0);
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vec4 position = VM * vec4(Input.Position, 1.0);
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vec4 normal = V * CalcNormalMappedValue(Input.Normal, Input.Tangent, Input.BiTangent, Input.TextureCoordinate * NormalUVRepeat, NormalMapTexture);
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normal = normalize(normal);
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//vec4 normal = normalize(V * vec4(Input.Normal, 0.0));
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@@ -1,5 +1,7 @@
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#version 430
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uniform mat4 PVM;
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uniform mat4 TIM;
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uniform mat4 M;
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uniform mat4 V;
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uniform mat4 P;
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@@ -34,7 +36,7 @@ void main()
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+ BoneWeights[3] * Bones[int(BoneIndices[3])];
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}
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gl_Position = P*V*M*boneTransform * vec4(Position, 1.0);
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gl_Position = PVM*boneTransform * vec4(Position, 1.0);
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Output.Position = (boneTransform * vec4(Position, 1.0)).xyz;
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Output.TextureCoordinate = TextureCoords;
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@@ -2,6 +2,7 @@
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#define MIN_AMBIENT_LIGHT 0.3
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uniform mat4 VM;
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uniform mat4 M;
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uniform mat4 V;
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uniform mat4 P;
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@@ -189,7 +190,7 @@ void main()
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GlowUVRepeat1, GlowUVRepeat2, GlowUVRepeat3);
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vec4 specularTexel = CalcBlendedTexel(splatTexel, SpecularMapTexture1, SpecularMapTexture2, SpecularMapTexture3,
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SpecularUVRepeat1, SpecularUVRepeat2, SpecularUVRepeat3);
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vec4 position = V * M * vec4(Input.Position, 1.0);
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vec4 position = VM * vec4(Input.Position, 1.0);
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//vec4 normal = V * CalcNormalMappedValue(Input.Normal, Input.Tangent, Input.BiTangent, Input.TextureCoordinate, SplatMapTexture);
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vec4 normal = V * CalcBlendedNormal(splatTexel, NormalMapTexture1, NormalMapTexture2, NormalMapTexture3,
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NormalUVRepeat1, NormalUVRepeat2, NormalUVRepeat3);
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@@ -2,6 +2,7 @@
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#define MIN_AMBIENT_LIGHT 0.3
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uniform mat4 VM;
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uniform mat4 M;
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uniform mat4 V;
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uniform mat4 P;
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@@ -190,7 +191,7 @@ void main()
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GlowUVRepeat1, GlowUVRepeat2, GlowUVRepeat3);
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vec4 specularTexel = CalcBlendedTexel(splatTexel, SpecularMapTexture1, SpecularMapTexture2, SpecularMapTexture3,
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SpecularUVRepeat1, SpecularUVRepeat2, SpecularUVRepeat3);
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vec4 position = V * M * vec4(Input.Position, 1.0);
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vec4 position = VM * vec4(Input.Position, 1.0);
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//vec4 normal = V * CalcNormalMappedValue(Input.Normal, Input.Tangent, Input.BiTangent, Input.TextureCoordinate, SplatMapTexture);
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vec4 normal = V * CalcBlendedNormal(splatTexel, NormalMapTexture1, NormalMapTexture2, NormalMapTexture3,
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NormalUVRepeat1, NormalUVRepeat2, NormalUVRepeat3);
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@@ -1,8 +1,6 @@
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#version 430
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uniform mat4 M;
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uniform mat4 V;
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uniform mat4 P;
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#include "StandarUniform.glsl"
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layout(location = PVM_UNIFORM_LOCATION) uniform mat4 PVM;
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layout(location = 0) in vec3 Position;
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layout(location = 1) in vec3 Normal;
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@@ -16,6 +14,6 @@ out VertexData{
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void main()
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{
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gl_Position = P*V*M * vec4(Position, 1.0);
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gl_Position = PVM * vec4(Position, 1.0);
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Output.Position = Position, 1.0;
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}
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@@ -1,8 +1,6 @@
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#version 430
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uniform mat4 M;
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uniform mat4 V;
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uniform mat4 P;
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#include "StandarUniform.glsl"
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layout(location = PVM_UNIFORM_LOCATION) uniform mat4 PVM;
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uniform mat4 Bones[100];
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layout(location = 0) in vec3 Position;
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@@ -27,6 +25,6 @@ void main()
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+ BoneWeights[3] * Bones[int(BoneIndices[3])];
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}
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gl_Position = P*V*M*boneTransform * vec4(Position, 1.0);
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gl_Position = PVM*boneTransform * vec4(Position, 1.0);
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Output.Position = (boneTransform * vec4(Position, 1.0)).xyz;
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}
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@@ -3,8 +3,6 @@
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uniform vec4 Color;
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uniform vec4 FillColor;
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uniform float FillPercentage;
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uniform mat4 M;
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uniform mat4 V;
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uniform mat4 P;
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layout (binding = 1) uniform sampler2D DiffuseTexture;
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@@ -1,8 +1,6 @@
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#version 430
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uniform mat4 M;
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uniform mat4 V;
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uniform mat4 P;
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uniform mat4 PVM;
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layout(location = 0) in vec3 Position;
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layout(location = 1) in vec3 Normal;
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@@ -17,7 +15,7 @@ out VertexData{
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void main()
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{
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gl_Position = P * V * M * vec4(Position, 1.0);
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gl_Position = PVM* vec4(Position, 1.0);
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Output.Position = Position;
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Output.TextureCoordinate = TextureCoords;
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@@ -0,0 +1,55 @@
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//----- SHADER DEFINES -----
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#define MAX_BONES 100
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#define MIN_AMBIENT_LIGHT 0.3
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//----- UNIFORM LOCATION -----
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#define PVM_UNIFORM_LOCATION 100
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#define VM_UNIFORM_LOCATION 101
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#define VP_UNIFORM_LOCATION 102
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#define TIM_UNIFORM_LOCATION 103
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#define M_UNIFORM_LOCATION 104
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#define V_UNIFORM_LOCATION 105
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#define P_UNIFORM_LOCATION 106
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#define BONES_LOCATION 200
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#define AMBIENT_COLOR_UNIFORM_LOCATION 300
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#define COLOR_UNIFORM_LOCATION 301
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#define DIFFUSE_COLOR_UNIFORM_LOCATION 302
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#define SCREEN_DIMENSIONS_UNIFORM_LOCATION 303
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#define FILL_COLOR_UNIFORM_LOCATION 304
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#define FILL_PERCENTAGE_UNIFORM_LOCATION 305
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#define GLOW_INTENSITY_UNIFORM_LOCATION 306
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#define CAMERA_POSITION_UNIFORM_LOCATION 306
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#define SSAO_QUALITY_UNIFORM_LOCATION 308
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#define LOCAL_UNIFORM_LOCATION1;
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//----- TEXTURE LOCATION -----
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#define SSAO_TEXTURE_LOCATION 0
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#define SHADOW_TEXTURE_LOCATION 1
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#define LOCAL_TEXTURE_LOCATION1 2
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#define LOCAL_TEXTURE_LOCATION2 3
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#define LOCAL_TEXTURE_LOCATION3 4
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#define LOCAL_TEXTURE_LOCATION4 5
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#define LOCAL_TEXTURE_LOCATION5 6
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#define LOCAL_TEXTURE_LOCATION6 7
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#define LOCAL_TEXTURE_LOCATION7 8
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#define LOCAL_TEXTURE_LOCATION8 9
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#define LOCAL_TEXTURE_LOCATION9 10
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#define LOCAL_TEXTURE_LOCATION10 11
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#define LOCAL_TEXTURE_LOCATION11 12
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#define LOCAL_TEXTURE_LOCATION12 13
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#define LOCAL_TEXTURE_LOCATION13 14
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#define LOCAL_TEXTURE_LOCATION14 15
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#define LOCAL_TEXTURE_LOCATION15 16
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#define LOCAL_TEXTURE_LOCATION16 17
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#define LOCAL_TEXTURE_LOCATION17 18
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#define LOCAL_TEXTURE_LOCATION18 19
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#define LOCAL_TEXTURE_LOCATION19 20
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#define LOCAL_TEXTURE_LOCATION20 21
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#define LOCAL_TEXTURE_LOCATION21 22
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#define LOCAL_TEXTURE_LOCATION22 23
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#define LOCAL_TEXTURE_LOCATION23 24
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#define LOCAL_TEXTURE_LOCATION24 25
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#define LOCAL_TEXTURE_LOCATION25 26
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