asnfjksdll
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@@ -1,16 +1,27 @@
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#version 430
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uniform vec2 PickingColor;
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layout (binding = 0) uniform sampler2D Texture;
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uniform vec4 Color;
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uniform vec4 DiffuseColor;
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uniform vec2 DiffuseUVRepeat;
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in VertexData{
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vec3 Position;
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vec2 TextureCoord;
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}Input;
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out vec4 TextureFragment;
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void main()
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{
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TextureFragment = vec4(PickingColor/255, 0, 1);
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vec4 diffuseTexel = texture2D(Texture, Input.TextureCoord * DiffuseUVRepeat);
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if(Color.a * diffuseTexel.a >= 0.9) {
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TextureFragment = vec4(PickingColor/255, 0, 1);
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}
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}
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@@ -12,10 +12,12 @@ layout(location = 4) in vec2 TextureCoords;
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out VertexData{
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vec3 Position;
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vec2 TextureCoord;
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}Output;
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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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Output.Position = Position, 1.0;
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Output.TextureCoord = TextureCoords;
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}
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@@ -15,6 +15,7 @@ layout(location = 6) in vec4 BoneWeights;
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out VertexData{
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vec3 Position;
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vec2 TextureCoord;
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}Output;
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void main()
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@@ -29,4 +30,5 @@ void main()
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gl_Position = P*V*M*boneTransform * vec4(Position, 1.0);
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Output.Position = (boneTransform * vec4(Position, 1.0)).xyz;
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Output.TextureCoord = TextureCoords;
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}
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@@ -34,7 +34,7 @@ void main()
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}
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sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1));
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bloomColor = vec4(clamp((glowTexel.xyz*3) - 1.0, 0, 100), 1.0);
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//bloomColor = vec4(clamp((glowTexel.xyz*3) - 1.0, 0, 100), 1.0);
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}
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