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throw away glsl shaders
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535f7d6112
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#version 300 es
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precision highp float;
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out vec4 out_color;
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uniform vec4 color;
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void main() {
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// discard fully transparent pixels
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if (color.w <= 0.) discard;
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out_color = color;
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}
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#version 300 es
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precision highp float;
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in vec3 position;
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uniform mat4 model;
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uniform mat4 perspective;
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uniform mat4 view;
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void main() {
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mat4 modelview = view * model;
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gl_Position = perspective * modelview * vec4(position, 1.);
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}
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#version 300 es
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precision highp float;
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out vec4 out_color;
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uniform vec4 color;
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void main() {
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out_color = color;
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}
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#version 300 es
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precision highp float;
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in vec2 position;
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void main() {
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gl_Position = vec4(position, 0.0, 1.0);
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}
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#version 300 es
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precision highp float;
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precision lowp sampler2DArray;
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in vec3 v_normal;
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in vec2 v_uv;
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flat in uint v_tex_index;
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out vec4 color;
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uniform sampler2DArray tex;
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uniform bool discard_alpha;
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void main() {
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// base color from texture
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color = texture(tex, vec3(v_uv, v_tex_index));
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// discard fully transparent pixels
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if (discard_alpha ? (color.w < 0.5) : (color.w == 0.)) discard;
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//basic "lighting"
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float light = abs(v_normal.x) + .8 * abs(v_normal.y) + .6 * abs(v_normal.z);
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color *= vec4(vec3(light), 1.);
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//discard alpha
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if (discard_alpha) color.w = 1.;
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}
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#version 300 es
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precision highp float;
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//TODO pack this data:
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// uint position_normal_uv
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// XXYYZZNU
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// wehere Normal and Uv are enums
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// maybe somehow pack in tex index too
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in vec3 position;
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in vec3 normal;
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in vec2 uv;
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in uint tex_index;
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out vec2 v_uv;
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out vec3 v_normal;
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flat out uint v_tex_index;
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uniform vec3 position_offset;
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uniform mat4 perspective;
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uniform mat4 view;
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void main() {
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v_normal = normal;
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v_tex_index = tex_index;
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v_uv = uv;
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gl_Position = perspective * view * vec4(position + position_offset, 1.);
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}
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