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@@ -189,97 +189,10 @@ varying vec4 vColor;
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#endif
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// Lights
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-#ifdef LIGHT0
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-uniform vec4 vLightData0;
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-uniform vec4 vLightDiffuse0;
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-#ifdef SPECULARTERM
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-uniform vec3 vLightSpecular0;
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-#endif
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-#ifdef SHADOW0
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-#if defined(SPOTLIGHT0) || defined(DIRLIGHT0)
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-varying vec4 vPositionFromLight0;
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-uniform sampler2D shadowSampler0;
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-#else
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-uniform samplerCube shadowSampler0;
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-#endif
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-uniform vec3 shadowsInfo0;
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-#endif
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-#ifdef SPOTLIGHT0
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-uniform vec4 vLightDirection0;
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-#endif
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-#ifdef HEMILIGHT0
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-uniform vec3 vLightGround0;
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-#endif
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-#endif
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-
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-#ifdef LIGHT1
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-uniform vec4 vLightData1;
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-uniform vec4 vLightDiffuse1;
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-#ifdef SPECULARTERM
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-uniform vec3 vLightSpecular1;
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-#endif
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-#ifdef SHADOW1
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-#if defined(SPOTLIGHT1) || defined(DIRLIGHT1)
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-varying vec4 vPositionFromLight1;
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-uniform sampler2D shadowSampler1;
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-#else
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-uniform samplerCube shadowSampler1;
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-#endif
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-uniform vec3 shadowsInfo1;
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-#endif
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-#ifdef SPOTLIGHT1
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-uniform vec4 vLightDirection1;
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-#endif
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-#ifdef HEMILIGHT1
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-uniform vec3 vLightGround1;
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-#endif
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-#endif
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-
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-#ifdef LIGHT2
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-uniform vec4 vLightData2;
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-uniform vec4 vLightDiffuse2;
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-#ifdef SPECULARTERM
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-uniform vec3 vLightSpecular2;
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-#endif
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-#ifdef SHADOW2
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-#if defined(SPOTLIGHT2) || defined(DIRLIGHT2)
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-varying vec4 vPositionFromLight2;
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-uniform sampler2D shadowSampler2;
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-#else
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-uniform samplerCube shadowSampler2;
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-#endif
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-uniform vec3 shadowsInfo2;
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-#endif
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-#ifdef SPOTLIGHT2
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-uniform vec4 vLightDirection2;
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-#endif
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-#ifdef HEMILIGHT2
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-uniform vec3 vLightGround2;
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-#endif
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-#endif
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-
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-#ifdef LIGHT3
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-uniform vec4 vLightData3;
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-uniform vec4 vLightDiffuse3;
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-#ifdef SPECULARTERM
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-uniform vec3 vLightSpecular3;
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-#endif
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-#ifdef SHADOW3
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-#if defined(SPOTLIGHT3) || defined(DIRLIGHT3)
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-varying vec4 vPositionFromLight3;
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-uniform sampler2D shadowSampler3;
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-#else
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-uniform samplerCube shadowSampler3;
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-#endif
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-uniform vec3 shadowsInfo3;
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-#endif
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-#ifdef SPOTLIGHT3
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-uniform vec4 vLightDirection3;
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-#endif
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-#ifdef HEMILIGHT3
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-uniform vec3 vLightGround3;
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-#endif
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-#endif
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+#include<light0FragmentDeclaration>
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+#include<light1FragmentDeclaration>
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+#include<light2FragmentDeclaration>
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+#include<light3FragmentDeclaration>
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// Samplers
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#ifdef ALBEDO
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@@ -318,9 +231,7 @@ uniform vec2 vReflectivityInfos;
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uniform sampler2D reflectivitySampler;
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#endif
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-#ifdef CLIPPLANE
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-varying float fClipDistance;
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-#endif
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+#include<clipPlaneFragmentDeclaration>
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// Light Computing
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struct lightingInfo
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@@ -434,11 +345,7 @@ lightingInfo computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4
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}
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void main(void) {
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- // Clip plane
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-#ifdef CLIPPLANE
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- if (fClipDistance > 0.0)
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- discard;
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-#endif
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+#include<clipPlaneFragment>
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vec3 viewDirectionW = normalize(vEyePosition - vPositionW);
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