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@@ -6,6 +6,8 @@
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#extension GL_EXT_shader_texture_lod : enable
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#extension GL_EXT_shader_texture_lod : enable
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#endif
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#endif
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+#define CUSTOM_FRAGMENT_BEGIN
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+
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#ifdef LOGARITHMICDEPTH
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#ifdef LOGARITHMICDEPTH
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#extension GL_EXT_frag_depth : enable
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#extension GL_EXT_frag_depth : enable
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#endif
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#endif
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@@ -44,9 +46,13 @@ precision highp float;
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#include<reflectionFunction>
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#include<reflectionFunction>
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#endif
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#endif
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+#define CUSTOM_FRAGMENT_DEFINITIONS
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+
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// _____________________________ MAIN FUNCTION ____________________________
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// _____________________________ MAIN FUNCTION ____________________________
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void main(void) {
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void main(void) {
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+ #define CUSTOM_FRAGMENT_MAIN_BEGIN
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+
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#include<clipPlaneFragment>
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#include<clipPlaneFragment>
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// _____________________________ Geometry Information ____________________________
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// _____________________________ Geometry Information ____________________________
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@@ -99,6 +105,8 @@ void main(void) {
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surfaceAlbedo *= vColor.rgb;
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surfaceAlbedo *= vColor.rgb;
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#endif
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#endif
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+#define CUSTOM_FRAGMENT_UPDATE_ALBEDO
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+
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// _____________________________ Alpha Information _______________________________
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// _____________________________ Alpha Information _______________________________
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#ifdef OPACITY
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#ifdef OPACITY
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vec4 opacityMap = texture2D(opacitySampler, vOpacityUV + uvOffset);
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vec4 opacityMap = texture2D(opacitySampler, vOpacityUV + uvOffset);
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@@ -128,8 +136,12 @@ void main(void) {
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#endif
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#endif
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#endif
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#endif
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+#define CUSTOM_FRAGMENT_UPDATE_ALPHA
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+
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#include<depthPrePass>
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#include<depthPrePass>
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+#define CUSTOM_FRAGMENT_BEFORE_LIGHTS
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+
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// _____________________________ AO Information _______________________________
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// _____________________________ AO Information _______________________________
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vec3 ambientOcclusionColor = vec3(1., 1., 1.);
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vec3 ambientOcclusionColor = vec3(1., 1., 1.);
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@@ -1106,9 +1118,10 @@ void main(void) {
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#endif
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#endif
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#endif
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#endif
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+#define CUSTOM_FRAGMENT_BEFORE_FOG
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+
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// _____________________________ Finally ___________________________________________
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// _____________________________ Finally ___________________________________________
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finalColor = max(finalColor, 0.0);
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finalColor = max(finalColor, 0.0);
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-
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#include<logDepthFragment>
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#include<logDepthFragment>
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#include<fogFragment>(color, finalColor)
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#include<fogFragment>(color, finalColor)
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@@ -1128,6 +1141,7 @@ void main(void) {
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finalColor.rgb *= finalColor.a;
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finalColor.rgb *= finalColor.a;
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#endif
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#endif
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+#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR
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gl_FragColor = finalColor;
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gl_FragColor = finalColor;
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#include<pbrDebug>
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#include<pbrDebug>
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