mirror of https://github.com/axmolengine/axmol.git
453 lines
12 KiB
C
453 lines
12 KiB
C
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#if !defined(__EMSCRIPTEN__)
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static const char model_lit_vs_gl2[] = R"(#version 120
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#ifdef GL_ARB_shading_language_420pack
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#extension GL_ARB_shading_language_420pack : require
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#endif
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struct VS_Input
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{
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vec3 Pos;
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vec3 Normal;
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vec3 Binormal;
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vec3 Tangent;
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vec2 UV;
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vec4 Color;
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};
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struct VS_Output
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{
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vec4 PosVS;
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vec4 Color;
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vec2 UV;
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vec3 WorldN;
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vec3 WorldB;
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vec3 WorldT;
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vec4 PosP;
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};
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struct VS_ConstantBuffer
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{
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mat4 mCameraProj;
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mat4 mModel;
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vec4 fUV;
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vec4 fModelColor;
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vec4 fLightDirection;
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vec4 fLightColor;
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vec4 fLightAmbient;
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vec4 mUVInversed;
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};
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uniform VS_ConstantBuffer CBVS0;
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attribute vec3 Input_Pos;
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attribute vec3 Input_Normal;
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attribute vec3 Input_Binormal;
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attribute vec3 Input_Tangent;
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attribute vec2 Input_UV;
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attribute vec4 Input_Color;
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varying vec4 _VSPS_Color;
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varying vec2 _VSPS_UV;
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varying vec3 _VSPS_WorldN;
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varying vec3 _VSPS_WorldB;
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varying vec3 _VSPS_WorldT;
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varying vec4 _VSPS_PosP;
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VS_Output _main(VS_Input Input)
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{
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vec4 uv = CBVS0.fUV;
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vec4 modelColor = CBVS0.fModelColor * Input.Color;
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VS_Output Output = VS_Output(vec4(0.0), vec4(0.0), vec2(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec4(0.0));
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vec4 localPos = vec4(Input.Pos.x, Input.Pos.y, Input.Pos.z, 1.0);
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vec4 worldPos = CBVS0.mModel * localPos;
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Output.PosVS = CBVS0.mCameraProj * worldPos;
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Output.Color = modelColor;
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vec2 outputUV = Input.UV;
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outputUV.x = (outputUV.x * uv.z) + uv.x;
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outputUV.y = (outputUV.y * uv.w) + uv.y;
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outputUV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * outputUV.y);
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Output.UV = outputUV;
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vec4 localNormal = vec4(Input.Normal.x, Input.Normal.y, Input.Normal.z, 0.0);
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vec4 localBinormal = vec4(Input.Binormal.x, Input.Binormal.y, Input.Binormal.z, 0.0);
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vec4 localTangent = vec4(Input.Tangent.x, Input.Tangent.y, Input.Tangent.z, 0.0);
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vec4 worldNormal = CBVS0.mModel * localNormal;
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vec4 worldBinormal = CBVS0.mModel * localBinormal;
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vec4 worldTangent = CBVS0.mModel * localTangent;
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worldNormal = normalize(worldNormal);
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worldBinormal = normalize(worldBinormal);
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worldTangent = normalize(worldTangent);
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Output.WorldN = worldNormal.xyz;
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Output.WorldB = worldBinormal.xyz;
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Output.WorldT = worldTangent.xyz;
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Output.PosP = Output.PosVS;
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return Output;
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}
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void main()
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{
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VS_Input Input;
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Input.Pos = Input_Pos;
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Input.Normal = Input_Normal;
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Input.Binormal = Input_Binormal;
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Input.Tangent = Input_Tangent;
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Input.UV = Input_UV;
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Input.Color = Input_Color;
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VS_Output flattenTemp = _main(Input);
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gl_Position = flattenTemp.PosVS;
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_VSPS_Color = flattenTemp.Color;
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_VSPS_UV = flattenTemp.UV;
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_VSPS_WorldN = flattenTemp.WorldN;
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_VSPS_WorldB = flattenTemp.WorldB;
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_VSPS_WorldT = flattenTemp.WorldT;
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_VSPS_PosP = flattenTemp.PosP;
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}
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)";
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static const char model_lit_vs_gl3[] = R"(#version 330
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#ifdef GL_ARB_shading_language_420pack
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#extension GL_ARB_shading_language_420pack : require
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#endif
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#ifdef GL_ARB_shader_draw_parameters
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#extension GL_ARB_shader_draw_parameters : enable
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#endif
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struct VS_Input
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{
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vec3 Pos;
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vec3 Normal;
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vec3 Binormal;
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vec3 Tangent;
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vec2 UV;
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vec4 Color;
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uint Index;
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};
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struct VS_Output
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{
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vec4 PosVS;
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vec4 Color;
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vec2 UV;
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vec3 WorldN;
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vec3 WorldB;
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vec3 WorldT;
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vec4 PosP;
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};
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struct VS_ConstantBuffer
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{
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mat4 mCameraProj;
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mat4 mModel_Inst[10];
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vec4 fUV[10];
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vec4 fModelColor[10];
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vec4 fLightDirection;
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vec4 fLightColor;
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vec4 fLightAmbient;
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vec4 mUVInversed;
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};
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uniform VS_ConstantBuffer CBVS0;
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layout(location = 0) in vec3 Input_Pos;
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layout(location = 1) in vec3 Input_Normal;
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layout(location = 2) in vec3 Input_Binormal;
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layout(location = 3) in vec3 Input_Tangent;
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layout(location = 4) in vec2 Input_UV;
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layout(location = 5) in vec4 Input_Color;
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#ifdef GL_ARB_shader_draw_parameters
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#define SPIRV_Cross_BaseInstance gl_BaseInstanceARB
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#else
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uniform int SPIRV_Cross_BaseInstance;
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#endif
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centroid out vec4 _VSPS_Color;
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centroid out vec2 _VSPS_UV;
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out vec3 _VSPS_WorldN;
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out vec3 _VSPS_WorldB;
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out vec3 _VSPS_WorldT;
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out vec4 _VSPS_PosP;
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VS_Output _main(VS_Input Input)
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{
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uint index = Input.Index;
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mat4 mModel = CBVS0.mModel_Inst[index];
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vec4 uv = CBVS0.fUV[index];
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vec4 modelColor = CBVS0.fModelColor[index] * Input.Color;
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VS_Output Output = VS_Output(vec4(0.0), vec4(0.0), vec2(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec4(0.0));
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vec4 localPos = vec4(Input.Pos.x, Input.Pos.y, Input.Pos.z, 1.0);
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vec4 worldPos = localPos * mModel;
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Output.PosVS = worldPos * CBVS0.mCameraProj;
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Output.Color = modelColor;
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vec2 outputUV = Input.UV;
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outputUV.x = (outputUV.x * uv.z) + uv.x;
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outputUV.y = (outputUV.y * uv.w) + uv.y;
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outputUV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * outputUV.y);
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Output.UV = outputUV;
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vec4 localNormal = vec4(Input.Normal.x, Input.Normal.y, Input.Normal.z, 0.0);
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vec4 localBinormal = vec4(Input.Binormal.x, Input.Binormal.y, Input.Binormal.z, 0.0);
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vec4 localTangent = vec4(Input.Tangent.x, Input.Tangent.y, Input.Tangent.z, 0.0);
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vec4 worldNormal = localNormal * mModel;
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vec4 worldBinormal = localBinormal * mModel;
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vec4 worldTangent = localTangent * mModel;
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worldNormal = normalize(worldNormal);
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worldBinormal = normalize(worldBinormal);
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worldTangent = normalize(worldTangent);
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Output.WorldN = worldNormal.xyz;
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Output.WorldB = worldBinormal.xyz;
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Output.WorldT = worldTangent.xyz;
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Output.PosP = Output.PosVS;
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return Output;
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}
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void main()
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{
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VS_Input Input;
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Input.Pos = Input_Pos;
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Input.Normal = Input_Normal;
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Input.Binormal = Input_Binormal;
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Input.Tangent = Input_Tangent;
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Input.UV = Input_UV;
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Input.Color = Input_Color;
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Input.Index = uint((gl_InstanceID + SPIRV_Cross_BaseInstance));
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VS_Output flattenTemp = _main(Input);
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gl_Position = flattenTemp.PosVS;
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_VSPS_Color = flattenTemp.Color;
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_VSPS_UV = flattenTemp.UV;
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_VSPS_WorldN = flattenTemp.WorldN;
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_VSPS_WorldB = flattenTemp.WorldB;
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_VSPS_WorldT = flattenTemp.WorldT;
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_VSPS_PosP = flattenTemp.PosP;
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}
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)";
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#endif
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static const char model_lit_vs_gles2[] = R"(
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struct VS_Input
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{
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vec3 Pos;
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vec3 Normal;
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vec3 Binormal;
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vec3 Tangent;
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vec2 UV;
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vec4 Color;
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};
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struct VS_Output
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{
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vec4 PosVS;
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vec4 Color;
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vec2 UV;
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vec3 WorldN;
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vec3 WorldB;
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vec3 WorldT;
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vec4 PosP;
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};
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struct VS_ConstantBuffer
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{
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mat4 mCameraProj;
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mat4 mModel;
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vec4 fUV;
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vec4 fModelColor;
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vec4 fLightDirection;
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vec4 fLightColor;
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vec4 fLightAmbient;
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vec4 mUVInversed;
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};
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uniform VS_ConstantBuffer CBVS0;
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attribute vec3 Input_Pos;
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attribute vec3 Input_Normal;
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attribute vec3 Input_Binormal;
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attribute vec3 Input_Tangent;
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attribute vec2 Input_UV;
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attribute vec4 Input_Color;
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varying vec4 _VSPS_Color;
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varying vec2 _VSPS_UV;
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varying vec3 _VSPS_WorldN;
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varying vec3 _VSPS_WorldB;
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varying vec3 _VSPS_WorldT;
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varying vec4 _VSPS_PosP;
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VS_Output _main(VS_Input Input)
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{
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vec4 uv = CBVS0.fUV;
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vec4 modelColor = CBVS0.fModelColor * Input.Color;
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VS_Output Output = VS_Output(vec4(0.0), vec4(0.0), vec2(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec4(0.0));
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vec4 localPos = vec4(Input.Pos.x, Input.Pos.y, Input.Pos.z, 1.0);
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vec4 worldPos = CBVS0.mModel * localPos;
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Output.PosVS = CBVS0.mCameraProj * worldPos;
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Output.Color = modelColor;
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vec2 outputUV = Input.UV;
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outputUV.x = (outputUV.x * uv.z) + uv.x;
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outputUV.y = (outputUV.y * uv.w) + uv.y;
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outputUV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * outputUV.y);
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Output.UV = outputUV;
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vec4 localNormal = vec4(Input.Normal.x, Input.Normal.y, Input.Normal.z, 0.0);
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vec4 localBinormal = vec4(Input.Binormal.x, Input.Binormal.y, Input.Binormal.z, 0.0);
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vec4 localTangent = vec4(Input.Tangent.x, Input.Tangent.y, Input.Tangent.z, 0.0);
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vec4 worldNormal = CBVS0.mModel * localNormal;
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vec4 worldBinormal = CBVS0.mModel * localBinormal;
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vec4 worldTangent = CBVS0.mModel * localTangent;
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worldNormal = normalize(worldNormal);
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worldBinormal = normalize(worldBinormal);
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worldTangent = normalize(worldTangent);
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Output.WorldN = worldNormal.xyz;
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Output.WorldB = worldBinormal.xyz;
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Output.WorldT = worldTangent.xyz;
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Output.PosP = Output.PosVS;
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return Output;
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}
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void main()
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{
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VS_Input Input;
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Input.Pos = Input_Pos;
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Input.Normal = Input_Normal;
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Input.Binormal = Input_Binormal;
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Input.Tangent = Input_Tangent;
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Input.UV = Input_UV;
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Input.Color = Input_Color;
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VS_Output flattenTemp = _main(Input);
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gl_Position = flattenTemp.PosVS;
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_VSPS_Color = flattenTemp.Color;
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_VSPS_UV = flattenTemp.UV;
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_VSPS_WorldN = flattenTemp.WorldN;
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_VSPS_WorldB = flattenTemp.WorldB;
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_VSPS_WorldT = flattenTemp.WorldT;
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_VSPS_PosP = flattenTemp.PosP;
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}
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)";
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static const char model_lit_vs_gles3[] = R"(#version 300 es
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#ifdef GL_ARB_shader_draw_parameters
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#extension GL_ARB_shader_draw_parameters : enable
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#endif
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struct VS_Input
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{
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vec3 Pos;
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vec3 Normal;
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vec3 Binormal;
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vec3 Tangent;
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vec2 UV;
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vec4 Color;
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uint Index;
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};
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struct VS_Output
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{
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vec4 PosVS;
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vec4 Color;
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vec2 UV;
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vec3 WorldN;
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vec3 WorldB;
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vec3 WorldT;
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vec4 PosP;
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};
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struct VS_ConstantBuffer
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{
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mat4 mCameraProj;
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mat4 mModel_Inst[10];
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vec4 fUV[10];
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vec4 fModelColor[10];
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vec4 fLightDirection;
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vec4 fLightColor;
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vec4 fLightAmbient;
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vec4 mUVInversed;
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};
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uniform VS_ConstantBuffer CBVS0;
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layout(location = 0) in vec3 Input_Pos;
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layout(location = 1) in vec3 Input_Normal;
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layout(location = 2) in vec3 Input_Binormal;
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layout(location = 3) in vec3 Input_Tangent;
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layout(location = 4) in vec2 Input_UV;
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layout(location = 5) in vec4 Input_Color;
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#ifdef GL_ARB_shader_draw_parameters
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#define SPIRV_Cross_BaseInstance gl_BaseInstanceARB
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#else
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uniform int SPIRV_Cross_BaseInstance;
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#endif
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centroid out vec4 _VSPS_Color;
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centroid out vec2 _VSPS_UV;
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out vec3 _VSPS_WorldN;
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out vec3 _VSPS_WorldB;
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out vec3 _VSPS_WorldT;
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out vec4 _VSPS_PosP;
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VS_Output _main(VS_Input Input)
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{
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uint index = Input.Index;
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mat4 mModel = CBVS0.mModel_Inst[index];
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vec4 uv = CBVS0.fUV[index];
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vec4 modelColor = CBVS0.fModelColor[index] * Input.Color;
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VS_Output Output = VS_Output(vec4(0.0), vec4(0.0), vec2(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec4(0.0));
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vec4 localPos = vec4(Input.Pos.x, Input.Pos.y, Input.Pos.z, 1.0);
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vec4 worldPos = localPos * mModel;
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Output.PosVS = worldPos * CBVS0.mCameraProj;
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Output.Color = modelColor;
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vec2 outputUV = Input.UV;
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outputUV.x = (outputUV.x * uv.z) + uv.x;
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outputUV.y = (outputUV.y * uv.w) + uv.y;
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outputUV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * outputUV.y);
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Output.UV = outputUV;
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vec4 localNormal = vec4(Input.Normal.x, Input.Normal.y, Input.Normal.z, 0.0);
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vec4 localBinormal = vec4(Input.Binormal.x, Input.Binormal.y, Input.Binormal.z, 0.0);
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vec4 localTangent = vec4(Input.Tangent.x, Input.Tangent.y, Input.Tangent.z, 0.0);
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vec4 worldNormal = localNormal * mModel;
|
||
|
vec4 worldBinormal = localBinormal * mModel;
|
||
|
vec4 worldTangent = localTangent * mModel;
|
||
|
worldNormal = normalize(worldNormal);
|
||
|
worldBinormal = normalize(worldBinormal);
|
||
|
worldTangent = normalize(worldTangent);
|
||
|
Output.WorldN = worldNormal.xyz;
|
||
|
Output.WorldB = worldBinormal.xyz;
|
||
|
Output.WorldT = worldTangent.xyz;
|
||
|
Output.PosP = Output.PosVS;
|
||
|
return Output;
|
||
|
}
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
VS_Input Input;
|
||
|
Input.Pos = Input_Pos;
|
||
|
Input.Normal = Input_Normal;
|
||
|
Input.Binormal = Input_Binormal;
|
||
|
Input.Tangent = Input_Tangent;
|
||
|
Input.UV = Input_UV;
|
||
|
Input.Color = Input_Color;
|
||
|
Input.Index = uint((gl_InstanceID + SPIRV_Cross_BaseInstance));
|
||
|
VS_Output flattenTemp = _main(Input);
|
||
|
gl_Position = flattenTemp.PosVS;
|
||
|
_VSPS_Color = flattenTemp.Color;
|
||
|
_VSPS_UV = flattenTemp.UV;
|
||
|
_VSPS_WorldN = flattenTemp.WorldN;
|
||
|
_VSPS_WorldB = flattenTemp.WorldB;
|
||
|
_VSPS_WorldT = flattenTemp.WorldT;
|
||
|
_VSPS_PosP = flattenTemp.PosP;
|
||
|
}
|
||
|
|
||
|
)";
|
||
|
|
||
|
|
||
|
static const char* get_model_lit_vs (EffekseerRendererGL::OpenGLDeviceType deviceType)
|
||
|
{
|
||
|
#if !defined(__EMSCRIPTEN__)
|
||
|
if (deviceType == EffekseerRendererGL::OpenGLDeviceType::OpenGL3)
|
||
|
return model_lit_vs_gl3;
|
||
|
if (deviceType == EffekseerRendererGL::OpenGLDeviceType::OpenGL2)
|
||
|
return model_lit_vs_gl2;
|
||
|
#endif
|
||
|
if (deviceType == EffekseerRendererGL::OpenGLDeviceType::OpenGLES3)
|
||
|
return model_lit_vs_gles3;
|
||
|
if (deviceType == EffekseerRendererGL::OpenGLDeviceType::OpenGLES2)
|
||
|
return model_lit_vs_gles2;
|
||
|
return nullptr;
|
||
|
}
|
||
|
|