stuff
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40
modules/wallpaper-engine/shaders/passthroughblend.vert
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40
modules/wallpaper-engine/shaders/passthroughblend.vert
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uniform mat4 g_ModelViewProjectionMatrix;
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attribute vec3 a_Position;
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attribute vec2 a_TexCoord;
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varying vec2 v_TexCoord;
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varying vec3 v_ScreenCoord;
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#if SKINNING
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uniform mat4x3 g_Bones[BONECOUNT];
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attribute uvec4 a_BlendIndices;
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attribute vec4 a_BlendWeights;
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#endif
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void main() {
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#if SKINNING
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vec3 localPos = mul(vec4(a_Position, 1.0), g_Bones[a_BlendIndices[0]]) * a_BlendWeights[0] +
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mul(vec4(a_Position, 1.0), g_Bones[a_BlendIndices[1]]) * a_BlendWeights[1] +
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mul(vec4(a_Position, 1.0), g_Bones[a_BlendIndices[2]]) * a_BlendWeights[2] +
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mul(vec4(a_Position, 1.0), g_Bones[a_BlendIndices[3]]) * a_BlendWeights[3];
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#else
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vec3 localPos = a_Position;
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#endif
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#ifdef TRANSFORM
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gl_Position = mul(vec4(localPos, 1.0), g_ModelViewProjectionMatrix);
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v_ScreenCoord = gl_Position.xyw;
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#else
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gl_Position = vec4(localPos, 1.0);
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v_ScreenCoord = mul(vec4(localPos, 1.0), g_ModelViewProjectionMatrix).xyw;
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#endif
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#ifdef HLSL
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v_ScreenCoord.y = -v_ScreenCoord.y;
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#endif
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v_TexCoord = a_TexCoord;
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}
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