stuff
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36
modules/wallpaper-engine/shaders/shadowcasterfur4.vert
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36
modules/wallpaper-engine/shaders/shadowcasterfur4.vert
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// [COMBO] {"combo":"SKINNING"}
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// [COMBO] {"combo":"MORPHING"}
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// [COMBO] {"combo":"MORPHING_NORMALS"}
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// [COMBO] {"combo":"BONECOUNT"}
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#include "base/model_vertex_v1.h"
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uniform mat4 g_ViewportViewProjectionMatrices[6];
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in uint gl_InstanceID;
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varying uint gl_ViewportIndex;
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attribute vec3 a_Position;
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#if MORPHING
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uniform sampler2D g_Texture1; // {"material":"morph"}
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uniform vec4 g_Texture1Texel;
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#endif
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void main() {
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vec3 localPos = a_Position;
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#if MORPHING
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ApplyMorphPosition(gl_VertexID, MAKE_SAMPLER2D_ARGUMENT(g_Texture1), g_Texture1Texel, g_MorphOffsets, g_MorphWeights, localPos);
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#endif
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vec4 worldPos;
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#if SKINNING
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ApplySkinningPosition(localPos, a_BlendIndices, a_BlendWeights, worldPos);
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#else
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ApplyPosition(localPos, worldPos);
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#endif
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gl_Position = mul(worldPos, g_ViewportViewProjectionMatrices[gl_InstanceID]);
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gl_ViewportIndex = gl_InstanceID;
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}
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