* GLSL spec allows having unset uniforms/attributes/varyings as long as they are not used in the shader, thus they are now always in scope
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@9622 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
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@ -1,27 +1,15 @@
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uniform vec4 m_Color;
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#if defined(HAS_GLOWMAP) || defined(HAS_COLORMAP) || (defined(HAS_LIGHTMAP) && !defined(SEPARATE_TEXCOORD))
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#define NEED_TEXCOORD1
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#endif
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#ifdef HAS_COLORMAP
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uniform sampler2D m_ColorMap;
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#endif
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uniform vec4 m_Color;
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uniform sampler2D m_ColorMap;
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uniform sampler2D m_LightMap;
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#ifdef NEED_TEXCOORD1
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varying vec2 texCoord1;
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#endif
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varying vec2 texCoord1;
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varying vec2 texCoord2;
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#ifdef HAS_LIGHTMAP
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uniform sampler2D m_LightMap;
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#ifdef SEPARATE_TEXCOORD
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varying vec2 texCoord2;
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#endif
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#endif
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#ifdef HAS_VERTEXCOLOR
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varying vec4 vertColor;
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#endif
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varying vec4 vertColor;
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void main(){
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vec4 color = vec4(1.0);
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@ -5,20 +5,14 @@ attribute vec3 inPosition;
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#define NEED_TEXCOORD1
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#endif
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#ifdef NEED_TEXCOORD1
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attribute vec2 inTexCoord;
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varying vec2 texCoord1;
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#endif
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attribute vec2 inTexCoord;
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attribute vec2 inTexCoord2;
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attribute vec4 inColor;
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#ifdef SEPARATE_TEXCOORD
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attribute vec2 inTexCoord2;
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varying vec2 texCoord2;
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#endif
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varying vec2 texCoord1;
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varying vec2 texCoord2;
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#ifdef HAS_VERTEXCOLOR
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attribute vec4 inColor;
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varying vec4 vertColor;
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#endif
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varying vec4 vertColor;
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void main(){
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#ifdef NEED_TEXCOORD1
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