* Fix issue where lighting shader would not compile when vertex lighting is used (due to recent HW skinning changes)
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@10561 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
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@ -135,10 +135,17 @@ vec2 computeLighting(in vec3 wvPos, in vec3 wvNorm, in vec3 wvViewDir, in vec4 w
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void main(){
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void main(){
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vec4 modelSpacePos = vec4(inPosition, 1.0);
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vec4 modelSpacePos = vec4(inPosition, 1.0);
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vec3 modelSpaceNorm = inNormal;
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vec3 modelSpaceNorm = inNormal;
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#ifndef VERTEX_LIGHTING
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vec3 modelSpaceTan = inTangent.xyz;
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vec3 modelSpaceTan = inTangent.xyz;
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#endif
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#ifdef NUM_BONES
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#ifdef NUM_BONES
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#ifndef VERTEX_LIGHTING
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Skinning_Compute(modelSpacePos, modelSpaceNorm, modelSpaceTan);
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Skinning_Compute(modelSpacePos, modelSpaceNorm, modelSpaceTan);
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#else
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Skinning_Compute(modelSpacePos, modelSpaceNorm);
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#endif
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#endif
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#endif
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gl_Position = g_WorldViewProjectionMatrix * modelSpacePos;
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gl_Position = g_WorldViewProjectionMatrix * modelSpacePos;
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