add GLSL150 compatible Unshaded
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704c3f1a10
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@ -1080,6 +1080,7 @@ public class GLRenderer implements Renderer {
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if (linearizeSrgbImages) {
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stringBuf.append("#define SRGB 1\n");
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}
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stringBuf.append("#define ").append(source.getType().name().toUpperCase()).append("_SHADER 1\n");
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stringBuf.append(source.getDefines());
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stringBuf.append(source.getSource());
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@ -1,3 +1,5 @@
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#import "Common/ShaderLib/GLSL150Compat.glsllib"
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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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@ -13,7 +13,7 @@ MaterialDef Unshaded {
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Color GlowColor
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// For instancing
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Boolean UseInstancing
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Boolean UseInstancing
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// For hardware skinning
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Int NumberOfBones
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@ -54,8 +54,8 @@ MaterialDef Unshaded {
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}
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Technique {
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VertexShader GLSL100: Common/MatDefs/Misc/Unshaded.vert
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FragmentShader GLSL100: Common/MatDefs/Misc/Unshaded.frag
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VertexShader GLSL150: Common/MatDefs/Misc/Unshaded.vert
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FragmentShader GLSL150: Common/MatDefs/Misc/Unshaded.frag
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WorldParameters {
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WorldViewProjectionMatrix
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@ -76,6 +76,25 @@ MaterialDef Unshaded {
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}
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Technique {
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VertexShader GLSL100: Common/MatDefs/Misc/Unshaded.vert
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FragmentShader GLSL100: Common/MatDefs/Misc/Unshaded.frag
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WorldParameters {
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WorldViewProjectionMatrix
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ViewProjectionMatrix
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ViewMatrix
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}
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Defines {
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INSTANCING : UseInstancing
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SEPARATE_TEXCOORD : SeparateTexCoord
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HAS_COLORMAP : ColorMap
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HAS_LIGHTMAP : LightMap
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HAS_VERTEXCOLOR : VertexColor
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HAS_COLOR : Color
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NUM_BONES : NumberOfBones
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DISCARD_ALPHA : AlphaDiscardThreshold
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}
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}
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Technique PreNormalPass {
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@ -1,3 +1,4 @@
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#import "Common/ShaderLib/GLSL150Compat.glsllib"
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#import "Common/ShaderLib/Skinning.glsllib"
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#import "Common/ShaderLib/Instancing.glsllib"
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@ -1,4 +1,4 @@
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#if _VERSION_ >= 150
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#if __VERSION__ >= 130
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out vec4 outFragColor;
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# define texture1D texture
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# define texture2D texture
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