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@ -601,10 +601,29 @@ namespace NL3D
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ss << "uniform mat4 mvMatrix;" << std::endl;
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ss << "uniform mat4 texMatrix0;" << std::endl;
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ss << "smooth out vec3 cubeTexCoords;" << std::endl;
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if( desc->fogEnabled() || desc->hasPointLight() )
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{
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ss << "vec4 ecPos4;" << std::endl;
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}
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if( desc->fogEnabled() )
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ss << "smooth out vec4 ecPos;" << std::endl;
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ss << std::endl;
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if( desc->lightingEnabled() )
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{
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addNormalMatrix();
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addLightUniformsVS();
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addLightOutsVS();
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ss << std::endl;
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addNormalFromMVFunction();
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addLightsFunctionVS();
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ss << std::endl;
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}
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ss << "vec3 ReflectionMap( const in vec3 eyePos, const in vec3 normal )" << std::endl;
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ss << "{" << std::endl;
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ss << "vec3 u = normalize( eyePos );" << std::endl;
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@ -616,6 +635,12 @@ namespace NL3D
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ss << "{" << std::endl;
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ss << "vec4 eyePosition = mvMatrix * v" << attribNames[ 0 ] << ";" << std::endl;
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if( desc->lightingEnabled() )
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ss << "calcNMFromMV();" << std::endl;
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if( desc->hasPointLight() )
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ss << "ecPos4 = eyePosition;" << std::endl;
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if( desc->fogEnabled() )
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ss << "ecPos = eyePosition;" << std::endl;
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@ -627,6 +652,9 @@ namespace NL3D
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ss << "cubeTexCoords = t.xyz;" << std::endl;
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ss << "gl_Position = mvpMatrix * v" << attribNames[ 0 ] << ";" << std::endl;
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if( desc->lightingEnabled() )
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addLightsVS();
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for( int i = Weight; i < NumOffsets; i++ )
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{
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if( hasFlag( vbFormat, vertexFlags[ i ] ) )
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@ -1282,9 +1310,18 @@ namespace NL3D
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ss << "uniform samplerCube sampler1;" << std::endl;
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addDiffuse();
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addAlphaTreshold();
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addFogUniform();
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if( desc->lightingEnabled() )
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{
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addLightUniformsFS();
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addLightInsFS();
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ss << std::endl;
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addLightsFunctionFS();
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ss << std::endl;
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}
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if( desc->fogEnabled() )
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ss << "smooth in vec4 ecPos;" << std::endl;
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@ -1304,6 +1341,9 @@ namespace NL3D
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ss << "texel.a = texel1.a;" << std::endl;
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ss << "fragColor = texel;" << std::endl;
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if( desc->lightingEnabled() )
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addLightsFS();
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if( desc->fogEnabled() )
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addFog();
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