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@ -287,6 +287,11 @@ namespace NL3D
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ss << "uniform mat3 normalMatrix;" << std::endl;
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}
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void CGLSLShaderGenerator::addViewMatrix()
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{
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ss << "uniform mat4 viewMatrix;" << std::endl;
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}
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void CGLSLShaderGenerator::addAlphaTreshold()
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{
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ss << "uniform float alphaTreshold;" << std::endl;
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@ -424,7 +429,7 @@ namespace NL3D
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ss << "vec4 getLight" << num << "Color()" << std::endl;
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ss << "{" << std::endl;
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ss << "vec4 lightDir4 = modelView * vec4( light" << num << "DirOrPos, 1.0 );" << std::endl;
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ss << "vec4 lightDir4 = viewMatrix * vec4( light" << num << "DirOrPos, 1.0 );" << std::endl;
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ss << "vec3 lightDir = lightDir4.xyz / lightDir4.w;" << std::endl;
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ss << "lightDir = normalize( lightDir );" << std::endl;
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ss << "vec3 normal3 = vnormal.xyz / vnormal.w;" << std::endl;
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@ -461,7 +466,7 @@ namespace NL3D
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ss << "vec4 getLight" << num << "Color()" << std::endl;
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ss << "{" << std::endl;
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ss << "vec3 ecPos3 = ecPos4.xyz / ecPos4.w;" << std::endl;
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ss << "vec4 lightPos4 = modelView * vec4( light" << num << "DirOrPos, 1.0 );" << std::endl;
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ss << "vec4 lightPos4 = viewMatrix * vec4( light" << num << "DirOrPos, 1.0 );" << std::endl;
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ss << "vec3 lightPos = lightPos4.xyz / lightPos4.w;" << std::endl;
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ss << "vec3 lightDirection = lightPos - ecPos3;" << std::endl;
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ss << "float lightDistance = length( lightDirection );" << std::endl;
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@ -538,10 +543,14 @@ namespace NL3D
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void CGLSLShaderGenerator::generateNormalVS()
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{
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if( desc->fogEnabled() || desc->lightingEnabled() )
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if( desc->fogEnabled() || desc->hasPointLight() )
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{
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ss << "uniform mat4 modelView;" << std::endl;
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}
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if( desc->lightingEnabled() )
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{
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addViewMatrix();
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}
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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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@ -608,6 +617,7 @@ namespace NL3D
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if( desc->lightingEnabled() )
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{
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addViewMatrix();
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addNormalMatrix();
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addLightUniformsVS();
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addLightOutsVS();
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