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@@ -89,8 +89,8 @@ Technique : base("PickingCull") =
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{
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{
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uniform mat4 matWorldViewProj;
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uniform mat4 matWorldViewProj;
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in vec3 bs_position;
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in vec3 bs_position;
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- in vec3 bs_normal;
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- out vec4 bs_outNorm
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+ in vec3 normal;
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+ out vec4 outNorm;
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out gl_PerVertex
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out gl_PerVertex
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{
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{
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vec4 gl_Position;
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vec4 gl_Position;
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@@ -98,23 +98,23 @@ Technique : base("PickingCull") =
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void main()
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void main()
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{
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{
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- bs_outNorm = vec4(bs_normal,0);
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+ outNorm = vec4(normal,0);
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gl_Position = matWorldViewProj * vec4(bs_position.xyz, 1);
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gl_Position = matWorldViewProj * vec4(bs_position.xyz, 1);
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}
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}
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};
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};
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Fragment =
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Fragment =
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{
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{
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- in vec4 bs_outNorm;
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+ in vec4 outNorm;
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uniform vec4 colorIndex;
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uniform vec4 colorIndex;
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out vec4 normalsColor;
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out vec4 normalsColor;
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out vec4 fragColor;
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out vec4 fragColor;
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void main()
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void main()
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{
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{
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- normalsColor = (bs_outNorm + vec4(1,1,1,0)) / 2;
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+ normalsColor = (outNorm + vec4(1,1,1,0)) / 2;
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fragColor = colorIndex;
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fragColor = colorIndex;
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}
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}
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};
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};
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};
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};
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-};
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+};
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