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@@ -44,7 +44,7 @@ uniform mat4 cZone;
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uniform vec4 cVertexLights[4*3];
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#endif
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#ifdef GL3
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-uniform vec4 cClipPlane;
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+ uniform vec4 cClipPlane;
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#endif
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#endif
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@@ -87,13 +87,13 @@ uniform mat4 cLightMatricesPS[4];
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#ifdef COMPILEVS
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-layout(std140) uniform FrameVS
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+uniform FrameVS
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{
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float cDeltaTime;
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float cElapsedTime;
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};
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-layout(std140) uniform CameraVS
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+uniform CameraVS
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{
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vec3 cCameraPos;
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mat3 cCameraRot;
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@@ -106,14 +106,14 @@ layout(std140) uniform CameraVS
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vec4 cClipPlane;
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};
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-layout(std140) uniform ZoneVS
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+uniform ZoneVS
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{
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vec3 cAmbientStartColor;
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vec3 cAmbientEndColor;
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mat4 cZone;
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};
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-layout(std140) uniform LightVS
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+uniform LightVS
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{
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vec3 cLightDir;
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vec4 cLightPos;
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@@ -125,14 +125,14 @@ layout(std140) uniform LightVS
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};
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#ifndef CUSTOM_MATERIAL_CBUFFER
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-layout(std140) uniform MaterialVS
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+uniform MaterialVS
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{
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vec4 cUOffset;
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vec4 cVOffset;
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};
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#endif
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-layout(std140) uniform ObjectVS
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+uniform ObjectVS
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{
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mat4 cModel;
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#ifdef BILLBOARD
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@@ -148,13 +148,13 @@ layout(std140) uniform ObjectVS
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#ifdef COMPILEPS
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// Pixel shader uniforms
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-layout(std140) uniform FramePS
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+uniform FramePS
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{
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float cDeltaTimePS;
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float cElapsedTimePS;
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};
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-layout(std140) uniform CameraPS
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+uniform CameraPS
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{
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vec3 cCameraPosPS;
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vec4 cDepthReconstruct;
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@@ -163,14 +163,14 @@ layout(std140) uniform CameraPS
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float cFarClipPS;
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};
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-layout(std140) uniform ZonePS
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+uniform ZonePS
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{
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vec3 cAmbientColor;
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vec4 cFogParams;
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vec3 cFogColor;
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};
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-layout(std140) uniform LightPS
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+uniform LightPS
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{
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vec4 cLightColor;
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vec4 cLightPosPS;
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@@ -184,7 +184,7 @@ layout(std140) uniform LightPS
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};
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#ifndef CUSTOM_MATERIAL_CBUFFER
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-layout(std140) uniform MaterialPS
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+uniform MaterialPS
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{
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vec4 cMatDiffColor;
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vec3 cMatEmissiveColor;
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