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@@ -35,13 +35,13 @@ const ShaderLib = {
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#ifdef NODE_COLOR
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- outColor.rgb = NODE_COLOR;
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+ outColor = NODE_COLOR;
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#endif
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#ifdef NODE_OPACITY
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- outColor.a = NODE_OPACITY;
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+ outColor.a *= NODE_OPACITY;
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#endif
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@@ -82,7 +82,7 @@ const ShaderLib = {
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#ifdef NODE_COLOR
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- outColor.rgb = NODE_COLOR;
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+ outColor = NODE_COLOR;
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#endif
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@@ -99,6 +99,9 @@ const ShaderLib = {
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layout(location = 0) in vec3 position;
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+ NODE_HEADER_ATTRIBUTES
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+ NODE_HEADER_UNIFORMS
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+
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layout(set = 0, binding = 0) uniform ModelUniforms {
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mat4 modelMatrix;
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mat4 modelViewMatrix;
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@@ -110,14 +113,32 @@ const ShaderLib = {
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} cameraUniforms;
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void main(){
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+ NODE_BODY_ATTRIBUTES
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gl_Position = cameraUniforms.projectionMatrix * modelUniforms.modelViewMatrix * vec4( position, 1.0 );
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}`,
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fragmentShader: `#version 450
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+ NODE_HEADER_ATTRIBUTES
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+ NODE_HEADER_UNIFORMS
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+
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layout(location = 0) out vec4 outColor;
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void main() {
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- outColor = vec4( 1.0, 0.0, 0.0, 1.0 );
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+
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+ outColor = vec4( 1.0, 1.0, 1.0, 1.0 );
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+
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+ #ifdef NODE_COLOR
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+
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+ outColor = NODE_COLOR;
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+
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+ #endif
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+
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+ #ifdef NODE_OPACITY
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+
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+ outColor.a = NODE_OPACITY;
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+
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+ #endif
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+
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}`
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}
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};
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