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@@ -29,13 +29,6 @@ return {
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Vertex shader header:
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- uniform mat4 lovrModel;
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- uniform mat4 lovrView;
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- uniform mat4 lovrProjection;
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- uniform mat4 lovrTransform; // Model-View matrix
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- uniform mat4 lovrNormalMatrix;
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- uniform float lovrPointSize;
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- uniform mat4 lovrPose[48];
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in vec3 lovrPosition;
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in vec3 lovrNormal;
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in vec2 lovrTexCoord;
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@@ -45,12 +38,22 @@ return {
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in vec4 lovrBoneWeights;
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out vec2 texCoord;
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out vec4 vertexColor;
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-
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- Additionally, the `lovrInstanceID` variable should be used to get the current instance ID when
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- using instanced rendering.
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+ uniform mat4 lovrModel;
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+ uniform mat4 lovrView;
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+ uniform mat4 lovrProjection;
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+ uniform mat4 lovrTransform; // Model-View matrix
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+ uniform mat4 lovrNormalMatrix;
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+ uniform float lovrPointSize;
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+ uniform mat4 lovrPose[48];
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+ uniform int lovrViewportCount;
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+ uniform int lovrViewportIndex;
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Fragment shader header:
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+ in vec2 texCoord;
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+ in vec4 vertexColor;
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+ in vec4 gl_FragCoord;
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+ out vec4 lovrFragColor;
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uniform float lovrMetalness;
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uniform float lovrRoughness;
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uniform vec4 lovrColor;
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@@ -63,10 +66,8 @@ return {
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uniform sampler2D lovrOcclusionTexture;
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uniform sampler2D lovrNormalTexture;
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uniform samplerCube lovrEnvironmentTexture;
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- in vec2 texCoord;
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- in vec4 vertexColor;
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- in vec4 gl_FragCoord;
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- out vec4 lovrFragColor;
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+ uniform int lovrViewportCount;
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+ uniform int lovrViewportIndex;
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### Compute Shaders
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