378 lines
8.1 KiB
GLSL
378 lines
8.1 KiB
GLSL
[vertex]
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#ifdef USE_GLES_OVER_GL
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#define mediump
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#define highp
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#else
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precision mediump float;
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precision mediump int;
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#endif
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uniform highp mat4 projection_matrix;
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uniform highp mat4 modelview_matrix;
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uniform highp mat4 extra_matrix;
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attribute highp vec3 vertex; // attrib:0
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attribute vec4 color_attrib; // attrib:3
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attribute highp vec2 uv_attrib; // attrib:4
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varying vec2 uv_interp;
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varying vec4 color_interp;
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#if defined(USE_TIME)
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uniform float time;
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#endif
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#ifdef USE_LIGHTING
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uniform highp mat4 light_matrix;
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uniform highp mat4 light_local_matrix;
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uniform vec2 light_pos;
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varying vec4 light_uv_interp;
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#if defined(NORMAL_USED)
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varying vec4 local_rot;
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uniform vec2 normal_flip;
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#endif
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#ifdef USE_SHADOWS
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varying highp vec2 pos;
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#endif
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#endif
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#if defined(ENABLE_VAR1_INTERP)
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varying vec4 var1_interp;
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#endif
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#if defined(ENABLE_VAR2_INTERP)
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varying vec4 var2_interp;
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#endif
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//uniform bool snap_pixels;
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VERTEX_SHADER_GLOBALS
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void main() {
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color_interp = color_attrib;
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uv_interp = uv_attrib;
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highp vec4 outvec = vec4(vertex, 1.0);
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{
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vec2 src_vtx=outvec.xy;
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VERTEX_SHADER_CODE
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}
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#if !defined(USE_WORLD_VEC)
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outvec = extra_matrix * outvec;
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outvec = modelview_matrix * outvec;
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#endif
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#ifdef USE_PIXEL_SNAP
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outvec.xy=floor(outvec.xy+0.5);
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#endif
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gl_Position = projection_matrix * outvec;
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#ifdef USE_LIGHTING
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light_uv_interp.xy = (light_matrix * outvec).xy;
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light_uv_interp.zw =(light_local_matrix * outvec).xy;
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#ifdef USE_SHADOWS
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pos=outvec.xy;
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#endif
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#if defined(NORMAL_USED)
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local_rot.xy=normalize( (modelview_matrix * ( extra_matrix * vec4(1.0,0.0,0.0,0.0) )).xy )*normal_flip.x;
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local_rot.zw=normalize( (modelview_matrix * ( extra_matrix * vec4(0.0,1.0,0.0,0.0) )).xy )*normal_flip.y;
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#endif
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#endif
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}
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[fragment]
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#ifdef USE_GLES_OVER_GL
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#define mediump
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#define highp
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#else
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precision mediump float;
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precision mediump int;
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#endif
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// texunit:0
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uniform sampler2D texture;
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varying vec2 uv_interp;
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varying vec4 color_interp;
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#ifdef MOMO
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#endif
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#if defined(ENABLE_SCREEN_UV)
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uniform vec2 screen_uv_mult;
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#endif
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#if defined(ENABLE_TEXSCREEN)
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uniform vec2 texscreen_screen_mult;
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uniform vec4 texscreen_screen_clamp;
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uniform sampler2D texscreen_tex;
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#endif
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#if defined(ENABLE_VAR1_INTERP)
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varying vec4 var1_interp;
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#endif
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#if defined(ENABLE_VAR2_INTERP)
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varying vec4 var2_interp;
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#endif
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#if defined(USE_TIME)
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uniform float time;
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#endif
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#ifdef USE_MODULATE
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uniform vec4 modulate;
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#endif
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#ifdef USE_LIGHTING
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uniform sampler2D light_texture;
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uniform vec4 light_color;
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uniform float light_height;
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varying vec4 light_uv_interp;
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#if defined(NORMAL_USED)
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varying vec4 local_rot;
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#endif
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#ifdef USE_SHADOWS
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uniform highp sampler2D shadow_texture;
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uniform float shadow_attenuation;
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uniform highp mat4 shadow_matrix;
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varying highp vec2 pos;
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uniform float shadowpixel_size;
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#ifdef SHADOW_ESM
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uniform float shadow_esm_multiplier;
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#endif
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#endif
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#endif
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#if defined(USE_TEXPIXEL_SIZE)
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uniform vec2 texpixel_size;
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#endif
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FRAGMENT_SHADER_GLOBALS
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void main() {
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vec4 color = color_interp;
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#if defined(NORMAL_USED)
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vec3 normal = vec3(0.0,0.0,1.0);
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#endif
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#ifdef USE_DISTANCE_FIELD
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const float smoothing = 1.0/32.0;
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float distance = texture2D(texture, uv_interp).a;
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color.a = smoothstep(0.5 - smoothing, 0.5 + smoothing, distance);
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#else
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color *= texture2D( texture, uv_interp );
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#endif
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#if defined(ENABLE_SCREEN_UV)
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vec2 screen_uv = gl_FragCoord.xy*screen_uv_mult;
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#endif
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{
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FRAGMENT_SHADER_CODE
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}
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#ifdef DEBUG_ENCODED_32
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highp float enc32 = dot( color,highp vec4(1.0 / (256.0 * 256.0 * 256.0),1.0 / (256.0 * 256.0),1.0 / 256.0,1) );
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color = vec4(vec3(enc32),1.0);
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#endif
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#ifdef USE_MODULATE
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color*=modulate;
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#endif
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#ifdef USE_LIGHTING
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vec2 light_vec = light_uv_interp.zw;; //for shadow and normal mapping
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#if defined(NORMAL_USED)
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normal.xy = mat2(local_rot.xy,local_rot.zw) * normal.xy;
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#endif
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float att=1.0;
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vec4 light = texture2D(light_texture,light_uv_interp.xy) * light_color;
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#if defined(USE_LIGHT_SHADER_CODE)
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//light is written by the light shader
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{
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vec4 light_out=vec4(0.0,0.0,0.0,0.0);
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LIGHT_SHADER_CODE
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color=light_out;
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}
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#else
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#if defined(NORMAL_USED)
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vec3 light_normal = normalize(vec3(light_vec,-light_height));
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light*=max(dot(-light_normal,normal),0.0);
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#endif
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color*=light;
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/*
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#ifdef USE_NORMAL
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color.xy=local_rot.xy;//normal.xy;
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color.zw=vec2(0.0,1.0);
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#endif
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*/
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//light shader code
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#endif
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if (any(lessThan(light_uv_interp.xy,vec2(0.0,0.0))) || any(greaterThanEqual(light_uv_interp.xy,vec2(1.0,1.0)))) {
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color.a=0.0; //invisible
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} else {
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#ifdef USE_SHADOWS
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float angle_to_light = -atan(light_vec.x,light_vec.y);
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float PI = 3.14159265358979323846264;
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/*int i = int(mod(floor((angle_to_light+7.0*PI/6.0)/(4.0*PI/6.0))+1.0, 3.0)); // +1 pq os indices estao em ordem 2,0,1 nos arrays
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float ang*/
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float su,sz;
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float abs_angle = abs(angle_to_light);
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vec2 point;
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float sh;
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if (abs_angle<45.0*PI/180.0) {
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point = light_vec;
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sh=0.0+(1.0/8.0);
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} else if (abs_angle>135.0*PI/180.0) {
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point = -light_vec;
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sh = 0.5+(1.0/8.0);
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} else if (angle_to_light>0.0) {
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point = vec2(light_vec.y,-light_vec.x);
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sh = 0.25+(1.0/8.0);
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} else {
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point = vec2(-light_vec.y,light_vec.x);
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sh = 0.75+(1.0/8.0);
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}
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highp vec4 s = shadow_matrix * highp vec4(point,0.0,1.0);
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s.xyz/=s.w;
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su=s.x*0.5+0.5;
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sz=s.z*0.5+0.5;
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highp float shadow_attenuation;
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#ifdef USE_DEPTH_SHADOWS
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#define SHADOW_DEPTH(m_tex,m_uv) (texture2D((m_tex),(m_uv)).z)
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#else
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//#define SHADOW_DEPTH(m_tex,m_uv) dot(texture2D((m_tex),(m_uv)),highp vec4(1.0 / (256.0 * 256.0 * 256.0),1.0 / (256.0 * 256.0),1.0 / 256.0,1) )
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#define SHADOW_DEPTH(m_tex,m_uv) dot(texture2D((m_tex),(m_uv)),vec4(1.0 / (256.0 * 256.0 * 256.0),1.0 / (256.0 * 256.0),1.0 / 256.0,1) )
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#endif
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#ifdef SHADOW_PCF5
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shadow_attenuation=0.0;
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shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su,sh))<sz?0.0:1.0;
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shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su+shadowpixel_size,sh))<sz?0.0:1.0;
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shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su+shadowpixel_size*2.0,sh))<sz?0.0:1.0;
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shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su-shadowpixel_size,sh))<sz?0.0:1.0;
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shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su-shadowpixel_size*2.0,sh))<sz?0.0:1.0;
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shadow_attenuation/=5.0;
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#endif
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#ifdef SHADOW_PCF13
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shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su,sh))<sz?0.0:1.0;
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shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su+shadowpixel_size,sh))<sz?0.0:1.0;
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shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su+shadowpixel_size*2.0,sh))<sz?0.0:1.0;
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shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su+shadowpixel_size*3.0,sh))<sz?0.0:1.0;
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shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su+shadowpixel_size*4.0,sh))<sz?0.0:1.0;
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shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su+shadowpixel_size*5.0,sh))<sz?0.0:1.0;
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shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su+shadowpixel_size*6.0,sh))<sz?0.0:1.0;
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shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su-shadowpixel_size*2.0,sh))<sz?0.0:1.0;
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shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su-shadowpixel_size*3.0,sh))<sz?0.0:1.0;
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shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su-shadowpixel_size*4.0,sh))<sz?0.0:1.0;
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shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su-shadowpixel_size*5.0,sh))<sz?0.0:1.0;
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shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su-shadowpixel_size*6.0,sh))<sz?0.0:1.0;
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shadow_attenuation/=13.0;
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#endif
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#ifdef SHADOW_ESM
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{
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float unnormalized = su/shadowpixel_size;
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float fractional = fract(unnormalized);
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unnormalized = floor(unnormalized);
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float zc = SHADOW_DEPTH(shadow_texture,vec2((unnormalized-0.5)*shadowpixel_size,sh));
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float zn = SHADOW_DEPTH(shadow_texture,vec2((unnormalized+0.5)*shadowpixel_size,sh));
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float z = mix(zc,zn,fractional);
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shadow_attenuation=clamp(exp(shadow_esm_multiplier* ( z - sz )),0.0,1.0);
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}
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#endif
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#if !defined(SHADOW_PCF5) && !defined(SHADOW_PCF13) && !defined(SHADOW_ESM)
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shadow_attenuation = SHADOW_DEPTH(shadow_texture,vec2(su+shadowpixel_size,sh))<sz?0.0:1.0;
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#endif
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color.rgb*=shadow_attenuation;
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//use shadows
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#endif
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}
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//use lighting
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#endif
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// color.rgb*=color.a;
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gl_FragColor = color;
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}
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