Started refactor to lazily compilable shaders.
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84
shaders/vertex_mesh_face.glsl
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84
shaders/vertex_mesh_face.glsl
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#pragma STAGE: VERTEX
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#pragma GEOMETRY: MESH
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#pragma FEATURES: FACE LINE V_L V_RGB V_A LIGHTING TEXTURE U_RGBA
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#pragma FEATURE_TOGGLES: V_L V_RGB V_A LIGHTING TEXTURE U_RGBA
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#ifdef V_L
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#ifdef V_RGB
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#error Vertex luminance and vertex RGB are mutually exclusive
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#endif
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#endif
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//------------[ Uniforms ]------------//
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layout (location = 0) uniform mat4 mvp_matrix;
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#ifdef LIGHTING
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layout (location = 1) uniform mat4 model_matrix;
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#endif
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#ifdef U_RGBA
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layout (location = 4) uniform vec4 color;
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#endif
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//------------[ Inputs ]------------//
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layout (location = 0) in vec3 model_vertex_position;
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#ifdef LIGHTING
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layout (location = 1) in vec3 model_vertex_normal;
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#endif
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#ifdef V_L
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layout (location = 2) in float model_vertex_l;
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#endif
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#ifdef V_RGB
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layout (location = 2) in vec3 model_vertex_rgb;
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#endif
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#ifdef V_A
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layout (location = 3) in float model_vertex_a;
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#endif
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#ifdef TEXTURE
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layout (location = 4) in vec2 model_vertex_tex_coord;
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#endif
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//------------[ Outputs ]------------//
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layout (location = 0) out vec4 clip_vertex_color;
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#ifdef LIGHTING
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layout (location = 1) out vec3 clip_vertex_position;
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layout (location = 2) out vec3 clip_vertex_normal;
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#endif
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#ifdef TEXTURE
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layout (location = 3) out vec2 clip_vertex_tex_coord;
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#endif
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void main()
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{
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gl_Position = mvp_matrix * vec4(model_vertex_position, 1.0);
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clip_vertex_color = vec4(1);
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#ifdef V_L
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clip_vertex_color.rgb *= model_vertex_l;
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#endif
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#ifdef V_RGB
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clip_vertex_color.rgb *= model_vertex_rgb;
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#endif
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#ifdef V_A
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clip_vertex_color.a *= model_vertex_a;
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#endif
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#ifdef U_RGBA
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clip_vertex_color *= color;
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#endif
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#ifdef LIGHTING
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clip_vertex_position = (model_matrix * vec4(model_vertex_position, 1.0)).xyz;
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clip_vertex_normal = normalize(mat3(model_matrix) * model_vertex_normal);
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#endif
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#ifdef TEXTURE
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clip_vertex_tex_coord = model_vertex_tex_coord;
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#endif
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}
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