OpenGL2: Small glsl shader optimizations, fixes, and cleanup.
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@@ -1,4 +1,4 @@
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attribute vec4 attr_Position;
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attribute vec3 attr_Position;
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attribute vec4 attr_TexCoord0;
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attribute vec3 attr_Normal;
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@@ -48,7 +48,7 @@ vec3 DeformPosition(const vec3 pos, const vec3 normal, const vec2 st)
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}
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else if (u_DeformGen == DGEN_WAVE_SQUARE)
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{
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func = sign(sin(value * 2.0 * M_PI));
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func = sign(0.5 - fract(value));
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}
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else if (u_DeformGen == DGEN_WAVE_TRIANGLE)
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{
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@@ -62,7 +62,7 @@ vec3 DeformPosition(const vec3 pos, const vec3 normal, const vec2 st)
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{
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func = (1.0 - fract(value));
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}
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else if (u_DeformGen == DGEN_BULGE)
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else // if (u_DeformGen == DGEN_BULGE)
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{
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func = sin(value);
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}
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@@ -73,16 +73,16 @@ vec3 DeformPosition(const vec3 pos, const vec3 normal, const vec2 st)
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void main()
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{
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vec4 position = attr_Position;
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vec3 normal = attr_Normal;
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vec3 position = attr_Position;
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vec3 normal = attr_Normal * 2.0 - vec3(1.0);
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#if defined(USE_DEFORM_VERTEXES)
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position.xyz = DeformPosition(position.xyz, normal, attr_TexCoord0.st);
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position = DeformPosition(position, normal, attr_TexCoord0.st);
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#endif
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gl_Position = u_ModelViewProjectionMatrix * position;
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gl_Position = u_ModelViewProjectionMatrix * vec4(position, 1.0);
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vec3 dist = u_DlightInfo.xyz - position.xyz;
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vec3 dist = u_DlightInfo.xyz - position;
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var_Tex1 = dist.xy * u_DlightInfo.a + vec2(0.5);
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float dlightmod = step(0.0, dot(dist, normal));
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