OpenGL2: Small glsl shader optimizations, fixes, and cleanup.
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@@ -1,9 +1,9 @@
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attribute vec4 attr_Position;
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attribute vec3 attr_Position;
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attribute vec3 attr_Normal;
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attribute vec4 attr_TexCoord0;
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//#if defined(USE_VERTEX_ANIMATION)
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attribute vec4 attr_Position2;
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attribute vec3 attr_Position2;
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attribute vec3 attr_Normal2;
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//#endif
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@@ -54,7 +54,7 @@ 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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@@ -68,7 +68,7 @@ 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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@@ -78,12 +78,13 @@ 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 = mix(attr_Position, attr_Position2, u_VertexLerp);
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vec3 normal = normalize(mix(attr_Normal, attr_Normal2, u_VertexLerp));
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vec3 position = mix(attr_Position, attr_Position2, u_VertexLerp);
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vec3 normal = mix(attr_Normal, attr_Normal2, u_VertexLerp);
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normal = normalize(normal - vec3(0.5));
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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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gl_Position = u_ModelViewProjectionMatrix * position;
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gl_Position = u_ModelViewProjectionMatrix * vec4(position, 1.0);
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var_Position = (u_ModelMatrix * position).xyz;
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var_Position = (u_ModelMatrix * vec4(position, 1.0)).xyz;
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}
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