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https://github.com/moparisthebest/minetest
synced 2024-11-16 14:25:19 -05:00
Fix shaders on some GPUs
This commit is contained in:
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3cc45fd8ad
commit
206565d965
@ -21,14 +21,16 @@ const float e = 2.718281828459;
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void main (void)
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void main (void)
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{
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{
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float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
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float enable_bumpmapping = enableBumpmapping;
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vec3 color;
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vec3 color;
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vec2 uv = gl_TexCoord[0].st;
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vec2 uv = gl_TexCoord[0].st;
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#ifdef NORMALS
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float height;
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float height;
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vec2 tsEye = vec2(tsEyeVec.x,-tsEyeVec.y);
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vec2 tsEye = vec2(tsEyeVec.x,-tsEyeVec.y);
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float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
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float enable_bumpmapping = enableBumpmapping;
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if ((enableParallaxOcclusion == 1.0) && (use_normalmap > 0.0)) {
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if ((enableParallaxOcclusion == 1.0) && (use_normalmap > 0.0)) {
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float map_height = texture2D(normalTexture, uv).a;
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float map_height = texture2D(normalTexture, uv).a;
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if (map_height < 1.0){
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if (map_height < 1.0){
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@ -49,6 +51,9 @@ void main (void)
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} else {
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} else {
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color = texture2D(baseTexture, uv).rgb;
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color = texture2D(baseTexture, uv).rgb;
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}
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}
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#else
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color = texture2D(baseTexture, uv).rgb;
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#endif
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float alpha = texture2D(baseTexture, uv).a;
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float alpha = texture2D(baseTexture, uv).a;
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vec4 col = vec4(color.r, color.g, color.b, alpha);
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vec4 col = vec4(color.r, color.g, color.b, alpha);
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@ -18,12 +18,13 @@ const float e = 2.718281828459;
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void main (void)
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void main (void)
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{
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{
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float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
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float enable_bumpmapping = enableBumpmapping;
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vec3 color;
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vec3 color;
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vec2 uv = gl_TexCoord[0].st;
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vec2 uv = gl_TexCoord[0].st;
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#ifdef NORMALS
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float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
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float enable_bumpmapping = enableBumpmapping;
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if ((enable_bumpmapping == 1.0) && (use_normalmap > 0.0)) {
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if ((enable_bumpmapping == 1.0) && (use_normalmap > 0.0)) {
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vec3 base = texture2D(baseTexture, uv).rgb;
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vec3 base = texture2D(baseTexture, uv).rgb;
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vec3 vVec = normalize(eyeVec);
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vec3 vVec = normalize(eyeVec);
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@ -36,6 +37,9 @@ void main (void)
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} else {
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} else {
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color = texture2D(baseTexture, uv).rgb;
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color = texture2D(baseTexture, uv).rgb;
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}
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}
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#else
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color = texture2D(baseTexture, uv).rgb;
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#endif
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float alpha = texture2D(baseTexture, uv).a;
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float alpha = texture2D(baseTexture, uv).a;
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vec4 col = vec4(color.r, color.g, color.b, alpha);
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vec4 col = vec4(color.r, color.g, color.b, alpha);
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@ -17,12 +17,13 @@ const float e = 2.718281828459;
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void main (void)
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void main (void)
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{
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{
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float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
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float enable_bumpmapping = enableBumpmapping;
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vec3 color;
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vec3 color;
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vec2 uv = gl_TexCoord[0].st;
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vec2 uv = gl_TexCoord[0].st;
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#ifdef NORMALS
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float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
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float enable_bumpmapping = enableBumpmapping;
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if ((enable_bumpmapping == 1.0) && (use_normalmap > 0.0)) {
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if ((enable_bumpmapping == 1.0) && (use_normalmap > 0.0)) {
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vec3 base = texture2D(baseTexture, uv).rgb;
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vec3 base = texture2D(baseTexture, uv).rgb;
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vec3 vVec = normalize(eyeVec);
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vec3 vVec = normalize(eyeVec);
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@ -35,6 +36,9 @@ void main (void)
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} else {
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} else {
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color = texture2D(baseTexture, uv).rgb;
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color = texture2D(baseTexture, uv).rgb;
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}
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}
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#else
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color = texture2D(baseTexture, uv).rgb;
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#endif
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float alpha = gl_Color.a;
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float alpha = gl_Color.a;
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vec4 col = vec4(color.r, color.g, color.b, alpha);
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vec4 col = vec4(color.r, color.g, color.b, alpha);
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@ -17,12 +17,13 @@ const float e = 2.718281828459;
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void main (void)
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void main (void)
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{
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{
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float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
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float enable_bumpmapping = enableBumpmapping;
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vec3 color;
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vec3 color;
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vec2 uv = gl_TexCoord[0].st;
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vec2 uv = gl_TexCoord[0].st;
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#ifdef NORMALS
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float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
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float enable_bumpmapping = enableBumpmapping;
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if ((enable_bumpmapping == 1.0) && (use_normalmap > 0.0)) {
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if ((enable_bumpmapping == 1.0) && (use_normalmap > 0.0)) {
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vec3 base = texture2D(baseTexture, uv).rgb;
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vec3 base = texture2D(baseTexture, uv).rgb;
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vec3 vVec = normalize(eyeVec);
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vec3 vVec = normalize(eyeVec);
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@ -35,6 +36,9 @@ void main (void)
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} else {
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} else {
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color = texture2D(baseTexture, uv).rgb;
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color = texture2D(baseTexture, uv).rgb;
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}
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}
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#else
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color = texture2D(baseTexture, uv).rgb;
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#endif
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float alpha = texture2D(baseTexture, uv).a;
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float alpha = texture2D(baseTexture, uv).a;
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vec4 col = vec4(color.r, color.g, color.b, alpha);
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vec4 col = vec4(color.r, color.g, color.b, alpha);
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@ -23,14 +23,16 @@ const float e = 2.718281828459;
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void main (void)
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void main (void)
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{
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{
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float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
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float enable_bumpmapping = enableBumpmapping;
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vec3 color;
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vec3 color;
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vec2 uv = gl_TexCoord[0].st;
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vec2 uv = gl_TexCoord[0].st;
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#ifdef NORMALS
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float height;
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float height;
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vec2 tsEye = vec2(tsEyeVec.x,-tsEyeVec.y);
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vec2 tsEye = vec2(tsEyeVec.x,-tsEyeVec.y);
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float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
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float enable_bumpmapping = enableBumpmapping;
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if ((enableParallaxOcclusion == 1.0) && (use_normalmap > 0.0)) {
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if ((enableParallaxOcclusion == 1.0) && (use_normalmap > 0.0)) {
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float map_height = texture2D(normalTexture, uv).a;
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float map_height = texture2D(normalTexture, uv).a;
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if (map_height < 1.0){
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if (map_height < 1.0){
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@ -69,6 +71,9 @@ void main (void)
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} else {
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} else {
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color = texture2D(baseTexture, uv).rgb;
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color = texture2D(baseTexture, uv).rgb;
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}
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}
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#else
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color = texture2D(baseTexture, uv).rgb;
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#endif
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float alpha = texture2D(baseTexture, uv).a;
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float alpha = texture2D(baseTexture, uv).a;
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vec4 col = vec4(color.r, color.g, color.b, alpha);
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vec4 col = vec4(color.r, color.g, color.b, alpha);
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@ -673,6 +673,15 @@ ShaderInfo generate_shader(std::string name, IrrlichtDevice *device,
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if(vertex_program == "" && pixel_program == "" && geometry_program == "")
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if(vertex_program == "" && pixel_program == "" && geometry_program == "")
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return shaderinfo;
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return shaderinfo;
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if (g_settings->getBool("enable_bumpmapping") || g_settings->getBool("enable_parallax_occlusion")) {
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if(vertex_program != "")
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vertex_program = "#define NORMALS\n" + vertex_program;
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if(pixel_program != "")
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pixel_program = "#define NORMALS\n" + pixel_program;
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if(geometry_program != "")
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geometry_program = "#define NORMALS\n" + geometry_program;
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}
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// Call addHighLevelShaderMaterial() or addShaderMaterial()
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// Call addHighLevelShaderMaterial() or addShaderMaterial()
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const c8* vertex_program_ptr = 0;
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const c8* vertex_program_ptr = 0;
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const c8* pixel_program_ptr = 0;
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const c8* pixel_program_ptr = 0;
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