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Consolidate lighting uniforms
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8 changed files with 6 additions and 45 deletions
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@ -1,3 +1,9 @@
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uniform vec3 light_source_position;
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uniform vec3 camera_position;
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uniform float reflectiveness;
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uniform float gloss;
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uniform float shadow;
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vec3 float_to_color(float value, float min_val, float max_val, vec3[9] colormap_data){
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vec3 float_to_color(float value, float min_val, float max_val, vec3[9] colormap_data){
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float alpha = clamp((value - min_val) / (max_val - min_val), 0.0, 1.0);
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float alpha = clamp((value - min_val) / (max_val - min_val), 0.0, 1.0);
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int disc_alpha = min(int(alpha * 8), 7);
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int disc_alpha = min(int(alpha * 8), 7);
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@ -1,12 +1,5 @@
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#version 330
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#version 330
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uniform vec3 light_source_position;
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uniform vec3 camera_position;
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uniform float reflectiveness;
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uniform float gloss;
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uniform float shadow;
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uniform float focal_distance;
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uniform vec2 parameter;
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uniform vec2 parameter;
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uniform float opacity;
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uniform float opacity;
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uniform float n_steps;
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uniform float n_steps;
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@ -1,12 +1,5 @@
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#version 330
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#version 330
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uniform vec3 light_source_position;
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uniform vec3 camera_position;
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uniform float reflectiveness;
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uniform float gloss;
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uniform float shadow;
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uniform float focal_distance;
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uniform vec4 color0;
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uniform vec4 color0;
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uniform vec4 color1;
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uniform vec4 color1;
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uniform vec4 color2;
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uniform vec4 color2;
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@ -6,13 +6,6 @@ layout (triangle_strip, max_vertices = 5) out;
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uniform float anti_alias_width;
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uniform float anti_alias_width;
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uniform vec2 pixel_shape;
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uniform vec2 pixel_shape;
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// Needed for finalize_color
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uniform vec3 light_source_position;
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uniform vec3 camera_position;
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uniform float reflectiveness;
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uniform float gloss;
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uniform float shadow;
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in vec3 verts[3];
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in vec3 verts[3];
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in float v_orientation[3];
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in float v_orientation[3];
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in vec4 v_color[3];
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in vec4 v_color[3];
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@ -6,14 +6,7 @@ layout (triangle_strip, max_vertices = 6) out;
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uniform float anti_alias_width;
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uniform float anti_alias_width;
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uniform float flat_stroke;
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uniform float flat_stroke;
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uniform vec2 pixel_shape;
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uniform vec2 pixel_shape;
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//Needed for lighting
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uniform vec3 light_source_position;
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uniform vec3 camera_position;
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uniform float joint_type;
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uniform float joint_type;
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uniform float reflectiveness;
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uniform float gloss;
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uniform float shadow;
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in vec3 verts[3];
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in vec3 verts[3];
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@ -1,10 +1,5 @@
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#version 330
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#version 330
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uniform vec3 light_source_position;
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uniform vec3 camera_position;
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uniform float reflectiveness;
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uniform float gloss;
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uniform float shadow;
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uniform vec4 clip_plane;
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uniform vec4 clip_plane;
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in vec3 point;
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in vec3 point;
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@ -3,12 +3,6 @@
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uniform sampler2D LightTexture;
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uniform sampler2D LightTexture;
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uniform sampler2D DarkTexture;
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uniform sampler2D DarkTexture;
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uniform float num_textures;
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uniform float num_textures;
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uniform vec3 light_source_position;
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uniform vec3 camera_position;
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uniform float reflectiveness;
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uniform float gloss;
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uniform float shadow;
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uniform float focal_distance;
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in vec3 xyz_coords;
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in vec3 xyz_coords;
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in vec3 v_normal;
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in vec3 v_normal;
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@ -1,12 +1,6 @@
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#version 330
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#version 330
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uniform vec3 light_source_position;
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uniform vec3 camera_position;
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uniform float reflectiveness;
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uniform float gloss;
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uniform float shadow;
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uniform float anti_alias_width;
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uniform float anti_alias_width;
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uniform float focal_distance;
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uniform float glow_factor;
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uniform float glow_factor;
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in vec4 color;
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in vec4 color;
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