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// __multiversion__
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// This signals the loading code to prepend either #version 100 or #version 300 es as apropriate.
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#include "shaders/vertexVersionCentroid.h"
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#include "shaders/uniformWorldConstants.h"
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#include "shaders/uniformEntityConstants.h"
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#include "shaders/uniformPerFrameConstants.h"
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#include "shaders/uniformBannerConstants.h"
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attribute mediump vec4 POSITION;
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attribute vec2 TEXCOORD_0;
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attribute vec4 NORMAL;
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attribute vec4 COLOR;
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#if __VERSION__ >= 300
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_centroid varying vec4 uv;
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#else
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varying vec4 uv;
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#endif
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#ifdef ENABLE_FOG
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varying vec4 fogColor;
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#endif
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#ifdef ENABLE_LIGHT
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varying vec4 light;
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#endif
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#ifndef DISABLE_TINTING
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varying vec4 color;
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#endif
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const float AMBIENT = 0.45;
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const float XFAC = -0.1;
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const float ZFAC = 0.1;
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float lightIntensity() {
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#ifdef FANCY
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vec3 N = normalize( WORLD * NORMAL ).xyz;
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N.y *= TILE_LIGHT_COLOR.w; //TILE_LIGHT_COLOR.w contains the direction of the light
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//take care of double sided polygons on materials without culling
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#ifdef FLIP_BACKFACES
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vec3 viewDir = normalize((WORLD * POSITION).xyz);
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if( dot(N, viewDir) > 0.0 )
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N *= -1.0;
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#endif
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float yLight = (1.0+N.y) * 0.5;
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return yLight * (1.0-AMBIENT) + N.x*N.x * XFAC + N.z*N.z * ZFAC + AMBIENT;
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#else
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return 1.0;
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#endif
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}
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void main()
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{
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POS4 pos = WORLDVIEWPROJ * POSITION;
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gl_Position = pos;
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#ifdef ENABLE_LIGHT
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float L = lightIntensity();
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light = vec4(vec3(L) * TILE_LIGHT_COLOR.xyz, 1.0);
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#endif
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int frameIndex = int((COLOR.a * 255.0) + 0.5);
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uv.xy = TEXCOORD_0.xy + BANNER_UV_OFFSETS[frameIndex].xy;
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uv.zw = TEXCOORD_0.xy;
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#ifndef DISABLE_TINTING
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color = BANNER_COLORS[frameIndex];
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color.a = 1.0;
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if (frameIndex > 0) {
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color.a = 0.0;
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}
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#endif
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#ifdef ENABLE_FOG
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//fog
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fogColor.rgb = FOG_COLOR.rgb;
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fogColor.a = clamp(((pos.z / RENDER_DISTANCE) - FOG_CONTROL.x) / (FOG_CONTROL.y - FOG_CONTROL.x), 0.0, 1.0);
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#endif
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}
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