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Vertex shaders optimization
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@ -6,8 +6,7 @@ in vec3 vertexNormal;
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out vec2 fragTexCoord;
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uniform mat4 projectionMatrix;
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uniform mat4 modelviewMatrix;
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uniform mat4 mvpMatrix;
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// NOTE: Add here your custom variables
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@ -15,5 +14,5 @@ void main()
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{
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fragTexCoord = vertexTexCoord;
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gl_Position = projectionMatrix*modelviewMatrix*vec4(vertexPosition, 1.0);
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gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
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}
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@ -5,7 +5,7 @@ in vec2 fragTexCoord;
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out vec4 fragColor;
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uniform sampler2D texture0;
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uniform vec4 tintColor;
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uniform vec4 fragTintColor;
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// NOTE: Add here your custom variables
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@ -5,16 +5,16 @@ in vec2 fragTexCoord;
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out vec4 fragColor;
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uniform sampler2D texture0;
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uniform vec4 tintColor;
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uniform vec4 fragTintColor;
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// NOTE: Add here your custom variables
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void main()
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{
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vec4 base = texture2D(texture0, fragTexCoord)*tintColor;
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vec4 base = texture2D(texture0, fragTexCoord)*fragTintColor;
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// Convert to grayscale using NTSC conversion weights
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float gray = dot(base.rgb, vec3(0.299, 0.587, 0.114));
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fragColor = vec4(gray, gray, gray, tintColor.a);
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fragColor = vec4(gray, gray, gray, fragTintColor.a);
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}
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@ -6,7 +6,7 @@ in vec3 fragNormal;
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// Diffuse data
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uniform sampler2D texture0;
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uniform vec4 tintColor;
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uniform vec4 fragTintColor;
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// Light attributes
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uniform vec3 light_ambientColor = vec3(0.6, 0.3, 0);
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@ -6,8 +6,8 @@ in vec2 vertexTexCoord;
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in vec3 vertexNormal;
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// Projection and model data
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uniform mat4 projectionMatrix;
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uniform mat4 modelviewMatrix;
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uniform mat4 mvpMatrix;
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uniform mat4 modelMatrix;
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// Attributes to fragment shader
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@ -4,16 +4,15 @@ attribute vec3 vertexPosition;
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attribute vec2 vertexTexCoord;
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attribute vec4 vertexColor;
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uniform mat4 projectionMatrix;
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uniform mat4 modelviewMatrix;
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uniform mat4 mvpMatrix;
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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varying vec4 fragTintColor;
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void main()
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{
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fragTexCoord = vertexTexCoord;
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fragColor = vertexColor;
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fragTintColor = vertexColor;
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gl_Position = projectionMatrix*modelviewMatrix*vec4(vertexPosition, 1.0);
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gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
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}
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@ -2,11 +2,11 @@
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uniform sampler2D texture0;
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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varying vec4 fragTintColor;
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void main()
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{
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vec4 base = texture2D(texture0, fragTexCoord)*fragColor;
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vec4 base = texture2D(texture0, fragTexCoord)*fragTintColor;
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// Convert to grayscale using NTSC conversion weights
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float gray = dot(base.rgb, vec3(0.299, 0.587, 0.114));
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@ -5,7 +5,7 @@ in vec2 fragTexCoord;
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out vec4 fragColor;
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uniform sampler2D texture0;
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uniform vec4 tintColor;
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uniform vec4 fragTintColor;
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// NOTE: Add here your custom variables
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