fixed formatting of a few GLSL float constants
remove unneeded version number from texturecolor shader call GLSL_VertexAttribPointers after attribute arrays have been enabled
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4 changed files with 118 additions and 123 deletions
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@ -160,7 +160,7 @@ vec3 EnvironmentBRDF(float gloss, float NE, vec3 specular)
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{
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#if 1
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// from http://blog.selfshadow.com/publications/s2013-shading-course/lazarov/s2013_pbs_black_ops_2_notes.pdf
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vec4 t = vec4( 1/0.96, 0.475, (0.0275 - 0.25 * 0.04)/0.96,0.25 ) * gloss;
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vec4 t = vec4( 1.0/0.96, 0.475, (0.0275 - 0.25 * 0.04)/0.96,0.25 ) * gloss;
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t += vec4( 0.0, 0.0, (0.015 - 0.75 * 0.04)/0.96,0.75 );
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float a0 = t.x * min( t.y, exp2( -9.28 * NE ) ) + t.z;
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float a1 = t.w;
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@ -1,5 +1,3 @@
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#version 120
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uniform sampler2D u_DiffuseMap;
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uniform vec4 u_Color;
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@ -1,5 +1,3 @@
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#version 120
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attribute vec3 attr_Position;
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attribute vec4 attr_TexCoord0;
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