PSP rendering and shader cleanup
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30
src/extras/shaders/obj/leedsBuilding_vert.inc
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30
src/extras/shaders/obj/leedsBuilding_vert.inc
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const char *leedsBuilding_vert_src =
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"uniform vec4 u_amb;\n"
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"uniform vec4 u_emiss;\n"
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"#define surfEmissive (u_surfProps.w)\n"
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"VSIN(ATTRIB_POS) vec3 in_pos;\n"
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"VSOUT vec4 v_color;\n"
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"VSOUT vec2 v_tex0;\n"
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"VSOUT float v_fog;\n"
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"void\n"
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"main(void)\n"
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"{\n"
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" vec4 Vertex = u_world * vec4(in_pos, 1.0);\n"
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" gl_Position = u_proj * u_view * Vertex;\n"
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" vec3 Normal = mat3(u_world) * in_normal;\n"
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" v_tex0 = in_tex0;\n"
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" v_color = in_color;\n"
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" v_color.rgb *= u_amb.rgb;\n"
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" v_color.rgb += u_emiss.rgb*surfEmissive;\n"
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" v_color = clamp(v_color, 0.0, 1.0);\n"
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" v_color.a *= u_matColor.a;\n"
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" v_fog = DoFog(gl_Position.w);\n"
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"}\n"
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;
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