fix shader data type
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@ -17,7 +17,7 @@ in vec2 TexCoord;
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in vec4 FragPosLightSpace;
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uniform vec3 viewPos;
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uniform dvec3 viewPos;
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uniform Material material;
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/**
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@ -30,7 +30,7 @@ void main(){
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discard;
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}
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vec3 norm = normalize(Normal);
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vec3 viewDir = normalize(viewPos - FragPos);
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vec3 viewDir = normalize(vec3(viewPos) - FragPos);
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//grab light intensity
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vec3 lightIntensity = vec3(calcLightIntensityTotal(norm));
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@ -22,7 +22,7 @@ in vec4 FragPosLightSpace;
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//view position
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uniform vec3 viewPos;
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uniform dvec3 viewPos;
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//material
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uniform Material material;
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@ -41,7 +41,7 @@ float weightCalcNew(float finalAlpha, float zLoc, float linearizedLoc);
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void main(){
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vec3 norm = normalize(Normal);
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vec3 viewDir = normalize(viewPos - FragPos);
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vec3 viewDir = normalize(vec3(viewPos) - FragPos);
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//grab light intensity
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vec3 lightIntensity = vec3(calcLightIntensityTotal(norm));
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@ -18,7 +18,7 @@ in vec2 texPlane3;
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in vec4 FragPosLightSpace;
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uniform vec3 viewPos;
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uniform dvec3 viewPos;
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uniform Material material;
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@ -29,7 +29,7 @@ vec3 getColor(vec2 texPlane1, vec2 texPlane2, vec2 texPlane3, vec3 normal, Mater
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void main(){
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vec3 norm = normalize(Normal);
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vec3 viewDir = normalize(viewPos - FragPos);
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vec3 viewDir = normalize(vec3(viewPos) - FragPos);
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//grab light intensity
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float lightIntensity = calcLightIntensityTotal(norm);
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@ -19,7 +19,7 @@ in vec3 normalRot1;
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in vec3 normalRot2;
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uniform vec3 viewPos;
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uniform dvec3 viewPos;
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// uniform DirLight dirLight;
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// uniform PointLight pointLights[NR_POINT_LIGHTS];
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// uniform SpotLight spotLight;
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@ -58,7 +58,7 @@ void main(){
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float normalMultiplier = -(1.0 + -2.0 * int(gl_FrontFacing));
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vec3 norm = normalize(mix(normalRot1,normalRot2,normalMix) * normalMultiplier);
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// vec3 norm = normalize(Normal * normalMultiplier);
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vec3 viewDir = normalize(viewPos - FragPos);
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vec3 viewDir = normalize(vec3(viewPos) - FragPos);
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//grab light intensity
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vec3 lightIntensity = vec3(calcLightIntensityTotal(norm));
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@ -31,7 +31,7 @@ uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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uniform mat4 lightSpaceMatrix;
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uniform vec3 viewPos;
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uniform dvec3 viewPos;
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uniform vec3 modelWorldPos;
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uniform float time;
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@ -151,7 +151,7 @@ void main() {
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//shift in viewspace to make it feel slightly fuller
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//
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//dot view and normal
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vec3 viewDir = normalize(viewPos - FinalVertex.xyz);
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vec3 viewDir = normalize(vec3(viewPos) - FinalVertex.xyz);
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float viewDotNormal = clamp(dot(FinalNormal.xz,viewDir.xz),0,1);
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//calculate thinkening factor to shift verts slightly based on view angle
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float viewSpaceThickenFactor = easeOut(1.0 - viewDotNormal);
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@ -22,7 +22,7 @@ in vec4 FragPosLightSpace;
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in vec4 instanceColor;
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uniform vec3 viewPos;
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uniform dvec3 viewPos;
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uniform Material material;
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uniform mat4 view;
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@ -37,7 +37,7 @@ float easeIn(float interpolator);
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float easeOut(float interpolator);
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void main(){
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vec3 viewDir = normalize(viewPos - FragPos);
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vec3 viewDir = normalize(vec3(viewPos) - FragPos);
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//grab light intensity
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vec3 lightIntensity = vec3(calcLightIntensityTotal(Normal));
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@ -27,7 +27,7 @@ in vec3 samplerIndexVec; //the indices in the atlas of textures to sample
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in vec3 samplerRatioVec; //the vector of HOW MUCH to pull from each texture in the atlas
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uniform vec3 viewPos;
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uniform dvec3 viewPos;
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// uniform DirLight dirLight;
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// uniform PointLight pointLights[NR_POINT_LIGHTS];
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// uniform SpotLight spotLight;
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@ -45,7 +45,7 @@ vec3 getColor(vec2 texPlane1, vec2 texPlane2, vec2 texPlane3, vec3 normal, vec3
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void main(){
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vec3 norm = normalize(Normal);
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vec3 viewDir = normalize(viewPos - FragPos);
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vec3 viewDir = normalize(vec3(viewPos) - FragPos);
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//grab light intensity
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vec3 lightIntensity = vec3(calcLightIntensityTotal(norm));
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