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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-14 08:04:40 +00:00
update bullet so it actually works
Moved the addSourceDirectory for physics/Bullet into the Engine/Source/CMakeLists.txt file that way it can actually appear where we expect it to in the solution explorer.
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5986 changed files with 1811270 additions and 453803 deletions
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@ -8,14 +8,20 @@ layout (location = 2) in vec4 instance_quaternion;
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layout (location = 3) in vec2 uvcoords;
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layout (location = 4) in vec3 vertexnormal;
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layout (location = 5) in vec4 instance_color;
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layout (location = 6) in vec3 instance_scale;
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layout (location = 6) in vec4 instance_scale_obUid;
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uniform mat4 ModelViewMatrix;
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uniform mat4 ProjectionMatrix;
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uniform mat4 DepthBiasModelViewProjectionMatrix;
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uniform mat4 MVP;
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uniform vec3 lightDirIn;
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uniform vec3 lightPosIn;
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uniform vec3 cameraPositionIn;
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uniform mat4 ViewMatrixInverse;
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uniform float materialShininessIn;
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uniform float shadowmapIntensityIn;
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uniform vec3 lightSpecularIntensityIn;
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uniform vec3 materialSpecularColorIn;
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out vec4 ShadowCoord;
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@ -60,7 +66,14 @@ vec4 quatRotate ( in vec4 p, in vec4 q )
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return quatMul ( temp, vec4 ( -q.x, -q.y, -q.z, q.w ) );
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}
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out vec3 lightDir,normal,ambient;
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out vec3 lightPos,normal,ambient;
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out vec4 vertexPos;
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out vec3 cameraPosition;
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out float materialShininess;
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out float shadowmapIntensity;
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out vec3 lightSpecularIntensity;
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out vec3 materialSpecularColor;
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void main(void)
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{
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@ -69,15 +82,21 @@ void main(void)
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vec4 worldNormal = (quatRotate3( vertexnormal,q));
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normal = normalize(worldNormal).xyz;
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normal = worldNormal.xyz;
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lightDir = lightDirIn;
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lightPos = lightPosIn;
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cameraPosition = cameraPositionIn;
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materialShininess = materialShininessIn;
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vec4 localcoord = quatRotate3( position.xyz*instance_scale,q);
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vec4 vertexPos = MVP* vec4((instance_position+localcoord).xyz,1);
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gl_Position = vertexPos;
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shadowmapIntensity = shadowmapIntensityIn;
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lightSpecularIntensity = lightSpecularIntensityIn;
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materialSpecularColor = materialSpecularColorIn;
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vec4 localcoord = quatRotate3( position.xyz*instance_scale_obUid.xyz,q);
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vertexPos = vec4((instance_position+localcoord).xyz,1);
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vec4 vertexLoc = MVP* vec4((instance_position+localcoord).xyz,1);
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gl_Position = vertexLoc;
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ShadowCoord = DepthBiasModelViewProjectionMatrix * vec4((instance_position+localcoord).xyz,1);
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fragment.color = instance_color;
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