* Adjustment: Update Bullet version to 3.24.

This commit is contained in:
Robert MacGregor 2022-06-27 10:01:08 -04:00
parent 35de012ee7
commit 4a3f31df2a
6148 changed files with 2112532 additions and 56873 deletions

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#version 330
precision highp float;
layout(location = 0) out float fragmentdepth;
void main(void)
{
fragmentdepth = gl_FragCoord.z;
}

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//this file is autogenerated using stringify.bat (premake --stringify) in the build folder of this project
static const char* createShadowMapInstancingFragmentShader= \
"#version 330\n"
"precision highp float;\n"
"layout(location = 0) out float fragmentdepth;\n"
"void main(void)\n"
"{\n"
" fragmentdepth = gl_FragCoord.z;\n"
"}\n"
;

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#version 330
precision highp float;
layout (location = 0) in vec4 position;
layout (location = 1) in vec4 instance_position;
layout (location = 2) in vec4 instance_quaternion;
layout (location = 3) in vec2 uvcoords;
layout (location = 4) in vec3 vertexnormal;
layout (location = 5) in vec4 instance_color;
layout (location = 6) in vec4 instance_scale_obUid;
uniform mat4 depthMVP;
vec4 quatMul ( in vec4 q1, in vec4 q2 )
{
vec3 im = q1.w * q2.xyz + q1.xyz * q2.w + cross ( q1.xyz, q2.xyz );
vec4 dt = q1 * q2;
float re = dot ( dt, vec4 ( -1.0, -1.0, -1.0, 1.0 ) );
return vec4 ( im, re );
}
vec4 quatFromAxisAngle(vec4 axis, in float angle)
{
float cah = cos(angle*0.5);
float sah = sin(angle*0.5);
float d = inversesqrt(dot(axis,axis));
vec4 q = vec4(axis.x*sah*d,axis.y*sah*d,axis.z*sah*d,cah);
return q;
}
//
// vector rotation via quaternion
//
vec4 quatRotate3 ( in vec3 p, in vec4 q )
{
vec4 temp = quatMul ( q, vec4 ( p, 0.0 ) );
return quatMul ( temp, vec4 ( -q.x, -q.y, -q.z, q.w ) );
}
vec4 quatRotate ( in vec4 p, in vec4 q )
{
vec4 temp = quatMul ( q, p );
return quatMul ( temp, vec4 ( -q.x, -q.y, -q.z, q.w ) );
}
void main(void)
{
vec4 q = instance_quaternion;
vec4 localcoord = quatRotate3( position.xyz*instance_scale_obUid.xyz,q);
vec4 vertexPos = depthMVP * vec4( (instance_position+localcoord).xyz,1);
gl_Position = vertexPos;
}

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//this file is autogenerated using stringify.bat (premake --stringify) in the build folder of this project
static const char* createShadowMapInstancingVertexShader= \
"#version 330\n"
"precision highp float;\n"
"layout (location = 0) in vec4 position;\n"
"layout (location = 1) in vec4 instance_position;\n"
"layout (location = 2) in vec4 instance_quaternion;\n"
"layout (location = 3) in vec2 uvcoords;\n"
"layout (location = 4) in vec3 vertexnormal;\n"
"layout (location = 5) in vec4 instance_color;\n"
"layout (location = 6) in vec4 instance_scale_obUid;\n"
"uniform mat4 depthMVP;\n"
"vec4 quatMul ( in vec4 q1, in vec4 q2 )\n"
"{\n"
" vec3 im = q1.w * q2.xyz + q1.xyz * q2.w + cross ( q1.xyz, q2.xyz );\n"
" vec4 dt = q1 * q2;\n"
" float re = dot ( dt, vec4 ( -1.0, -1.0, -1.0, 1.0 ) );\n"
" return vec4 ( im, re );\n"
"}\n"
"vec4 quatFromAxisAngle(vec4 axis, in float angle)\n"
"{\n"
" float cah = cos(angle*0.5);\n"
" float sah = sin(angle*0.5);\n"
" float d = inversesqrt(dot(axis,axis));\n"
" vec4 q = vec4(axis.x*sah*d,axis.y*sah*d,axis.z*sah*d,cah);\n"
" return q;\n"
"}\n"
"//\n"
"// vector rotation via quaternion\n"
"//\n"
"vec4 quatRotate3 ( in vec3 p, in vec4 q )\n"
"{\n"
" vec4 temp = quatMul ( q, vec4 ( p, 0.0 ) );\n"
" return quatMul ( temp, vec4 ( -q.x, -q.y, -q.z, q.w ) );\n"
"}\n"
"vec4 quatRotate ( in vec4 p, in vec4 q )\n"
"{\n"
" vec4 temp = quatMul ( q, p );\n"
" return quatMul ( temp, vec4 ( -q.x, -q.y, -q.z, q.w ) );\n"
"}\n"
"void main(void)\n"
"{\n"
" vec4 q = instance_quaternion;\n"
" vec4 localcoord = quatRotate3( position.xyz*instance_scale_obUid.xyz,q);\n"
" vec4 vertexPos = depthMVP * vec4( (instance_position+localcoord).xyz,1);\n"
" gl_Position = vertexPos;\n"
"}\n"
;

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#version 330
precision highp float;
in Fragment
{
vec4 color;
} fragment;
in Vert
{
vec2 texcoord;
} vert;
uniform sampler2D Diffuse;
in vec3 lightDir,normal,ambient;
out vec4 color;
void main_textured(void)
{
color = vec4(0.1,0.2,0.3,0.3);
}
void main(void)
{
vec4 texel = fragment.color*texture(Diffuse,vert.texcoord);//fragment.color;
vec3 ct,cf;
float intensity,at,af;
intensity = 0.5+0.5*clamp( dot( normalize(normal),lightDir ), -1,1 );
cf = intensity*(vec3(1.0,1.0,1.0)-ambient)+ambient;
af = 1.0;
ct = texel.rgb;
at = texel.a;
color = vec4(ct * cf, at * af);
}

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//this file is autogenerated using stringify.bat (premake --stringify) in the build folder of this project
static const char* instancingFragmentShader= \
"#version 330\n"
"precision highp float;\n"
"in Fragment\n"
"{\n"
" vec4 color;\n"
"} fragment;\n"
"in Vert\n"
"{\n"
" vec2 texcoord;\n"
"} vert;\n"
"uniform sampler2D Diffuse;\n"
"in vec3 lightDir,normal,ambient;\n"
"out vec4 color;\n"
"void main_textured(void)\n"
"{\n"
" color = vec4(0.1,0.2,0.3,0.3);\n"
"}\n"
"void main(void)\n"
"{\n"
" vec4 texel = fragment.color*texture(Diffuse,vert.texcoord);//fragment.color;\n"
" vec3 ct,cf;\n"
" float intensity,at,af;\n"
" \n"
" intensity = 0.5+0.5*clamp( dot( normalize(normal),lightDir ), -1,1 );\n"
" cf = intensity*(vec3(1.0,1.0,1.0)-ambient)+ambient;\n"
" af = 1.0;\n"
" \n"
" ct = texel.rgb;\n"
" at = texel.a;\n"
" \n"
" color = vec4(ct * cf, at * af); \n"
"}\n"
;

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#version 330
precision highp float;
layout (location = 0) in vec4 position;
layout (location = 1) in vec4 instance_position;
layout (location = 2) in vec4 instance_quaternion;
layout (location = 3) in vec2 uvcoords;
layout (location = 4) in vec3 vertexnormal;
layout (location = 5) in vec4 instance_color;
layout (location = 6) in vec4 instance_scale_obUid;
uniform mat4 ModelViewMatrix;
uniform mat4 ProjectionMatrix;
uniform vec3 lightDirIn;
out Fragment
{
vec4 color;
} fragment;
out Vert
{
vec2 texcoord;
} vert;
vec4 quatMul ( in vec4 q1, in vec4 q2 )
{
vec3 im = q1.w * q2.xyz + q1.xyz * q2.w + cross ( q1.xyz, q2.xyz );
vec4 dt = q1 * q2;
float re = dot ( dt, vec4 ( -1.0, -1.0, -1.0, 1.0 ) );
return vec4 ( im, re );
}
vec4 quatFromAxisAngle(vec4 axis, in float angle)
{
float cah = cos(angle*0.5);
float sah = sin(angle*0.5);
float d = inversesqrt(dot(axis,axis));
vec4 q = vec4(axis.x*sah*d,axis.y*sah*d,axis.z*sah*d,cah);
return q;
}
//
// vector rotation via quaternion
//
vec4 quatRotate3 ( in vec3 p, in vec4 q )
{
vec4 temp = quatMul ( q, vec4 ( p, 0.0 ) );
return quatMul ( temp, vec4 ( -q.x, -q.y, -q.z, q.w ) );
}
vec4 quatRotate ( in vec4 p, in vec4 q )
{
vec4 temp = quatMul ( q, p );
return quatMul ( temp, vec4 ( -q.x, -q.y, -q.z, q.w ) );
}
out vec3 lightDir,normal,ambient;
void main(void)
{
vec4 q = instance_quaternion;
ambient = vec3(0.5,.5,0.5);
vec4 worldNormal = (quatRotate3( vertexnormal,q));
normal = normalize(worldNormal).xyz;
lightDir = lightDirIn;
vec4 localcoord = quatRotate3( position.xyz*instance_scale_obUid.xyz,q);
vec4 vertexPos = ProjectionMatrix * ModelViewMatrix *(instance_position+localcoord);
gl_Position = vertexPos;
fragment.color = instance_color;
vert.texcoord = uvcoords;
}

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//this file is autogenerated using stringify.bat (premake --stringify) in the build folder of this project
static const char* instancingVertexShader= \
"#version 330\n"
"precision highp float;\n"
"layout (location = 0) in vec4 position;\n"
"layout (location = 1) in vec4 instance_position;\n"
"layout (location = 2) in vec4 instance_quaternion;\n"
"layout (location = 3) in vec2 uvcoords;\n"
"layout (location = 4) in vec3 vertexnormal;\n"
"layout (location = 5) in vec4 instance_color;\n"
"layout (location = 6) in vec4 instance_scale_obUid;\n"
"uniform mat4 ModelViewMatrix;\n"
"uniform mat4 ProjectionMatrix;\n"
"uniform vec3 lightDirIn;\n"
"out Fragment\n"
"{\n"
" vec4 color;\n"
"} fragment;\n"
"out Vert\n"
"{\n"
" vec2 texcoord;\n"
"} vert;\n"
"vec4 quatMul ( in vec4 q1, in vec4 q2 )\n"
"{\n"
" vec3 im = q1.w * q2.xyz + q1.xyz * q2.w + cross ( q1.xyz, q2.xyz );\n"
" vec4 dt = q1 * q2;\n"
" float re = dot ( dt, vec4 ( -1.0, -1.0, -1.0, 1.0 ) );\n"
" return vec4 ( im, re );\n"
"}\n"
"vec4 quatFromAxisAngle(vec4 axis, in float angle)\n"
"{\n"
" float cah = cos(angle*0.5);\n"
" float sah = sin(angle*0.5);\n"
" float d = inversesqrt(dot(axis,axis));\n"
" vec4 q = vec4(axis.x*sah*d,axis.y*sah*d,axis.z*sah*d,cah);\n"
" return q;\n"
"}\n"
"//\n"
"// vector rotation via quaternion\n"
"//\n"
"vec4 quatRotate3 ( in vec3 p, in vec4 q )\n"
"{\n"
" vec4 temp = quatMul ( q, vec4 ( p, 0.0 ) );\n"
" return quatMul ( temp, vec4 ( -q.x, -q.y, -q.z, q.w ) );\n"
"}\n"
"vec4 quatRotate ( in vec4 p, in vec4 q )\n"
"{\n"
" vec4 temp = quatMul ( q, p );\n"
" return quatMul ( temp, vec4 ( -q.x, -q.y, -q.z, q.w ) );\n"
"}\n"
"out vec3 lightDir,normal,ambient;\n"
"void main(void)\n"
"{\n"
" vec4 q = instance_quaternion;\n"
" ambient = vec3(0.5,.5,0.5);\n"
" \n"
" vec4 worldNormal = (quatRotate3( vertexnormal,q));\n"
" normal = normalize(worldNormal).xyz;\n"
" \n"
" lightDir = lightDirIn;\n"
" \n"
" vec4 localcoord = quatRotate3( position.xyz*instance_scale_obUid.xyz,q);\n"
" vec4 vertexPos = ProjectionMatrix * ModelViewMatrix *(instance_position+localcoord);\n"
" gl_Position = vertexPos;\n"
" \n"
" fragment.color = instance_color;\n"
" vert.texcoord = uvcoords;\n"
"}\n"
;

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#version 150
in vec4 colourV;
out vec4 fragColour;
void main(void)
{
fragColour = colourV;
}

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//this file is autogenerated using stringify.bat (premake --stringify) in the build folder of this project
static const char* linesFragmentShader= \
"#version 150\n"
"in vec4 colourV;\n"
"out vec4 fragColour;\n"
"void main(void)\n"
"{\n"
" fragColour = colourV;\n"
"}\n"
;

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#version 150
uniform mat4 ModelViewMatrix;
uniform mat4 ProjectionMatrix;
uniform vec4 colour;
in vec4 position;
out vec4 colourV;
void main (void)
{
colourV = colour;
gl_Position = ProjectionMatrix * ModelViewMatrix * position;
}

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@ -0,0 +1,15 @@
//this file is autogenerated using stringify.bat (premake --stringify) in the build folder of this project
static const char* linesVertexShader= \
"#version 150 \n"
"uniform mat4 ModelViewMatrix;\n"
"uniform mat4 ProjectionMatrix;\n"
"uniform vec4 colour;\n"
"in vec4 position;\n"
"out vec4 colourV;\n"
"void main (void)\n"
"{\n"
" colourV = colour;\n"
" gl_Position = ProjectionMatrix * ModelViewMatrix * position;\n"
" \n"
"}\n"
;

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#version 330
precision highp float;
in Fragment
{
vec4 color;
} fragment;
in vec3 ambient;
out vec4 color;
void main_textured(void)
{
color = fragment.color;//texture2D(Diffuse,vert.texcoord);//fragment.color;
}
void main(void)
{
vec3 N;
N.xy = gl_PointCoord.st*vec2(2.0, -2.0) + vec2(-1.0, 1.0);
float mag = dot(N.xy, N.xy);
if (mag > 1.0) discard;
vec4 texel = fragment.color;//vec4(1,0,0,1);//fragment.color*texture(Diffuse,vert.texcoord);//fragment.color;
vec3 ct;
float at,af;
af = 1.0;
ct = texel.rgb;
at = texel.a;
vec3 lightDir= vec3(1,0,0);
float diffuse = max(0.0, dot(lightDir, N));
color = vec4(ct * diffuse, at * af);
}

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//this file is autogenerated using stringify.bat (premake --stringify) in the build folder of this project
static const char* pointSpriteFragmentShader= \
"#version 330\n"
"precision highp float;\n"
"in Fragment\n"
"{\n"
" vec4 color;\n"
"} fragment;\n"
"in vec3 ambient;\n"
"out vec4 color;\n"
"void main_textured(void)\n"
"{\n"
" color = fragment.color;//texture2D(Diffuse,vert.texcoord);//fragment.color;\n"
"}\n"
"void main(void)\n"
"{\n"
" vec3 N;\n"
" N.xy = gl_PointCoord.st*vec2(2.0, -2.0) + vec2(-1.0, 1.0);\n"
" float mag = dot(N.xy, N.xy);\n"
" if (mag > 1.0) discard; \n"
" vec4 texel = fragment.color;//vec4(1,0,0,1);//fragment.color*texture(Diffuse,vert.texcoord);//fragment.color;\n"
" vec3 ct;\n"
" float at,af;\n"
" af = 1.0;\n"
" \n"
" ct = texel.rgb;\n"
" at = texel.a;\n"
" \n"
" vec3 lightDir= vec3(1,0,0);\n"
" float diffuse = max(0.0, dot(lightDir, N));\n"
" color = vec4(ct * diffuse, at * af); \n"
"}\n"
;

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#version 330
precision highp float;
layout (location = 0) in vec4 position;
layout (location = 1) in vec4 instance_position;
layout (location = 3) in vec2 uvcoords;
layout (location = 4) in vec3 vertexnormal;
layout (location = 5) in vec4 instance_color;
layout (location = 6) in vec4 instance_scale_obUid;
uniform float screenWidth = 700.f;
uniform mat4 ModelViewMatrix;
uniform mat4 ProjectionMatrix;
out Fragment
{
vec4 color;
} fragment;
//
// vector rotation via quaternion
//
out vec3 ambient;
void main(void)
{
ambient = vec3(0.3,.3,0.3);
vec4 axis = vec4(1,1,1,0);
vec4 vertexPos = ProjectionMatrix * ModelViewMatrix *(instance_position);
vec3 posEye = vec3(ModelViewMatrix * vec4(instance_position.xyz, 1.0));
float dist = length(posEye);
float pointRadius = 1.f;
gl_PointSize = instance_scale_obUid.x * pointRadius * (screenWidth / dist);
gl_Position = vertexPos;
fragment.color = instance_color;
}

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//this file is autogenerated using stringify.bat (premake --stringify) in the build folder of this project
static const char* pointSpriteVertexShader= \
"#version 330\n"
"precision highp float;\n"
"layout (location = 0) in vec4 position;\n"
"layout (location = 1) in vec4 instance_position;\n"
"layout (location = 3) in vec2 uvcoords;\n"
"layout (location = 4) in vec3 vertexnormal;\n"
"layout (location = 5) in vec4 instance_color;\n"
"layout (location = 6) in vec4 instance_scale_obUid;\n"
"uniform float screenWidth = 700.f;\n"
"uniform mat4 ModelViewMatrix;\n"
"uniform mat4 ProjectionMatrix;\n"
"out Fragment\n"
"{\n"
" vec4 color;\n"
"} fragment;\n"
"//\n"
"// vector rotation via quaternion\n"
"//\n"
"out vec3 ambient;\n"
"void main(void)\n"
"{\n"
" ambient = vec3(0.3,.3,0.3);\n"
" \n"
" \n"
" vec4 axis = vec4(1,1,1,0);\n"
" vec4 vertexPos = ProjectionMatrix * ModelViewMatrix *(instance_position);\n"
" vec3 posEye = vec3(ModelViewMatrix * vec4(instance_position.xyz, 1.0));\n"
" float dist = length(posEye);\n"
" float pointRadius = 1.f;\n"
" gl_PointSize = instance_scale_obUid.x * pointRadius * (screenWidth / dist);\n"
" gl_Position = vertexPos;\n"
" \n"
" fragment.color = instance_color;\n"
"}\n"
;

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#version 150
in vec4 colourV;
out vec4 fragColour;
void main(void)
{
fragColour = colourV;
}

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@ -0,0 +1,10 @@
//this file is autogenerated using stringify.bat (premake --stringify) in the build folder of this project
static const char* pointsFragmentShader= \
"#version 150\n"
"in vec4 colourV;\n"
"out vec4 fragColour;\n"
"void main(void)\n"
"{\n"
" fragColour = colourV;\n"
"}\n"
;

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#version 150
uniform mat4 ModelViewMatrix;
uniform mat4 ProjectionMatrix;
uniform vec4 colour;
in vec4 position;
in vec4 colourIn;
out vec4 colourV;
void main (void)
{
colourV = (colour[3] == -1) ? colourIn : colour;
gl_Position = ProjectionMatrix * ModelViewMatrix * position;
}

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@ -0,0 +1,16 @@
//this file is autogenerated using stringify.bat (premake --stringify) in the build folder of this project
static const char* pointsVertexShader= \
"#version 150 \n"
"uniform mat4 ModelViewMatrix;\n"
"uniform mat4 ProjectionMatrix;\n"
"uniform vec4 colour;\n"
"in vec4 position;\n"
"in vec4 colourIn;\n"
"out vec4 colourV;\n"
"void main (void)\n"
"{\n"
" colourV = (colour[3] == -1) ? colourIn : colour;\n"
" gl_Position = ProjectionMatrix * ModelViewMatrix * position;\n"
" \n"
"}\n"
;

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#version 330 core
//precision highp float;
in Fragment
{
vec4 color;
} fragment;
uniform sampler2D Diffuse;
uniform mat4 ViewMatrixInverse;
uniform mat4 TextureMVP;
in vec3 lightPos,cameraPosition, normal,ambient;
in vec4 vertexPos;
in float materialShininess;
in vec3 lightSpecularIntensity;
in vec3 materialSpecularColor;
out vec4 color;
void main(void)
{
vec4 projcoords = TextureMVP * vertexPos;
vec2 texturecoords = projcoords.xy/projcoords.w;
vec4 texel = fragment.color*texture(Diffuse,texturecoords);
vec3 ct,cf;
float intensity,at,af;
if (fragment.color.w==0)
discard;
vec3 lightDir = normalize(lightPos);
vec3 normalDir = normalize(normal);
intensity = 0.5+0.5*clamp( dot( normalDir,lightDir ), -1,1 );
af = 1.0;
ct = texel.rgb;
at = texel.a;
//float bias = 0.005f;
vec3 specularReflection;
if (dot(normalDir, lightDir) < 0.0)
{
specularReflection = vec3(0.0, 0.0, 0.0);
}
else // light source on the right side
{
vec3 surfaceToLight = normalize(lightPos - vertexPos.xyz);
vec3 surfaceToCamera = normalize(cameraPosition - vertexPos.xyz);
float specularCoefficient = 0.0;
specularCoefficient = pow(max(0.0, dot(surfaceToCamera, reflect(-surfaceToLight, normalDir))), materialShininess);
specularReflection = specularCoefficient * materialSpecularColor * lightSpecularIntensity;
}
float visibility = 1.0;
intensity = 0.7*intensity + 0.3*intensity*visibility;
cf = intensity*(vec3(1.0,1.0,1.0)-ambient)+ambient+specularReflection*visibility;
color = vec4(ct * cf, fragment.color.w);
}

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//this file is autogenerated using stringify.bat (premake --stringify) in the build folder of this project
static const char* projectiveTextureInstancingFragmentShader= \
"#version 330 core\n"
"//precision highp float;\n"
"in Fragment\n"
"{\n"
" vec4 color;\n"
"} fragment;\n"
"uniform sampler2D Diffuse;\n"
"uniform mat4 ViewMatrixInverse;\n"
"uniform mat4 TextureMVP;\n"
"in vec3 lightPos,cameraPosition, normal,ambient;\n"
"in vec4 vertexPos;\n"
"in float materialShininess;\n"
"in vec3 lightSpecularIntensity;\n"
"in vec3 materialSpecularColor;\n"
"out vec4 color;\n"
"void main(void)\n"
"{\n"
" vec4 projcoords = TextureMVP * vertexPos;\n"
" vec2 texturecoords = projcoords.xy/projcoords.w;\n"
" vec4 texel = fragment.color*texture(Diffuse,texturecoords);\n"
" vec3 ct,cf;\n"
" float intensity,at,af;\n"
" if (fragment.color.w==0)\n"
" discard;\n"
" vec3 lightDir = normalize(lightPos);\n"
" \n"
" vec3 normalDir = normalize(normal);\n"
" \n"
" intensity = 0.5+0.5*clamp( dot( normalDir,lightDir ), -1,1 );\n"
" \n"
" af = 1.0;\n"
" \n"
" ct = texel.rgb;\n"
" at = texel.a;\n"
" \n"
" //float bias = 0.005f;\n"
" \n"
" vec3 specularReflection;\n"
" \n"
" if (dot(normalDir, lightDir) < 0.0) \n"
" {\n"
" specularReflection = vec3(0.0, 0.0, 0.0);\n"
" }\n"
" else // light source on the right side\n"
" {\n"
" vec3 surfaceToLight = normalize(lightPos - vertexPos.xyz);\n"
" vec3 surfaceToCamera = normalize(cameraPosition - vertexPos.xyz);\n"
" \n"
" \n"
" float specularCoefficient = 0.0;\n"
" specularCoefficient = pow(max(0.0, dot(surfaceToCamera, reflect(-surfaceToLight, normalDir))), materialShininess);\n"
" specularReflection = specularCoefficient * materialSpecularColor * lightSpecularIntensity;\n"
" \n"
" }\n"
" \n"
" float visibility = 1.0;\n"
" intensity = 0.7*intensity + 0.3*intensity*visibility;\n"
" \n"
" cf = intensity*(vec3(1.0,1.0,1.0)-ambient)+ambient+specularReflection*visibility;\n"
" color = vec4(ct * cf, fragment.color.w);\n"
"}\n"
;

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#version 330
precision highp float;
layout (location = 0) in vec4 position;
layout (location = 1) in vec4 instance_position;
layout (location = 2) in vec4 instance_quaternion;
layout (location = 3) in vec2 uvcoords;
layout (location = 4) in vec3 vertexnormal;
layout (location = 5) in vec4 instance_color;
layout (location = 6) in vec4 instance_scale_obUid;
uniform mat4 TextureMVP;
uniform mat4 MVP;
uniform vec3 lightPosIn;
uniform vec3 cameraPositionIn;
uniform mat4 ViewMatrixInverse;
uniform float materialShininessIn;
uniform vec3 lightSpecularIntensityIn;
uniform vec3 materialSpecularColorIn;
out vec4 ShadowCoord;
out Fragment
{
vec4 color;
} fragment;
out Vert
{
vec2 texcoord;
} vert;
vec4 quatMul ( in vec4 q1, in vec4 q2 )
{
vec3 im = q1.w * q2.xyz + q1.xyz * q2.w + cross ( q1.xyz, q2.xyz );
vec4 dt = q1 * q2;
float re = dot ( dt, vec4 ( -1.0, -1.0, -1.0, 1.0 ) );
return vec4 ( im, re );
}
vec4 quatFromAxisAngle(vec4 axis, in float angle)
{
float cah = cos(angle*0.5);
float sah = sin(angle*0.5);
float d = inversesqrt(dot(axis,axis));
vec4 q = vec4(axis.x*sah*d,axis.y*sah*d,axis.z*sah*d,cah);
return q;
}
//
// vector rotation via quaternion
//
vec4 quatRotate3 ( in vec3 p, in vec4 q )
{
vec4 temp = quatMul ( q, vec4 ( p, 0.0 ) );
return quatMul ( temp, vec4 ( -q.x, -q.y, -q.z, q.w ) );
}
vec4 quatRotate ( in vec4 p, in vec4 q )
{
vec4 temp = quatMul ( q, p );
return quatMul ( temp, vec4 ( -q.x, -q.y, -q.z, q.w ) );
}
out vec3 lightPos,normal,ambient;
out vec4 vertexPos;
out vec3 cameraPosition;
out float materialShininess;
out vec3 lightSpecularIntensity;
out vec3 materialSpecularColor;
void main(void)
{
vec4 q = instance_quaternion;
ambient = vec3(0.5,.5,0.5);
vec4 worldNormal = (quatRotate3( vertexnormal,q));
normal = worldNormal.xyz;
lightPos = lightPosIn;
cameraPosition = cameraPositionIn;
materialShininess = materialShininessIn;
lightSpecularIntensity = lightSpecularIntensityIn;
materialSpecularColor = materialSpecularColorIn;
vec4 localcoord = quatRotate3( position.xyz*instance_scale_obUid.xyz,q);
vertexPos = vec4((instance_position+localcoord).xyz,1);
vec4 vertexLoc = MVP* vec4((instance_position+localcoord).xyz,1);
gl_Position = vertexLoc;
fragment.color = instance_color;
}

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//this file is autogenerated using stringify.bat (premake --stringify) in the build folder of this project
static const char* projectiveTextureInstancingVertexShader= \
"#version 330 \n"
"precision highp float;\n"
"layout (location = 0) in vec4 position;\n"
"layout (location = 1) in vec4 instance_position;\n"
"layout (location = 2) in vec4 instance_quaternion;\n"
"layout (location = 3) in vec2 uvcoords;\n"
"layout (location = 4) in vec3 vertexnormal;\n"
"layout (location = 5) in vec4 instance_color;\n"
"layout (location = 6) in vec4 instance_scale_obUid;\n"
"uniform mat4 TextureMVP;\n"
"uniform mat4 MVP;\n"
"uniform vec3 lightPosIn;\n"
"uniform vec3 cameraPositionIn;\n"
"uniform mat4 ViewMatrixInverse;\n"
"uniform float materialShininessIn;\n"
"uniform vec3 lightSpecularIntensityIn;\n"
"uniform vec3 materialSpecularColorIn;\n"
"out vec4 ShadowCoord;\n"
"out Fragment\n"
"{\n"
" vec4 color;\n"
"} fragment;\n"
"out Vert\n"
"{\n"
" vec2 texcoord;\n"
"} vert;\n"
"vec4 quatMul ( in vec4 q1, in vec4 q2 )\n"
"{\n"
" vec3 im = q1.w * q2.xyz + q1.xyz * q2.w + cross ( q1.xyz, q2.xyz );\n"
" vec4 dt = q1 * q2;\n"
" float re = dot ( dt, vec4 ( -1.0, -1.0, -1.0, 1.0 ) );\n"
" return vec4 ( im, re );\n"
"}\n"
"vec4 quatFromAxisAngle(vec4 axis, in float angle)\n"
"{\n"
" float cah = cos(angle*0.5);\n"
" float sah = sin(angle*0.5);\n"
" float d = inversesqrt(dot(axis,axis));\n"
" vec4 q = vec4(axis.x*sah*d,axis.y*sah*d,axis.z*sah*d,cah);\n"
" return q;\n"
"}\n"
"//\n"
"// vector rotation via quaternion\n"
"//\n"
"vec4 quatRotate3 ( in vec3 p, in vec4 q )\n"
"{\n"
" vec4 temp = quatMul ( q, vec4 ( p, 0.0 ) );\n"
" return quatMul ( temp, vec4 ( -q.x, -q.y, -q.z, q.w ) );\n"
"}\n"
"vec4 quatRotate ( in vec4 p, in vec4 q )\n"
"{\n"
" vec4 temp = quatMul ( q, p );\n"
" return quatMul ( temp, vec4 ( -q.x, -q.y, -q.z, q.w ) );\n"
"}\n"
"out vec3 lightPos,normal,ambient;\n"
"out vec4 vertexPos;\n"
"out vec3 cameraPosition;\n"
"out float materialShininess;\n"
"out vec3 lightSpecularIntensity;\n"
"out vec3 materialSpecularColor;\n"
"void main(void)\n"
"{\n"
" vec4 q = instance_quaternion;\n"
" ambient = vec3(0.5,.5,0.5);\n"
" \n"
" vec4 worldNormal = (quatRotate3( vertexnormal,q));\n"
" \n"
" normal = worldNormal.xyz;\n"
" lightPos = lightPosIn;\n"
" cameraPosition = cameraPositionIn;\n"
" materialShininess = materialShininessIn;\n"
" lightSpecularIntensity = lightSpecularIntensityIn;\n"
" materialSpecularColor = materialSpecularColorIn;\n"
" \n"
" vec4 localcoord = quatRotate3( position.xyz*instance_scale_obUid.xyz,q);\n"
" vertexPos = vec4((instance_position+localcoord).xyz,1);\n"
" \n"
" vec4 vertexLoc = MVP* vec4((instance_position+localcoord).xyz,1);\n"
" gl_Position = vertexLoc;\n"
" fragment.color = instance_color;\n"
"}\n"
;

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#version 330
precision highp float;
in vec4 scale_obuid;
out vec4 color;
void main(void)
{
highp int obuid = int(scale_obuid.w);
float r = ((obuid>>0 )&0xff)*(1./255.f);
float g = ((obuid>>8 )&0xff)*(1./255.f);
float b = ((obuid>>16)&0xff)*(1./255.f);
float a = ((obuid>>24)&0xff)*(1./255.f);
color = vec4(r,g,b,a);
}

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//this file is autogenerated using stringify.bat (premake --stringify) in the build folder of this project
static const char* segmentationMaskInstancingFragmentShader= \
"#version 330\n"
"precision highp float;\n"
"in vec4 scale_obuid;\n"
"out vec4 color;\n"
"void main(void)\n"
"{\n"
" highp int obuid = int(scale_obuid.w);\n"
" float r = ((obuid>>0 )&0xff)*(1./255.f);\n"
" float g = ((obuid>>8 )&0xff)*(1./255.f);\n"
" float b = ((obuid>>16)&0xff)*(1./255.f);\n"
" float a = ((obuid>>24)&0xff)*(1./255.f);\n"
" color = vec4(r,g,b,a);\n"
"}\n"
;

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#version 330
precision highp float;
layout (location = 0) in vec4 position;
layout (location = 1) in vec4 instance_position;
layout (location = 2) in vec4 instance_quaternion;
layout (location = 5) in vec4 instance_color;
layout (location = 6) in vec4 instance_scale_obUid;
uniform mat4 ModelViewMatrix;
uniform mat4 ProjectionMatrix;
out vec4 scale_obuid;
out Fragment
{
vec4 color;
} fragment;
vec4 quatMul ( in vec4 q1, in vec4 q2 )
{
vec3 im = q1.w * q2.xyz + q1.xyz * q2.w + cross ( q1.xyz, q2.xyz );
vec4 dt = q1 * q2;
float re = dot ( dt, vec4 ( -1.0, -1.0, -1.0, 1.0 ) );
return vec4 ( im, re );
}
vec4 quatFromAxisAngle(vec4 axis, in float angle)
{
float cah = cos(angle*0.5);
float sah = sin(angle*0.5);
float d = inversesqrt(dot(axis,axis));
vec4 q = vec4(axis.x*sah*d,axis.y*sah*d,axis.z*sah*d,cah);
return q;
}
//
// vector rotation via quaternion
//
vec4 quatRotate3 ( in vec3 p, in vec4 q )
{
vec4 temp = quatMul ( q, vec4 ( p, 0.0 ) );
return quatMul ( temp, vec4 ( -q.x, -q.y, -q.z, q.w ) );
}
vec4 quatRotate ( in vec4 p, in vec4 q )
{
vec4 temp = quatMul ( q, p );
return quatMul ( temp, vec4 ( -q.x, -q.y, -q.z, q.w ) );
}
void main(void)
{
vec4 q = instance_quaternion;
vec4 localcoord = quatRotate3( position.xyz*instance_scale_obUid.xyz,q);
vec4 vertexPos = ProjectionMatrix * ModelViewMatrix *(instance_position+localcoord);
scale_obuid = instance_scale_obUid;
gl_Position = vertexPos;
fragment.color = instance_color;
}

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//this file is autogenerated using stringify.bat (premake --stringify) in the build folder of this project
static const char* segmentationMaskInstancingVertexShader= \
"#version 330\n"
"precision highp float;\n"
"layout (location = 0) in vec4 position;\n"
"layout (location = 1) in vec4 instance_position;\n"
"layout (location = 2) in vec4 instance_quaternion;\n"
"layout (location = 5) in vec4 instance_color;\n"
"layout (location = 6) in vec4 instance_scale_obUid;\n"
"uniform mat4 ModelViewMatrix;\n"
"uniform mat4 ProjectionMatrix;\n"
"out vec4 scale_obuid;\n"
"out Fragment\n"
"{\n"
" vec4 color;\n"
"} fragment;\n"
"vec4 quatMul ( in vec4 q1, in vec4 q2 )\n"
"{\n"
" vec3 im = q1.w * q2.xyz + q1.xyz * q2.w + cross ( q1.xyz, q2.xyz );\n"
" vec4 dt = q1 * q2;\n"
" float re = dot ( dt, vec4 ( -1.0, -1.0, -1.0, 1.0 ) );\n"
" return vec4 ( im, re );\n"
"}\n"
"vec4 quatFromAxisAngle(vec4 axis, in float angle)\n"
"{\n"
" float cah = cos(angle*0.5);\n"
" float sah = sin(angle*0.5);\n"
" float d = inversesqrt(dot(axis,axis));\n"
" vec4 q = vec4(axis.x*sah*d,axis.y*sah*d,axis.z*sah*d,cah);\n"
" return q;\n"
"}\n"
"//\n"
"// vector rotation via quaternion\n"
"//\n"
"vec4 quatRotate3 ( in vec3 p, in vec4 q )\n"
"{\n"
" vec4 temp = quatMul ( q, vec4 ( p, 0.0 ) );\n"
" return quatMul ( temp, vec4 ( -q.x, -q.y, -q.z, q.w ) );\n"
"}\n"
"vec4 quatRotate ( in vec4 p, in vec4 q )\n"
"{\n"
" vec4 temp = quatMul ( q, p );\n"
" return quatMul ( temp, vec4 ( -q.x, -q.y, -q.z, q.w ) );\n"
"}\n"
"void main(void)\n"
"{\n"
" vec4 q = instance_quaternion;\n"
" vec4 localcoord = quatRotate3( position.xyz*instance_scale_obUid.xyz,q);\n"
" vec4 vertexPos = ProjectionMatrix * ModelViewMatrix *(instance_position+localcoord);\n"
" scale_obuid = instance_scale_obUid;\n"
" gl_Position = vertexPos;\n"
" fragment.color = instance_color;\n"
"}\n"
;

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#version 330 core
//precision highp float;
in Fragment
{
vec4 color;
} fragment;
in Vert
{
vec2 texcoord;
} vert;
uniform sampler2D Diffuse;
uniform sampler2DShadow shadowMap;
uniform mat4 ViewMatrixInverse;
in vec3 lightPos,cameraPosition, normal,ambient;
in vec4 ShadowCoord;
in vec4 vertexPos;
in float materialShininess;
in float shadowmapIntensity;
in vec3 lightSpecularIntensity;
in vec3 materialSpecularColor;
out vec4 color;
void main(void)
{
vec4 texel = fragment.color*texture(Diffuse,vert.texcoord);
vec3 ct,cf;
float intensity,at,af;
if (fragment.color.w==0)
discard;
vec3 lightDir = normalize(lightPos);
vec3 normalDir = normalize(normal);
intensity = 0.5+0.5*clamp( dot( normalDir,lightDir ), -1,1 );
af = 1.0;
ct = texel.rgb;
at = texel.a;
//float bias = 0.005f;
vec3 specularReflection;
if (dot(normalDir, lightDir) < 0.0)
{
specularReflection = vec3(0.0, 0.0, 0.0);
}
else // light source on the right side
{
vec3 surfaceToLight = normalize(lightPos - vertexPos.xyz);
vec3 surfaceToCamera = normalize(cameraPosition - vertexPos.xyz);
float specularCoefficient = 0.0;
specularCoefficient = pow(max(0.0, dot(surfaceToCamera, reflect(-surfaceToLight, normalDir))), materialShininess);
specularReflection = specularCoefficient * materialSpecularColor * lightSpecularIntensity;
}
float visibility = texture(shadowMap, vec3(ShadowCoord.xy,(ShadowCoord.z)/ShadowCoord.w));
if (intensity<0.5)
visibility = 0;
intensity = (1.0-shadowmapIntensity)*intensity + shadowmapIntensity*intensity*visibility;
cf = intensity*(vec3(1.0,1.0,1.0)-ambient)+ambient+specularReflection*visibility;
color = vec4(ct * cf, fragment.color.w);
}

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//this file is autogenerated using stringify.bat (premake --stringify) in the build folder of this project
static const char* useShadowMapInstancingFragmentShader= \
"#version 330 core\n"
"//precision highp float;\n"
"in Fragment\n"
"{\n"
" vec4 color;\n"
"} fragment;\n"
"in Vert\n"
"{\n"
" vec2 texcoord;\n"
"} vert;\n"
"uniform sampler2D Diffuse;\n"
"uniform sampler2DShadow shadowMap;\n"
"uniform mat4 ViewMatrixInverse;\n"
"in vec3 lightPos,cameraPosition, normal,ambient;\n"
"in vec4 ShadowCoord;\n"
"in vec4 vertexPos;\n"
"in float materialShininess;\n"
"in float shadowmapIntensity;\n"
"in vec3 lightSpecularIntensity;\n"
"in vec3 materialSpecularColor;\n"
"out vec4 color;\n"
"void main(void)\n"
"{\n"
" vec4 texel = fragment.color*texture(Diffuse,vert.texcoord);\n"
" vec3 ct,cf;\n"
" float intensity,at,af;\n"
" if (fragment.color.w==0)\n"
" discard;\n"
" vec3 lightDir = normalize(lightPos);\n"
" \n"
" vec3 normalDir = normalize(normal);\n"
" \n"
" intensity = 0.5+0.5*clamp( dot( normalDir,lightDir ), -1,1 );\n"
" \n"
" af = 1.0;\n"
" \n"
" ct = texel.rgb;\n"
" at = texel.a;\n"
" \n"
" //float bias = 0.005f;\n"
" \n"
" vec3 specularReflection;\n"
" \n"
" if (dot(normalDir, lightDir) < 0.0) \n"
" {\n"
" specularReflection = vec3(0.0, 0.0, 0.0);\n"
" }\n"
" else // light source on the right side\n"
" {\n"
" vec3 surfaceToLight = normalize(lightPos - vertexPos.xyz);\n"
" vec3 surfaceToCamera = normalize(cameraPosition - vertexPos.xyz);\n"
" \n"
" \n"
" float specularCoefficient = 0.0;\n"
" specularCoefficient = pow(max(0.0, dot(surfaceToCamera, reflect(-surfaceToLight, normalDir))), materialShininess);\n"
" specularReflection = specularCoefficient * materialSpecularColor * lightSpecularIntensity;\n"
" \n"
" }\n"
" \n"
" float visibility = texture(shadowMap, vec3(ShadowCoord.xy,(ShadowCoord.z)/ShadowCoord.w));\n"
" if (intensity<0.5)\n"
" visibility = 0;\n"
" intensity = (1.0-shadowmapIntensity)*intensity + shadowmapIntensity*intensity*visibility;\n"
" \n"
" cf = intensity*(vec3(1.0,1.0,1.0)-ambient)+ambient+specularReflection*visibility;\n"
" color = vec4(ct * cf, fragment.color.w);\n"
"}\n"
;

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#version 330
precision highp float;
layout (location = 0) in vec4 position;
layout (location = 1) in vec4 instance_position;
layout (location = 2) in vec4 instance_quaternion;
layout (location = 3) in vec2 uvcoords;
layout (location = 4) in vec3 vertexnormal;
layout (location = 5) in vec4 instance_color;
layout (location = 6) in vec4 instance_scale_obUid;
uniform mat4 ModelViewMatrix;
uniform mat4 ProjectionMatrix;
uniform mat4 DepthBiasModelViewProjectionMatrix;
uniform mat4 MVP;
uniform vec3 lightPosIn;
uniform vec3 cameraPositionIn;
uniform mat4 ViewMatrixInverse;
uniform float materialShininessIn;
uniform float shadowmapIntensityIn;
uniform vec3 lightSpecularIntensityIn;
uniform vec3 materialSpecularColorIn;
out vec4 ShadowCoord;
out Fragment
{
vec4 color;
} fragment;
out Vert
{
vec2 texcoord;
} vert;
vec4 quatMul ( in vec4 q1, in vec4 q2 )
{
vec3 im = q1.w * q2.xyz + q1.xyz * q2.w + cross ( q1.xyz, q2.xyz );
vec4 dt = q1 * q2;
float re = dot ( dt, vec4 ( -1.0, -1.0, -1.0, 1.0 ) );
return vec4 ( im, re );
}
vec4 quatFromAxisAngle(vec4 axis, in float angle)
{
float cah = cos(angle*0.5);
float sah = sin(angle*0.5);
float d = inversesqrt(dot(axis,axis));
vec4 q = vec4(axis.x*sah*d,axis.y*sah*d,axis.z*sah*d,cah);
return q;
}
//
// vector rotation via quaternion
//
vec4 quatRotate3 ( in vec3 p, in vec4 q )
{
vec4 temp = quatMul ( q, vec4 ( p, 0.0 ) );
return quatMul ( temp, vec4 ( -q.x, -q.y, -q.z, q.w ) );
}
vec4 quatRotate ( in vec4 p, in vec4 q )
{
vec4 temp = quatMul ( q, p );
return quatMul ( temp, vec4 ( -q.x, -q.y, -q.z, q.w ) );
}
out vec3 lightPos,normal,ambient;
out vec4 vertexPos;
out vec3 cameraPosition;
out float materialShininess;
out float shadowmapIntensity;
out vec3 lightSpecularIntensity;
out vec3 materialSpecularColor;
void main(void)
{
vec4 q = instance_quaternion;
ambient = vec3(0.5,.5,0.5);
vec4 worldNormal = (quatRotate3( vertexnormal,q));
normal = worldNormal.xyz;
lightPos = lightPosIn;
cameraPosition = cameraPositionIn;
materialShininess = materialShininessIn;
shadowmapIntensity = shadowmapIntensityIn;
lightSpecularIntensity = lightSpecularIntensityIn;
materialSpecularColor = materialSpecularColorIn;
vec4 localcoord = quatRotate3( position.xyz*instance_scale_obUid.xyz,q);
vertexPos = vec4((instance_position+localcoord).xyz,1);
vec4 vertexLoc = MVP* vec4((instance_position+localcoord).xyz,1);
gl_Position = vertexLoc;
ShadowCoord = DepthBiasModelViewProjectionMatrix * vec4((instance_position+localcoord).xyz,1);
fragment.color = instance_color;
vert.texcoord = uvcoords;
}

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//this file is autogenerated using stringify.bat (premake --stringify) in the build folder of this project
static const char* useShadowMapInstancingVertexShader= \
"#version 330 \n"
"precision highp float;\n"
"layout (location = 0) in vec4 position;\n"
"layout (location = 1) in vec4 instance_position;\n"
"layout (location = 2) in vec4 instance_quaternion;\n"
"layout (location = 3) in vec2 uvcoords;\n"
"layout (location = 4) in vec3 vertexnormal;\n"
"layout (location = 5) in vec4 instance_color;\n"
"layout (location = 6) in vec4 instance_scale_obUid;\n"
"uniform mat4 ModelViewMatrix;\n"
"uniform mat4 ProjectionMatrix;\n"
"uniform mat4 DepthBiasModelViewProjectionMatrix;\n"
"uniform mat4 MVP;\n"
"uniform vec3 lightPosIn;\n"
"uniform vec3 cameraPositionIn;\n"
"uniform mat4 ViewMatrixInverse;\n"
"uniform float materialShininessIn;\n"
"uniform float shadowmapIntensityIn;\n"
"uniform vec3 lightSpecularIntensityIn;\n"
"uniform vec3 materialSpecularColorIn;\n"
"out vec4 ShadowCoord;\n"
"out Fragment\n"
"{\n"
" vec4 color;\n"
"} fragment;\n"
"out Vert\n"
"{\n"
" vec2 texcoord;\n"
"} vert;\n"
"vec4 quatMul ( in vec4 q1, in vec4 q2 )\n"
"{\n"
" vec3 im = q1.w * q2.xyz + q1.xyz * q2.w + cross ( q1.xyz, q2.xyz );\n"
" vec4 dt = q1 * q2;\n"
" float re = dot ( dt, vec4 ( -1.0, -1.0, -1.0, 1.0 ) );\n"
" return vec4 ( im, re );\n"
"}\n"
"vec4 quatFromAxisAngle(vec4 axis, in float angle)\n"
"{\n"
" float cah = cos(angle*0.5);\n"
" float sah = sin(angle*0.5);\n"
" float d = inversesqrt(dot(axis,axis));\n"
" vec4 q = vec4(axis.x*sah*d,axis.y*sah*d,axis.z*sah*d,cah);\n"
" return q;\n"
"}\n"
"//\n"
"// vector rotation via quaternion\n"
"//\n"
"vec4 quatRotate3 ( in vec3 p, in vec4 q )\n"
"{\n"
" vec4 temp = quatMul ( q, vec4 ( p, 0.0 ) );\n"
" return quatMul ( temp, vec4 ( -q.x, -q.y, -q.z, q.w ) );\n"
"}\n"
"vec4 quatRotate ( in vec4 p, in vec4 q )\n"
"{\n"
" vec4 temp = quatMul ( q, p );\n"
" return quatMul ( temp, vec4 ( -q.x, -q.y, -q.z, q.w ) );\n"
"}\n"
"out vec3 lightPos,normal,ambient;\n"
"out vec4 vertexPos;\n"
"out vec3 cameraPosition;\n"
"out float materialShininess;\n"
"out float shadowmapIntensity;\n"
"out vec3 lightSpecularIntensity;\n"
"out vec3 materialSpecularColor;\n"
"void main(void)\n"
"{\n"
" vec4 q = instance_quaternion;\n"
" ambient = vec3(0.5,.5,0.5);\n"
" \n"
" vec4 worldNormal = (quatRotate3( vertexnormal,q));\n"
" \n"
" normal = worldNormal.xyz;\n"
" lightPos = lightPosIn;\n"
" cameraPosition = cameraPositionIn;\n"
" materialShininess = materialShininessIn;\n"
" \n"
" shadowmapIntensity = shadowmapIntensityIn;\n"
" lightSpecularIntensity = lightSpecularIntensityIn;\n"
" materialSpecularColor = materialSpecularColorIn;\n"
" \n"
" vec4 localcoord = quatRotate3( position.xyz*instance_scale_obUid.xyz,q);\n"
" vertexPos = vec4((instance_position+localcoord).xyz,1);\n"
" \n"
" vec4 vertexLoc = MVP* vec4((instance_position+localcoord).xyz,1);\n"
" gl_Position = vertexLoc;\n"
" ShadowCoord = DepthBiasModelViewProjectionMatrix * vec4((instance_position+localcoord).xyz,1);\n"
" fragment.color = instance_color;\n"
" vert.texcoord = uvcoords;\n"
"}\n"
;