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HPL1: remove unused vColor shader input/output
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@ -1,6 +1,5 @@
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//FallBack01_Bump_Light.fragment
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in vec4 vColor;
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in vec3 vLightDir;
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in vec3 vUv;
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in vec3 vLightPos;
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@ -9,7 +9,6 @@
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/// BLOOOM FRAGMENT PROGRAM /////////////////
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///////////////////////////////////////////////////////
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in vec4 vColor;
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in vec2 vUv0;
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in vec2 vUv1;
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@ -14,7 +14,6 @@ vec3 color = gl_Color.xyz;
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vec2 uv0 = gl_MultiTexCoord0.xy;
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vec2 uv1 = gl_MultiTexCoord1.xy;
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out vec3 vColor;
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out vec2 vUv0;
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out vec2 vUv1;
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@ -23,7 +22,6 @@ uniform mat4 worldViewProj;
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void main()
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{
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gl_Position = (worldViewProj * position);
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vColor = clamp(color, vec3(0.0), vec3(1.0));
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vUv0 = uv0;
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vUv1 = uv1;
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@ -13,7 +13,6 @@ vec4 position = gl_Vertex;
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vec3 color = gl_Color.xyz;
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vec2 uv = gl_MultiTexCoord0.xy;
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out vec3 vColor;
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out vec2 vUv0;
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out vec2 vUv1;
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out vec2 vUv2;
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@ -27,7 +26,6 @@ uniform float amount;
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void main()
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{
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gl_Position = (worldViewProj * position);
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vColor = clamp(color, vec3(0.0), vec3(1.0));
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vUv0 = uv + vec2(xOffset, yOffset) * amount;
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vUv1 = uv + vec2(xOffset, yOffset) * 2.0 * amount;
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vUv2 = uv - vec2(xOffset, yOffset) * amount;
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@ -9,7 +9,6 @@
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/// DIFFUSE LIGHTING FRAGMENT PROGRAM /////////////////
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///////////////////////////////////////////////////////
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in vec4 vColor;
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in vec2 vUv0;
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in vec2 vUv1;
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in vec2 vUv2;
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@ -9,7 +9,6 @@
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/// DIFFUSE LIGHTING FRAGMENT PROGRAM /////////////////
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///////////////////////////////////////////////////////
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in vec4 vColor;
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in vec2 vUv0;
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in vec2 vUv1;
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in vec2 vUv2;
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@ -9,7 +9,6 @@
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/// DIFFUSE LIGHTING FRAGMENT PROGRAM /////////////////
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///////////////////////////////////////////////////////
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in vec4 vColor;
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in vec2 vUv0;
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in vec2 vUv1;
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in vec2 vUv2;
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@ -13,7 +13,6 @@ vec4 position = gl_Vertex;
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vec3 normal = gl_Normal;
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vec3 color = gl_Color.xyz;
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out vec3 vColor;
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out vec4 vVtxPos;
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out vec4 vPrevVtxPos;
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@ -46,6 +45,4 @@ void main()
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vVtxPos = pos;
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vPrevVtxPos = prevPos;
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vColor = vec3(0.5);
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}
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