File tree 5 files changed +23
-3
lines changed
5 files changed +23
-3
lines changed Original file line number Diff line number Diff line change @@ -3,5 +3,9 @@ varying lowp vec4 varColor;
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void main(void )
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{
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gl_Position = mWorldViewProj * inVertexPosition;
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+ #ifdef GL_ES
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+ varColor = inVertexColor.bgra;
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+ #else
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varColor = inVertexColor;
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+ #endif
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}
Original file line number Diff line number Diff line change @@ -7,5 +7,9 @@ void main(void)
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{
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varTexCoord = inTexCoord0.st;
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gl_Position = mWorldViewProj * inVertexPosition;
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+ #ifdef GL_ES
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+ varColor = inVertexColor.bgra;
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+ #else
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varColor = inVertexColor;
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+ #endif
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}
Original file line number Diff line number Diff line change @@ -146,10 +146,14 @@ void main(void)
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// the brightness, so now we have to multiply these
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// colors with the color of the incoming light.
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// The pre-baked colors are halved to prevent overflow.
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- vec4 color;
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+ #ifdef GL_ES
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+ vec4 color = inVertexColor.bgra;
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+ #else
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+ vec4 color = inVertexColor;
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+ #endif
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// The alpha gives the ratio of sunlight in the incoming light.
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- float nightRatio = 1.0 - inVertexColor .a;
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- color.rgb = inVertexColor .rgb * (inVertexColor .a * dayLight.rgb +
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+ float nightRatio = 1.0 - color .a;
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+ color.rgb = color .rgb * (color .a * dayLight.rgb +
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nightRatio * artificialLight.rgb) * 2.0 ;
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color.a = 1.0 ;
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Original file line number Diff line number Diff line change @@ -49,5 +49,9 @@ void main(void)
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: directional_ambient(normalize (inVertexNormal));
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#endif
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+ #ifdef GL_ES
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+ varColor = inVertexColor.bgra;
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+ #else
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varColor = inVertexColor;
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+ #endif
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}
Original file line number Diff line number Diff line change @@ -6,5 +6,9 @@ void main(void)
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varTexCoord = inTexCoord0.st;
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gl_Position = mWorldViewProj * inVertexPosition;
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+ #ifdef GL_ES
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+ varColor = inVertexColor.bgra;
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+ #else
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varColor = inVertexColor;
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+ #endif
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}
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