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Added missing copyright headers for shaders
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9 files changed

+66
-2
lines changed

9 files changed

+66
-2
lines changed

engine/render/assets/shaders/BillboardInstanced.vert

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#version 450
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//
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// Copyright (c) 2022 Jonathan Moallem (@jonjondev) & Aryeh Zinn (@Raelr)
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//
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// https://opensource.org/licenses/Zlib
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//
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#version 450
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// Per instance data
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layout (location = 0) in vec3 inPosition;
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layout (location = 1) in vec3 inScale;

engine/render/assets/shaders/DebugLine.frag

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//
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// Copyright (c) 2022 Jonathan Moallem (@jonjondev) & Aryeh Zinn (@Raelr)
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//
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// This code is released under an unmodified zlib license.
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// For conditions of distribution and use, please see:
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// https://opensource.org/licenses/Zlib
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//
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#version 450
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layout(location = 0) in vec4 fragColor;

engine/render/assets/shaders/DebugLine.vert

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//
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// Copyright (c) 2022 Jonathan Moallem (@jonjondev) & Aryeh Zinn (@Raelr)
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//
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// This code is released under an unmodified zlib license.
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// For conditions of distribution and use, please see:
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// https://opensource.org/licenses/Zlib
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//
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#version 450
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layout(location = 0) in vec3 position;

engine/render/assets/shaders/Grid3D.frag

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//
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// Copyright (c) 2022 Jonathan Moallem (@jonjondev) & Aryeh Zinn (@Raelr)
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//
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// This code is released under an unmodified zlib license.
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// For conditions of distribution and use, please see:
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// https://opensource.org/licenses/Zlib
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//
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#version 450
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layout(location = 0) in vec3 fragColor;

engine/render/assets/shaders/Grid3D.vert

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//
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// Copyright (c) 2022 Jonathan Moallem (@jonjondev) & Aryeh Zinn (@Raelr)
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//
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// This code is released under an unmodified zlib license.
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// For conditions of distribution and use, please see:
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// https://opensource.org/licenses/Zlib
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//
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#version 450
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const vec3 OFFSETS[6] = vec3[](

engine/render/assets/shaders/PointLightGizmoInstanced.frag

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//
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// Copyright (c) 2022 Jonathan Moallem (@jonjondev) & Aryeh Zinn (@Raelr)
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//
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// This code is released under an unmodified zlib license.
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// For conditions of distribution and use, please see:
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// https://opensource.org/licenses/Zlib
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//
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#version 450
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layout (location = 0) in vec2 fragOffset;

engine/render/assets/shaders/PointLightGizmoInstanced.vert

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//
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// Copyright (c) 2022 Jonathan Moallem (@jonjondev) & Aryeh Zinn (@Raelr)
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//
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// This code is released under an unmodified zlib license.
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// For conditions of distribution and use, please see:
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// https://opensource.org/licenses/Zlib
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//
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#version 450
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// Per instance data

engine/render/assets/shaders/diffuseFragShader.frag

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//
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// Copyright (c) 2022 Jonathan Moallem (@jonjondev) & Aryeh Zinn (@Raelr)
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//
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// This code is released under an unmodified zlib license.
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// For conditions of distribution and use, please see:
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// https://opensource.org/licenses/Zlib
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//
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#version 460
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layout (location = 0) in vec3 fragColor;

engine/render/assets/shaders/simpleShader.vert

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//
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// Copyright (c) 2022 Jonathan Moallem (@jonjondev) & Aryeh Zinn (@Raelr)
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//
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// This code is released under an unmodified zlib license.
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// For conditions of distribution and use, please see:
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// https://opensource.org/licenses/Zlib
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//
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#version 460
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// 'in' keyword specifies that position gets data from a buffer

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