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145 | 145 | attribute vec4 position;
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146 | 146 | attribute vec2 texCoord;
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147 | 147 | varying vec2 v_texCoord;
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148 |
| -uniform mat4 worldViewProjection; |
| 148 | +uniform mat4 world; |
| 149 | +uniform mat4 viewProjection; |
149 | 150 | void main() {
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150 | 151 | v_texCoord = texCoord;
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151 |
| - gl_Position = (worldViewProjection * position); |
| 152 | + gl_Position = (viewProjection * world * position); |
152 | 153 | }
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153 | 154 | </script>
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154 | 155 | <script id="texFragmentShader" type="text/something-not-javascript">
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166 | 167 | attribute vec4 position;
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167 | 168 | attribute vec2 texCoord;
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168 | 169 | varying vec2 v_texCoord;
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169 |
| -uniform mat4 worldViewProjection; |
| 170 | +uniform mat4 world; |
| 171 | +uniform mat4 viewProjection; |
170 | 172 | void main() {
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171 | 173 | v_texCoord = texCoord;
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172 |
| - gl_Position = (worldViewProjection * position); |
| 174 | + gl_Position = (viewProjection * world * position); |
173 | 175 | }
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174 | 176 | </script>
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175 | 177 | <script id="laserFragmentShader" type="text/something-not-javascript">
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221 | 223 | vec4(0, 0, scale, 0),
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222 | 224 | vec4(0, 0, 0, 1));
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223 | 225 | mat4 world = orientMat * scaleMat;
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224 |
| - mat4 worldViewProjection = viewProjection * world; |
225 | 226 | mat4 worldInverseTranspose = world;
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226 | 227 |
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227 | 228 | v_texCoord = texCoord;
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233 | 234 | float a = sign(s);
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234 | 235 | float offset = pow(mult, 2.0) * s * fishBendAmount;
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235 | 236 | v_position = (
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236 |
| - worldViewProjection * |
| 237 | + viewProjection * world * |
237 | 238 | (position +
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238 | 239 | vec4(offset, 0, 0, 0)));
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239 | 240 | v_normal = (worldInverseTranspose * vec4(normal, 0)).xyz;
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439 | 440 | </script>
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440 | 441 | <!-- ===[ Diffuse Map Shader ]============================================== -->
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441 | 442 | <script id="diffuseVertexShader" type="text/something-not-javascript">
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442 |
| -uniform mat4 worldViewProjection; |
| 443 | +uniform mat4 viewProjection; |
443 | 444 | uniform vec3 lightWorldPos;
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444 | 445 | uniform mat4 world;
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445 | 446 | uniform mat4 viewInverse;
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454 | 455 | varying vec3 v_surfaceToView;
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455 | 456 | void main() {
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456 | 457 | v_texCoord = texCoord;
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457 |
| - v_position = (worldViewProjection * position); |
| 458 | + v_position = (viewProjection * world * position); |
458 | 459 | v_normal = (worldInverseTranspose * vec4(normal, 0)).xyz;
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459 | 460 | v_surfaceToLight = lightWorldPos - (world * position).xyz;
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460 | 461 | v_surfaceToView = (viewInverse[3] - (world * position)).xyz;
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502 | 503 | </script>
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503 | 504 | <!-- ===[ Normal Map Shader ]============================================== -->
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504 | 505 | <script id="normalMapVertexShader" type="text/something-not-javascript">
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505 |
| -uniform mat4 worldViewProjection; |
| 506 | +uniform mat4 viewProjection; |
506 | 507 | uniform vec3 lightWorldPos;
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507 | 508 | uniform mat4 world;
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508 | 509 | uniform mat4 viewInverse;
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521 | 522 | varying vec3 v_surfaceToView;
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522 | 523 | void main() {
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523 | 524 | v_texCoord = texCoord;
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524 |
| - v_position = (worldViewProjection * position); |
| 525 | + v_position = (viewProjection * world * position); |
525 | 526 | v_normal = (worldInverseTranspose * vec4(normal, 0)).xyz;
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526 | 527 | v_surfaceToLight = lightWorldPos - (world * position).xyz;
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527 | 528 | v_surfaceToView = (viewInverse[3] - (world * position)).xyz;
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583 | 584 | </script>
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584 | 585 | <!-- ===[ Reflection Map Shader ]============================================== -->
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585 | 586 | <script id="reflectionMapVertexShader" type="text/something-not-javascript">
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586 |
| -uniform mat4 worldViewProjection; |
| 587 | +uniform mat4 viewProjection; |
587 | 588 | uniform vec3 lightWorldPos;
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588 | 589 | uniform mat4 world;
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589 | 590 | uniform mat4 viewInverse;
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602 | 603 | varying vec3 v_surfaceToView;
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603 | 604 | void main() {
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604 | 605 | v_texCoord = texCoord;
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605 |
| - v_position = (worldViewProjection * position); |
| 606 | + v_position = (viewProjection * world * position); |
606 | 607 | v_normal = (worldInverseTranspose * vec4(normal, 0)).xyz;
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607 | 608 | v_surfaceToLight = lightWorldPos - (world * position).xyz;
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608 | 609 | v_surfaceToView = (viewInverse[3] - (world * position)).xyz;
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667 | 668 | </script>
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668 | 669 | <!-- ===[ Inner Refraction Map Shader ]==================================== -->
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669 | 670 | <script id="innerRefractionMapVertexShader" type="text/something-not-javascript">
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670 |
| -uniform mat4 worldViewProjection; |
| 671 | +uniform mat4 viewProjection; |
671 | 672 | uniform vec3 lightWorldPos;
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672 | 673 | uniform mat4 world;
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673 | 674 | uniform mat4 viewInverse;
|
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686 | 687 | varying vec3 v_surfaceToView;
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687 | 688 | void main() {
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688 | 689 | v_texCoord = texCoord;
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689 |
| - v_position = (worldViewProjection * position); |
| 690 | + v_position = (viewProjection * world * position); |
690 | 691 | v_normal = (worldInverseTranspose * vec4(normal, 0)).xyz;
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691 | 692 | v_surfaceToLight = lightWorldPos - (world * position).xyz;
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692 | 693 | v_surfaceToView = (viewInverse[3] - (world * position)).xyz;
|
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761 | 762 | </script>
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762 | 763 | <!-- ===[ Outer Refraction Map Shader ]==================================== -->
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763 | 764 | <script id="outerRefractionMapVertexShader" type="text/something-not-javascript">
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764 |
| -uniform mat4 worldViewProjection; |
| 765 | +uniform mat4 viewProjection; |
765 | 766 | uniform vec3 lightWorldPos;
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766 | 767 | uniform mat4 world;
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767 | 768 | uniform mat4 viewInverse;
|
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780 | 781 | varying vec3 v_surfaceToView;
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781 | 782 | void main() {
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782 | 783 | v_texCoord = texCoord;
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783 |
| - v_position = (worldViewProjection * position); |
| 784 | + v_position = (viewProjection * world * position); |
784 | 785 | v_normal = (worldInverseTranspose * vec4(normal, 0)).xyz;
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785 | 786 | v_surfaceToLight = lightWorldPos - (world * position).xyz;
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786 | 787 | v_surfaceToView = (viewInverse[3] - (world * position)).xyz;
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