mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-11-26 05:20:05 +00:00
247 lines
6.6 KiB
GLSL
247 lines
6.6 KiB
GLSL
//
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// Copyright (C) Pixar. All rights reserved.
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//
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// This license governs use of the accompanying software. If you
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// use the software, you accept this license. If you do not accept
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// the license, do not use the software.
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//
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// 1. Definitions
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// The terms "reproduce," "reproduction," "derivative works," and
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// "distribution" have the same meaning here as under U.S.
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// copyright law. A "contribution" is the original software, or
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// any additions or changes to the software.
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// A "contributor" is any person or entity that distributes its
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// contribution under this license.
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// "Licensed patents" are a contributor's patent claims that read
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// directly on its contribution.
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//
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// 2. Grant of Rights
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// (A) Copyright Grant- Subject to the terms of this license,
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// including the license conditions and limitations in section 3,
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// each contributor grants you a non-exclusive, worldwide,
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// royalty-free copyright license to reproduce its contribution,
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// prepare derivative works of its contribution, and distribute
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// its contribution or any derivative works that you create.
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// (B) Patent Grant- Subject to the terms of this license,
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// including the license conditions and limitations in section 3,
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// each contributor grants you a non-exclusive, worldwide,
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// royalty-free license under its licensed patents to make, have
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// made, use, sell, offer for sale, import, and/or otherwise
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// dispose of its contribution in the software or derivative works
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// of the contribution in the software.
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//
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// 3. Conditions and Limitations
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// (A) No Trademark License- This license does not grant you
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// rights to use any contributor's name, logo, or trademarks.
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// (B) If you bring a patent claim against any contributor over
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// patents that you claim are infringed by the software, your
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// patent license from such contributor to the software ends
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// automatically.
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// (C) If you distribute any portion of the software, you must
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// retain all copyright, patent, trademark, and attribution
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// notices that are present in the software.
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// (D) If you distribute any portion of the software in source
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// code form, you may do so only under this license by including a
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// complete copy of this license with your distribution. If you
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// distribute any portion of the software in compiled or object
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// code form, you may only do so under a license that complies
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// with this license.
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// (E) The software is licensed "as-is." You bear the risk of
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// using it. The contributors give no express warranties,
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// guarantees or conditions. You may have additional consumer
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// rights under your local laws which this license cannot change.
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// To the extent permitted under your local laws, the contributors
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// exclude the implied warranties of merchantability, fitness for
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// a particular purpose and non-infringement.
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//
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//#version 330
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//--------------------------------------------------------------
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// Vertex Shader
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//--------------------------------------------------------------
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#ifdef VERTEX_SHADER
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layout (location=0) in vec3 position;
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layout (location=1) in vec3 normal;
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out vec3 vPosition;
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out vec3 vNormal;
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out vec4 vColor;
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void main()
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{
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vPosition = position;
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vNormal = normal;
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vColor = vec4(1, 1, 1, 1);
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}
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#endif
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//--------------------------------------------------------------
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// Geometry Shader
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//--------------------------------------------------------------
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#ifdef GEOMETRY_SHADER
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#ifdef PRIM_QUAD
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layout(lines_adjacency) in;
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#ifdef GEOMETRY_OUT_FILL
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layout(triangle_strip, max_vertices = 4) out;
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#endif
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#ifdef GEOMETRY_OUT_LINE
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layout(line_strip, max_vertices = 5) out;
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#endif
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in vec3 vPosition[4];
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in vec3 vNormal[4];
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#else // PRIM_TRI
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layout(triangles) in;
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#ifdef GEOMETRY_OUT_FILL
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layout(triangle_strip, max_vertices = 3) out;
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#endif
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#ifdef GEOMETRY_OUT_LINE
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layout(line_strip, max_vertices = 4) out;
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#endif
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in vec3 vPosition[3];
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in vec3 vNormal[3];
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#endif // PRIM_TRI/QUAD
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uniform mat4 objectToClipMatrix;
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uniform mat4 objectToEyeMatrix;
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flat out vec3 gFacetNormal;
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out vec3 Peye;
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out vec3 Neye;
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out vec4 Cout;
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void emit(int index)
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{
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Peye = vPosition[index];
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gl_Position = objectToClipMatrix * vec4(vPosition[index], 1);
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Neye = (objectToEyeMatrix * vec4(vNormal[index], 0)).xyz;
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EmitVertex();
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}
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void main()
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{
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gl_PrimitiveID = gl_PrimitiveIDIn;
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#ifdef PRIM_QUAD
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#ifdef GEOMETRY_OUT_FILL
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vec3 A = vPosition[0] - vPosition[1];
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vec3 B = vPosition[3] - vPosition[1];
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vec3 C = vPosition[2] - vPosition[1];
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gFacetNormal = (objectToEyeMatrix*vec4(normalize(cross(B, A)), 0)).xyz;
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emit(0);
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emit(1);
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emit(3);
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// gFacetNormal = (objectToEyeMatrix*vec4(normalize(cross(C, B)), 0)).xyz;
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emit(2);
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#else // GEOMETRY_OUT_LINE
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emit(0);
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emit(1);
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emit(2);
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emit(3);
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emit(0);
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#endif
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#endif // PRIM_QUAD
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#ifdef PRIM_TRI
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vec3 A = vPosition[1] - vPosition[0];
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vec3 B = vPosition[2] - vPosition[0];
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gFacetNormal = (objectToEyeMatrix*vec4(normalize(cross(B, A)), 0)).xyz;
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emit(0);
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emit(1);
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emit(2);
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#ifdef GEOMETRY_OUT_LINE
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emit(0);
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#endif //GEOMETRY_OUT_LINE
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#endif // PRIM_TRI
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EndPrimitive();
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}
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#endif
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//--------------------------------------------------------------
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// Fragment Shader
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//--------------------------------------------------------------
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#ifdef FRAGMENT_SHADER
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layout (location=0) out vec4 FragColor;
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flat in vec3 gFacetNormal;
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in vec3 Neye;
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in vec3 Peye;
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in vec4 Cout;
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#define NUM_LIGHTS 2
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struct LightSource {
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vec4 position;
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vec4 ambient;
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vec4 diffuse;
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vec4 specular;
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};
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uniform LightSource lightSource[NUM_LIGHTS];
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vec4
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lighting(vec3 Peye, vec3 Neye)
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{
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vec4 color = vec4(0);
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vec4 material = vec4(0.4, 0.4, 0.8, 1);
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for (int i = 0; i < NUM_LIGHTS; ++i) {
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vec4 Plight = lightSource[i].position;
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vec3 l = (Plight.w == 0.0)
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? normalize(Plight.xyz) : normalize(Plight.xyz - Peye);
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vec3 n = normalize(Neye);
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vec3 h = normalize(l + vec3(0,0,1)); // directional viewer
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float d = max(0.0, dot(n, l));
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float s = pow(max(0.0, dot(n, h)), 500.0f);
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color += lightSource[i].ambient * material
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+ d * lightSource[i].diffuse * material
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+ s * lightSource[i].specular;
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}
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color.a = 1;
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return color;
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}
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#ifdef GEOMETRY_OUT_LINE
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uniform vec4 fragColor;
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void
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main()
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{
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FragColor = fragColor;
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}
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#else
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void
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main()
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{
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vec3 N = (gl_FrontFacing ? gFacetNormal : -gFacetNormal);
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FragColor = lighting(Peye, N);
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}
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#endif // GEOMETRY_OUT_LINE
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#endif
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