opengl.shaders: Rid 'lit_colored_skinned.frag' shader.
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@@ -1,50 +0,0 @@
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// Include 'version.header'.
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// Include 'lighting-frag.snippet'
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in vec3 frag_Site;
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in vec3 frag_Normal;
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in vec4 frag_Color;
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uniform mat4 model_Transform;
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uniform mat3 inverse_model_Rotation;
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uniform vec3 camera_Site;
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out vec4 final_Color;
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void
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main()
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{
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vec3 surface_Site = vec3 ( model_Transform
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* vec4 (frag_Site, 1));
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vec4 surface_Color = frag_Color;
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vec3 Surface_to_Camera = normalize (camera_Site - surface_Site);
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vec3 Normal = normalize ( frag_Normal
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* inverse_model_Rotation);
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// Combine color from all the lights.
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//
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vec3 linear_Color = vec3 (0);
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for (int i = 0; i < light_Count; ++i)
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{
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linear_Color += apply_Light (Lights [i],
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surface_Color.rgb,
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Normal,
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surface_Site,
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Surface_to_Camera);
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}
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vec3 Gamma = vec3 (1.0 / 2.2);
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final_Color = vec4 (pow (linear_Color, // Final color (after gamma correction).
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Gamma),
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surface_Color.a);
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final_Color = min (final_Color, // Prevent light saturation.
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surface_Color);
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}
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@@ -112,7 +112,7 @@ is
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vertex_Shader .define (Shader.Vertex, "assets/opengl/shader/lit_colored_skinned.vert");
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vertex_Shader .define (Shader.Vertex, "assets/opengl/shader/lit_colored_skinned.vert");
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fragment_Shader.define (Shader.Fragment, (asset_Names' (1 => to_Asset ("assets/opengl/shader/version.header"),
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fragment_Shader.define (Shader.Fragment, (asset_Names' (1 => to_Asset ("assets/opengl/shader/version.header"),
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2 => to_Asset ("assets/opengl/shader/lighting-frag.snippet"),
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2 => to_Asset ("assets/opengl/shader/lighting-frag.snippet"),
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3 => to_Asset ("assets/opengl/shader/lit_colored_skinned.frag"))));
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3 => to_Asset ("assets/opengl/shader/lit_colored.frag"))));
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the_Program.define ( vertex_Shader'Access,
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the_Program.define ( vertex_Shader'Access,
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fragment_Shader'Access);
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fragment_Shader'Access);
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the_Program.enable;
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the_Program.enable;
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