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Switched to highp float to fix tangent calculation.
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MeltyPlayer committed Jan 8, 2025
1 parent 0e47055 commit da62ca4
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Showing 988 changed files with 988 additions and 988 deletions.
2 changes: 1 addition & 1 deletion FinModelUtility/Fin/Fin/src/shaders/glsl/GlslConstants.cs
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Expand Up @@ -4,7 +4,7 @@ public static class GlslConstants {
public const string VERTEX_SHADER_VERSION = "430";
public const string FRAGMENT_SHADER_VERSION = "310 es";

public const string FLOAT_PRECISION = "precision mediump float;";
public const string FLOAT_PRECISION = "precision highp float;";

public const int UBO_MATRICES_BINDING_INDEX = 1;
public const string UBO_MATRICES_NAME = "Matrices";
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#version 310 es
precision mediump float;
precision highp float;

uniform sampler2D diffuseTexture;

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#version 310 es
precision mediump float;
precision highp float;

uniform sampler2D diffuseTexture;

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#version 310 es
precision mediump float;
precision highp float;

uniform sampler2D diffuseTexture;

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#version 310 es
precision mediump float;
precision highp float;

uniform sampler2D diffuseTexture;

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#version 310 es
precision mediump float;
precision highp float;

uniform sampler2D diffuseTexture;

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#version 310 es
precision mediump float;
precision highp float;

uniform sampler2D diffuseTexture;

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#version 310 es
precision mediump float;
precision highp float;

uniform sampler2D diffuseTexture;

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#version 310 es
precision mediump float;
precision highp float;

uniform sampler2D diffuseTexture;

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@@ -1,5 +1,5 @@
#version 310 es
precision mediump float;
precision highp float;

uniform sampler2D diffuseTexture;

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#version 310 es
precision mediump float;
precision highp float;

uniform sampler2D diffuseTexture;

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#version 310 es
precision mediump float;
precision highp float;

out vec4 fragColor;

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#version 310 es
precision mediump float;
precision highp float;

uniform sampler2D diffuseTexture;

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#version 310 es
precision mediump float;
precision highp float;

struct Texture {
sampler2D sampler;
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#version 310 es
precision mediump float;
precision highp float;

uniform sampler2D diffuseTexture;

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#version 310 es
precision mediump float;
precision highp float;

uniform sampler2D diffuseTexture;

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@@ -1,5 +1,5 @@
#version 310 es
precision mediump float;
precision highp float;

uniform sampler2D diffuseTexture;

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@@ -1,5 +1,5 @@
#version 310 es
precision mediump float;
precision highp float;

uniform sampler2D diffuseTexture;

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@@ -1,5 +1,5 @@
#version 310 es
precision mediump float;
precision highp float;

uniform sampler2D diffuseTexture;

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@@ -1,5 +1,5 @@
#version 310 es
precision mediump float;
precision highp float;

uniform sampler2D diffuseTexture;

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@@ -1,5 +1,5 @@
#version 310 es
precision mediump float;
precision highp float;

uniform sampler2D diffuseTexture;

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@@ -1,5 +1,5 @@
#version 310 es
precision mediump float;
precision highp float;

uniform sampler2D diffuseTexture;

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@@ -1,5 +1,5 @@
#version 310 es
precision mediump float;
precision highp float;

uniform sampler2D diffuseTexture;

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@@ -1,5 +1,5 @@
#version 310 es
precision mediump float;
precision highp float;

uniform sampler2D diffuseTexture;

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@@ -1,5 +1,5 @@
#version 310 es
precision mediump float;
precision highp float;

uniform sampler2D diffuseTexture;

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@@ -1,5 +1,5 @@
#version 310 es
precision mediump float;
precision highp float;

uniform sampler2D diffuseTexture;

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@@ -1,5 +1,5 @@
#version 310 es
precision mediump float;
precision highp float;

uniform sampler2D diffuseTexture;

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@@ -1,5 +1,5 @@
#version 310 es
precision mediump float;
precision highp float;

uniform sampler2D diffuseTexture;

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@@ -1,5 +1,5 @@
#version 310 es
precision mediump float;
precision highp float;

uniform sampler2D diffuseTexture;

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@@ -1,5 +1,5 @@
#version 310 es
precision mediump float;
precision highp float;

uniform sampler2D diffuseTexture;

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@@ -1,5 +1,5 @@
#version 310 es
precision mediump float;
precision highp float;

out vec4 fragColor;

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@@ -1,5 +1,5 @@
#version 310 es
precision mediump float;
precision highp float;

uniform sampler2D diffuseTexture;

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@@ -1,5 +1,5 @@
#version 310 es
precision mediump float;
precision highp float;

uniform sampler2D diffuseTexture;

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@@ -1,5 +1,5 @@
#version 310 es
precision mediump float;
precision highp float;

uniform sampler2D diffuseTexture;

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@@ -1,5 +1,5 @@
#version 310 es
precision mediump float;
precision highp float;

uniform sampler2D diffuseTexture;

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@@ -1,5 +1,5 @@
#version 310 es
precision mediump float;
precision highp float;

uniform sampler2D diffuseTexture;

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@@ -1,5 +1,5 @@
#version 310 es
precision mediump float;
precision highp float;

uniform sampler2D diffuseTexture;

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@@ -1,5 +1,5 @@
#version 310 es
precision mediump float;
precision highp float;

uniform sampler2D diffuseTexture;

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@@ -1,5 +1,5 @@
#version 310 es
precision mediump float;
precision highp float;

out vec4 fragColor;

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@@ -1,5 +1,5 @@
#version 310 es
precision mediump float;
precision highp float;

uniform sampler2D diffuseTexture;

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@@ -1,5 +1,5 @@
#version 310 es
precision mediump float;
precision highp float;

uniform sampler2D diffuseTexture;

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@@ -1,5 +1,5 @@
#version 310 es
precision mediump float;
precision highp float;

uniform sampler2D diffuseTexture;

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@@ -1,5 +1,5 @@
#version 310 es
precision mediump float;
precision highp float;

uniform sampler2D diffuseTexture;

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@@ -1,5 +1,5 @@
#version 310 es
precision mediump float;
precision highp float;

layout (std140, binding = 1) uniform Matrices {
mat4 modelMatrix;
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#version 310 es
precision mediump float;
precision highp float;

struct Light {
// 0x00 (vec3 needs to be 16-byte aligned)
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#version 310 es
precision mediump float;
precision highp float;

layout (std140, binding = 1) uniform Matrices {
mat4 modelMatrix;
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#version 310 es
precision mediump float;
precision highp float;

struct Light {
// 0x00 (vec3 needs to be 16-byte aligned)
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@@ -1,5 +1,5 @@
#version 310 es
precision mediump float;
precision highp float;

struct Light {
// 0x00 (vec3 needs to be 16-byte aligned)
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@@ -1,5 +1,5 @@
#version 310 es
precision mediump float;
precision highp float;

struct Light {
// 0x00 (vec3 needs to be 16-byte aligned)
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@@ -1,5 +1,5 @@
#version 310 es
precision mediump float;
precision highp float;

struct Light {
// 0x00 (vec3 needs to be 16-byte aligned)
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@@ -1,5 +1,5 @@
#version 310 es
precision mediump float;
precision highp float;

struct Light {
// 0x00 (vec3 needs to be 16-byte aligned)
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@@ -1,5 +1,5 @@
#version 310 es
precision mediump float;
precision highp float;

struct Light {
// 0x00 (vec3 needs to be 16-byte aligned)
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@@ -1,5 +1,5 @@
#version 310 es
precision mediump float;
precision highp float;

struct Light {
// 0x00 (vec3 needs to be 16-byte aligned)
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@@ -1,5 +1,5 @@
#version 310 es
precision mediump float;
precision highp float;

struct Light {
// 0x00 (vec3 needs to be 16-byte aligned)
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@@ -1,5 +1,5 @@
#version 310 es
precision mediump float;
precision highp float;

struct Light {
// 0x00 (vec3 needs to be 16-byte aligned)
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@@ -1,5 +1,5 @@
#version 310 es
precision mediump float;
precision highp float;

struct Light {
// 0x00 (vec3 needs to be 16-byte aligned)
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