Added backgdrop, object and more text to text overlay example
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99ad677339
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13 changed files with 243 additions and 62 deletions
71
data/models/cube.dae
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71
data/models/cube.dae
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<?xml version="1.0" encoding="utf-8"?>
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<COLLADA xmlns="http://www.collada.org/2005/11/COLLADASchema" version="1.4.1">
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<asset>
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<contributor>
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<author>Blender User</author>
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<authoring_tool>Blender 2.77.0 commit date:2016-03-18, commit time:12:34, hash:22a2853</authoring_tool>
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</contributor>
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<created>2016-05-07T10:39:48</created>
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<modified>2016-05-07T10:39:48</modified>
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<unit name="meter" meter="1"/>
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<up_axis>Z_UP</up_axis>
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</asset>
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<library_images/>
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<library_geometries>
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<geometry id="Cube_001-mesh" name="Cube.001">
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<mesh>
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<source id="Cube_001-mesh-positions">
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<float_array id="Cube_001-mesh-positions-array" count="24">-1 -1 -1 -1 -1 1 -1 1 -1 -1 1 1 1 -1 -1 1 -1 1 1 1 -1 1 1 1</float_array>
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<technique_common>
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<accessor source="#Cube_001-mesh-positions-array" count="8" stride="3">
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<param name="X" type="float"/>
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<param name="Y" type="float"/>
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<param name="Z" type="float"/>
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</accessor>
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</technique_common>
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</source>
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<source id="Cube_001-mesh-normals">
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<float_array id="Cube_001-mesh-normals-array" count="18">-1 0 0 0 1 0 1 0 0 0 -1 0 0 0 -1 0 0 1</float_array>
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<technique_common>
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<accessor source="#Cube_001-mesh-normals-array" count="6" stride="3">
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<param name="X" type="float"/>
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<param name="Y" type="float"/>
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<param name="Z" type="float"/>
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</accessor>
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</technique_common>
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</source>
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<source id="Cube_001-mesh-map-0">
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<float_array id="Cube_001-mesh-map-0-array" count="72">1 0 0 -1 0 0 1 0 0 -1 0 0 -1 0 0 -1 0 0 -1 0 0 -1 0 0 0 1 1 0 0 0 0 1 -1 0 0 0 1 0 1 -1 0 -1 1 0 1 -1 0 -1 -1 0 -1 -1 0 -1 -1 0 -1 -1 0 -1 0 1 1 1 1 0 0 1 -1 1 -1 0</float_array>
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<technique_common>
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<accessor source="#Cube_001-mesh-map-0-array" count="36" stride="2">
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<param name="S" type="float"/>
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<param name="T" type="float"/>
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</accessor>
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</technique_common>
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</source>
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<vertices id="Cube_001-mesh-vertices">
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<input semantic="POSITION" source="#Cube_001-mesh-positions"/>
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</vertices>
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<polylist count="12">
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<input semantic="VERTEX" source="#Cube_001-mesh-vertices" offset="0"/>
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<input semantic="NORMAL" source="#Cube_001-mesh-normals" offset="1"/>
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<input semantic="TEXCOORD" source="#Cube_001-mesh-map-0" offset="2" set="0"/>
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<vcount>3 3 3 3 3 3 3 3 3 3 3 3 </vcount>
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<p>3 0 0 0 0 1 1 0 2 7 1 3 2 1 4 3 1 5 5 2 6 6 2 7 7 2 8 1 3 9 4 3 10 5 3 11 2 4 12 4 4 13 0 4 14 7 5 15 1 5 16 5 5 17 3 0 18 2 0 19 0 0 20 7 1 21 6 1 22 2 1 23 5 2 24 4 2 25 6 2 26 1 3 27 0 3 28 4 3 29 2 4 30 6 4 31 4 4 32 7 5 33 3 5 34 1 5 35</p>
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</polylist>
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</mesh>
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</geometry>
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</library_geometries>
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<library_controllers/>
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<library_visual_scenes>
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<visual_scene id="Scene" name="Scene">
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<node id="Cube" name="Cube" type="NODE">
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<matrix sid="transform">1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1</matrix>
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<instance_geometry url="#Cube_001-mesh" name="Cube"/>
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</node>
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</visual_scene>
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</library_visual_scenes>
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<scene>
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<instance_visual_scene url="#Scene"/>
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</scene>
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</COLLADA>
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15
data/shaders/textoverlay/background.frag
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15
data/shaders/textoverlay/background.frag
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (binding = 1) uniform sampler2D samplerColorMap;
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layout (location = 0) in vec2 inUV;
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layout (location = 0) out vec4 outFragColor;
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void main()
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{
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outFragColor = texture(samplerColorMap, inUV);
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}
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data/shaders/textoverlay/background.frag.spv
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data/shaders/textoverlay/background.frag.spv
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17
data/shaders/textoverlay/background.vert
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data/shaders/textoverlay/background.vert
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (location = 0) out vec2 outUV;
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out gl_PerVertex
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{
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vec4 gl_Position;
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};
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void main()
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{
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outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
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gl_Position = vec4(outUV * vec2(2.0f, 2.0f) + vec2(-1.0f, -1.0f), 0.0f, 1.0f);
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}
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data/shaders/textoverlay/background.vert.spv
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data/shaders/textoverlay/background.vert.spv
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@ -2,3 +2,5 @@ glslangvalidator -V text.vert -o text.vert.spv
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glslangvalidator -V text.frag -o text.frag.spv
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glslangvalidator -V mesh.vert -o mesh.vert.spv
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glslangvalidator -V mesh.frag -o mesh.frag.spv
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glslangvalidator -V background.vert -o background.vert.spv
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glslangvalidator -V background.frag -o background.frag.spv
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@ -6,24 +6,22 @@
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layout (binding = 1) uniform sampler2D samplerColorMap;
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layout (location = 0) in vec3 inNormal;
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layout (location = 1) in vec3 inColor;
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layout (location = 2) in vec2 inUV;
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layout (location = 3) in vec3 inViewVec;
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layout (location = 4) in vec3 inLightVec;
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layout (location = 1) in vec2 inUV;
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layout (location = 2) in vec3 inViewVec;
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layout (location = 3) in vec3 inLightVec;
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layout (location = 4) in vec3 inEyeNormal;
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layout (location = 0) out vec4 outFragColor;
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void main()
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{
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vec4 color = texture(samplerColorMap, inUV) * vec4(inColor, 1.0);
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vec4 color = texture(samplerColorMap, inUV);
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vec3 N = normalize(inNormal);
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vec3 L = normalize(inLightVec);
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vec3 V = normalize(inViewVec);
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vec3 R = reflect(-L, N);
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vec3 diffuse = max(dot(N, L), 0.0) * inColor;
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vec3 specular = pow(max(dot(R, V), 0.0), 16.0) * vec3(0.75);
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outFragColor = vec4(diffuse * color.rgb + specular, 1.0);
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outFragColor.rgb = vec3(diffuse + specular);
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vec3 diffuse = max(dot(N, L), 0.0) * color.rgb;
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vec3 specular = pow(max(dot(R, V), 0.0), 1.0) * vec3(color.a);
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outFragColor = vec4(diffuse + specular, 1.0);
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}
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@ -6,7 +6,6 @@
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layout (location = 0) in vec3 inPos;
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layout (location = 1) in vec3 inNormal;
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layout (location = 2) in vec2 inUV;
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layout (location = 3) in vec3 inColor;
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layout (binding = 0) uniform UBO
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{
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@ -16,10 +15,9 @@ layout (binding = 0) uniform UBO
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} ubo;
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layout (location = 0) out vec3 outNormal;
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layout (location = 1) out vec3 outColor;
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layout (location = 2) out vec2 outUV;
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layout (location = 3) out vec3 outViewVec;
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layout (location = 4) out vec3 outLightVec;
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layout (location = 1) out vec2 outUV;
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layout (location = 2) out vec3 outViewVec;
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layout (location = 3) out vec3 outLightVec;
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out gl_PerVertex
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{
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@ -29,13 +27,12 @@ out gl_PerVertex
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void main()
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{
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outNormal = inNormal;
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outColor = inColor;
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outUV = inUV;
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gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
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vec4 pos = ubo.model * vec4(inPos, 1.0);
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outNormal = /*mat3(ubo.model) */ inNormal;
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vec3 lPos = /*mat3(ubo.model) */ ubo.lightPos.xyz;
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outNormal = mat3(transpose(inverse(ubo.model))) * normalize(inNormal);
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vec3 lPos = mat3(ubo.model) * ubo.lightPos.xyz;
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outLightVec = lPos - pos.xyz;
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outViewVec = -pos.xyz;
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outViewVec = -pos.xyz;
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}
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data/textures/round_window_bc3.ktx
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data/textures/round_window_bc3.ktx
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data/textures/skysphere_bc3.ktx
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data/textures/skysphere_bc3.ktx
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