Big UberShader update
-Added GRAPHICS_MAX_LIGHTPERPASS macro -Added glGetActiveUniform OpenGL function -Added (Uber)ShaderLibrary -Added (Uber)ShaderName parameter to models -Changed uniform system -Fixed Node copying -Moved Material class to Graphics module -Optimized lights -Remade Shader class -Renamed Node::Invalidate to Node::InvalidateNode -Renamed ShaderProgram to Shader Former-commit-id: 15f0cad52969e91a2442e7d750ba2dc412f3549d
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/********************Entrant********************/
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varying mat4 InstanceData0;
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varying vec3 VertexPosition;
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varying vec2 VertexTexCoord;
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/********************Sortant********************/
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varying vec2 vTexCoord;
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/********************Uniformes********************/
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uniform float VertexDepth;
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uniform mat4 ViewProjMatrix;
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uniform mat4 WorldViewProjMatrix;
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/********************Fonctions********************/
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void main()
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{
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#if FLAG_INSTANCING
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#if TRANSFORM
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gl_Position = ViewProjMatrix * InstanceData0 * vec4(VertexPosition, 1.0);
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#else
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#if UNIFORM_VERTEX_DEPTH
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gl_Position = InstanceData0 * vec4(VertexPosition.xy, VertexDepth, 1.0);
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#else
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gl_Position = InstanceData0 * vec4(VertexPosition, 1.0);
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#endif
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#endif
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#else
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#if TRANSFORM
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gl_Position = WorldViewProjMatrix * vec4(VertexPosition, 1.0);
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#else
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#if UNIFORM_VERTEX_DEPTH
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gl_Position = vec4(VertexPosition.xy, VertexDepth, 1.0);
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#else
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gl_Position = vec4(VertexPosition, 1.0);
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#endif
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#endif
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#endif
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#if TEXTURE_MAPPING
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vTexCoord = vec2(VertexTexCoord);
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#endif
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}
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