Updated shader convention
Vertex input are now prefixed by "Vertex" (VertexPosition, VertexNormal, ..) Same for Material input (MaterialAmbientColor, MaterialShininess, ...) Former-commit-id: 1fbf8b8b32546a21ee23ff83714c860a9a8fce4f
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@@ -35,10 +35,10 @@ namespace
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/********************Uniformes********************/
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if ((flags & nzShaderBuilder_DiffuseMapping) == 0 || flags & nzShaderBuilder_Lighting)
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sourceCode += "uniform vec3 DiffuseColor;\n";
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sourceCode += "uniform vec3 MaterialDiffuseColor;\n";
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if (flags & nzShaderBuilder_DiffuseMapping)
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sourceCode += "uniform sampler2D DiffuseMap;\n";
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sourceCode += "uniform sampler2D MaterialDiffuseMap;\n";
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sourceCode += '\n';
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@@ -63,9 +63,9 @@ namespace
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sourceCode += '\t';
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sourceCode += fragmentColorKW;
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if (flags & nzShaderBuilder_DiffuseMapping)
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sourceCode += " = texture2D(DiffuseMap, vTexCoord);\n";
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sourceCode += " = texture2D(MaterialDiffuseMap, vTexCoord);\n";
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else
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sourceCode += " = vec4(DiffuseColor, 1.0);\n";
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sourceCode += " = vec4(MaterialDiffuseColor, 1.0);\n";
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sourceCode += '}';
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@@ -100,24 +100,24 @@ namespace
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/********************Entrant********************/
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sourceCode += inKW;
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sourceCode += " vec3 Position;\n";
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sourceCode += " vec3 VertexPosition;\n";
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if (flags & nzShaderBuilder_Lighting || flags & nzShaderBuilder_NormalMapping || flags & nzShaderBuilder_ParallaxMapping)
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{
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sourceCode += inKW;
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sourceCode += " vec3 Normal;\n";
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sourceCode += " vec3 VertexNormal;\n";
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}
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if (flags & nzShaderBuilder_Lighting)
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{
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sourceCode += inKW;
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sourceCode += " vec3 Tangent;\n";
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sourceCode += " vec3 VertexTangent;\n";
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}
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if (flags & nzShaderBuilder_DiffuseMapping || flags & nzShaderBuilder_Lighting || flags & nzShaderBuilder_NormalMapping || flags & nzShaderBuilder_ParallaxMapping)
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{
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sourceCode += inKW;
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sourceCode += " vec2 TexCoord0;\n";
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sourceCode += " vec2 VertexTexCoord0;\n";
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}
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sourceCode += '\n';
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@@ -134,10 +134,10 @@ namespace
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/********************Code********************/
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sourceCode += "void main()\n{\n";
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sourceCode += "\tgl_Position = WorldViewProjMatrix * vec4(Position, 1.0);\n";
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sourceCode += "\tgl_Position = WorldViewProjMatrix * vec4(VertexPosition, 1.0);\n";
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if (flags & nzShaderBuilder_DiffuseMapping)
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sourceCode += "\tvTexCoord = TexCoord0;\n";
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sourceCode += "\tvTexCoord = VertexTexCoord0;\n";
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sourceCode += '}';
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