Update gbuffer.vs for GLES3
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#version 100
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#version 300 es
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// Input vertex attributes
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precision highp float;
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attribute vec3 vertexPosition;
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attribute vec2 vertexTexCoord;
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in vec3 vertexPosition;
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attribute vec3 vertexNormal;
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in vec2 vertexTexCoord;
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attribute vec4 vertexColor;
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in vec3 vertexNormal;
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in vec4 vertexColor;
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out vec3 fragPosition;
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out vec2 fragTexCoord;
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out vec3 fragNormal;
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out vec4 fragColor;
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// Input uniform values
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uniform mat4 matModel;
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uniform mat4 matModel;
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uniform mat4 matView;
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uniform mat4 matView;
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uniform mat4 matProjection;
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uniform mat4 matProjection;
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// Output vertex attributes (to fragment shader)
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varying vec3 fragPosition;
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varying vec2 fragTexCoord;
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varying vec3 fragNormal;
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varying vec4 fragColor;
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// https://github.com/glslify/glsl-inverse
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mat3 inverse(mat3 m)
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{
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float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2];
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float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2];
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float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2];
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float b01 = a22*a11 - a12*a21;
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float b11 = -a22*a10 + a12*a20;
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float b21 = a21*a10 - a11*a20;
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float det = a00*b01 + a01*b11 + a02*b21;
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return mat3(b01, (-a22*a01 + a02*a21), (a12*a01 - a02*a11),
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b11, (a22*a00 - a02*a20), (-a12*a00 + a02*a10),
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b21, (-a21*a00 + a01*a20), (a11*a00 - a01*a10))/det;
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}
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// https://github.com/glslify/glsl-transpose
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mat3 transpose(mat3 m)
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{
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return mat3(m[0][0], m[1][0], m[2][0],
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m[0][1], m[1][1], m[2][1],
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m[0][2], m[1][2], m[2][2]);
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}
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void main()
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void main()
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{
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{
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// Calculate vertex attributes for fragment shader
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vec4 worldPos = matModel * vec4(vertexPosition, 1.0);
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vec4 worldPos = matModel*vec4(vertexPosition, 1.0);
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fragPosition = worldPos.xyz;
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fragPosition = worldPos.xyz;
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fragTexCoord = vertexTexCoord;
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fragTexCoord = vertexTexCoord;
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fragColor = vertexColor;
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fragColor = vertexColor;
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mat3 normalMatrix = transpose(inverse(mat3(matModel)));
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mat3 normalMatrix = transpose(inverse(mat3(matModel)));
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fragNormal = normalMatrix*vertexNormal;
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fragNormal = normalMatrix * vertexNormal;
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// Calculate final vertex position
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gl_Position = matProjection * matView * worldPos;
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gl_Position = matProjection*matView*worldPos;
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}
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}
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