Update shader_basic_pbr example to work on web
changed to GLSL_VERSION 100 update glsl100 shader set float precision to highp removed keyword in change for loop tu use constant value gives an error
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@ -1,6 +1,6 @@
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#version 100
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#version 100
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precision mediump float;
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precision highp float;
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#define MAX_LIGHTS 4
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#define MAX_LIGHTS 4
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#define LIGHT_DIRECTIONAL 0
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#define LIGHT_DIRECTIONAL 0
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@ -17,12 +17,12 @@ struct Light {
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};
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};
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// Input vertex attributes (from vertex shader)
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// Input vertex attributes (from vertex shader)
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varying in vec3 fragPosition;
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varying vec3 fragPosition;
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varying in vec2 fragTexCoord;
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varying vec2 fragTexCoord;
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varying in vec4 fragColor;
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varying vec4 fragColor;
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varying in vec3 fragNormal;
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varying vec3 fragNormal;
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varying in vec4 shadowPos;
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varying vec4 shadowPos;
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varying in mat3 TBN;
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varying mat3 TBN;
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// Input uniform values
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// Input uniform values
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@ -113,7 +113,7 @@ vec3 pbr(){
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vec3 baseRefl = mix(vec3(0.04),albedo.rgb,metallic);
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vec3 baseRefl = mix(vec3(0.04),albedo.rgb,metallic);
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vec3 Lo = vec3(0.0); // acumulate lighting lum
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vec3 Lo = vec3(0.0); // acumulate lighting lum
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for(int i=0;i<numOfLights;++i){
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for(int i=0;i<4;++i){
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vec3 L = normalize(lights[i].position - fragPosition); // calc light vector
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vec3 L = normalize(lights[i].position - fragPosition); // calc light vector
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vec3 H = normalize(V + L); // calc halfway bisecting vector
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vec3 H = normalize(V + L); // calc halfway bisecting vector
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@ -22,7 +22,7 @@
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#if defined(PLATFORM_DESKTOP)
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#if defined(PLATFORM_DESKTOP)
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#define GLSL_VERSION 330
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#define GLSL_VERSION 330
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#else // PLATFORM_ANDROID, PLATFORM_WEB
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#else // PLATFORM_ANDROID, PLATFORM_WEB
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#define GLSL_VERSION 120
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#define GLSL_VERSION 100
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#endif
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#endif
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#include <stdlib.h> // Required for: NULL
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#include <stdlib.h> // Required for: NULL
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