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shaderc: Removed instMul. (#3536)
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@@ -10,31 +10,27 @@ $output v_wpos, v_view, v_normal, v_tangent, v_bitangent, v_texcoord0
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void main()
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{
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mat4 model;
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model[0] = i_data0;
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model[1] = i_data1;
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model[2] = i_data2;
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model[3] = i_data3;
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mat4 model = mtxFromCols(i_data0, i_data1, i_data2, i_data3);
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vec3 wpos = instMul(model, vec4(a_position, 1.0) ).xyz;
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vec3 wpos = mul(model, vec4(a_position, 1.0) ).xyz;
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gl_Position = mul(u_viewProj, vec4(wpos, 1.0) );
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vec4 normal = a_normal * 2.0 - 1.0;
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vec3 wnormal = instMul(model, vec4(normal.xyz, 0.0) ).xyz;
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vec3 wnormal = mul(model, vec4(normal.xyz, 0.0) ).xyz;
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vec4 tangent = a_tangent * 2.0 - 1.0;
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vec3 wtangent = instMul(model, vec4(tangent.xyz, 0.0) ).xyz;
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vec3 wtangent = mul(model, vec4(tangent.xyz, 0.0) ).xyz;
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v_normal = wnormal;
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v_tangent = wtangent;
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v_bitangent = cross(v_normal, v_tangent) * tangent.w;
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mat3 tbn = mat3(v_tangent, v_bitangent, v_normal);
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mat3 tbn = mtxFromCols(v_tangent, v_bitangent, v_normal);
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v_wpos = wpos;
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vec3 weyepos = mul(vec4(0.0, 0.0, 0.0, 1.0), u_view).xyz;
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v_view = instMul(weyepos - wpos, tbn);
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v_view = mul(weyepos - wpos, tbn);
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v_texcoord0 = a_texcoord0;
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}
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