HDR: WS 3.0 doesn't need a separate orthophoto texcoord
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2 changed files with 0 additions and 4 deletions
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@ -3,7 +3,6 @@
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in VS_OUT {
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in VS_OUT {
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float flogz;
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float flogz;
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vec2 texcoord;
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vec2 texcoord;
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vec2 orthophoto_texcoord;
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vec3 vertex_normal;
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vec3 vertex_normal;
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} fs_in;
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} fs_in;
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@ -3,12 +3,10 @@
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layout(location = 0) in vec4 pos;
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layout(location = 0) in vec4 pos;
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layout(location = 1) in vec3 normal;
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layout(location = 1) in vec3 normal;
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layout(location = 3) in vec4 multitexcoord0;
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layout(location = 3) in vec4 multitexcoord0;
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layout(location = 5) in vec4 multitexcoord2;
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out VS_OUT {
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out VS_OUT {
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float flogz;
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float flogz;
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vec2 texcoord;
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vec2 texcoord;
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vec2 orthophoto_texcoord;
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vec3 vertex_normal;
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vec3 vertex_normal;
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} vs_out;
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} vs_out;
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@ -23,6 +21,5 @@ void main()
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gl_Position = osg_ModelViewProjectionMatrix * pos;
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gl_Position = osg_ModelViewProjectionMatrix * pos;
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vs_out.flogz = logdepth_prepare_vs_depth(gl_Position.w);
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vs_out.flogz = logdepth_prepare_vs_depth(gl_Position.w);
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vs_out.texcoord = multitexcoord0.st;
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vs_out.texcoord = multitexcoord0.st;
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vs_out.orthophoto_texcoord = multitexcoord2.st;
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vs_out.vertex_normal = osg_NormalMatrix * normal;
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vs_out.vertex_normal = osg_NormalMatrix * normal;
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}
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}
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