move vec to generated
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@@ -9,7 +9,7 @@ SAMPLER2D(s_texColor, 0);
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SAMPLER3D(s_ditherSampler, 1);
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SAMPLER2D(s_rampSampler, 2);
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uniform vec4 u_time;
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uniform vec4 u_testColor;
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uniform vec4 u_dotColor;
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uniform vec4 u_texInfo;
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uniform vec4 u_baseColor;
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@@ -92,7 +92,7 @@ void main()
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float testSpeed = 1.0;
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vec3 testOffset = vec3(0.0, 0.0, 50.0);
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float3 lightPos = vec3(sin(u_time.x * testSpeed) * testRadius, 5.0, cos(u_time.x * testSpeed) * testRadius);
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vec3 texColor = u_testColor.x > 0.1 ? u_testColor.xyz : texture2D(s_texColor, v_uv0).xyz;
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vec3 texColor = u_dotColor.x > 0.1 ? u_dotColor.xyz : texture2D(s_texColor, v_uv0).xyz;
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// lighting
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// float brightness = calcBrightness(lightPos, v_wpos, v_normal);
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@@ -9,7 +9,7 @@ SAMPLER2D(s_texColor, 0);
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SAMPLER3D(s_ditherSampler, 1);
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SAMPLER2D(s_rampSampler, 2);
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uniform vec4 u_time;
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uniform vec4 u_testColor;
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uniform vec4 u_dotColor;
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uniform vec4 u_texInfo;
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uniform vec4 u_baseColor;
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@@ -89,6 +89,7 @@ void main()
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{
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vec2 uv = vec2(1.0 - v_uv0.x, v_uv0.y);
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vec3 rawTex = texture2D(s_texColor, uv).xyz;
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vec3 col = rawTex * u_dotColor.xyz;
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float brightness = lerp(0.5, 0.9, calcBrightnessDirectional(vec3(0.5, 0.3, 1.0), v_normal));
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gl_FragColor = vec4(rawTex, 1.0);
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gl_FragColor = vec4(col * brightness, 1.0);
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}
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