SuperTuxKart 1.5 upstream source (from official release tarball)
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#include "utils/camera.glsl"
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#include "utils/get_vertex_color.glsl"
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#include "utils/spm_data.glsl"
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#include "utils/spm_layout.vert"
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#include "../utils/get_world_location.vert"
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void main()
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{
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vec4 v_world_position = getWorldPosition(
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u_object_buffer.m_objects[gl_InstanceIndex].m_translation,
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u_object_buffer.m_objects[gl_InstanceIndex].m_rotation,
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u_object_buffer.m_objects[gl_InstanceIndex].m_scale, v_position);
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f_world_position = v_world_position;
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gl_Position = u_camera.m_projection_view_matrix * v_world_position;
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f_vertex_color = v_color.zyxw * getVertexColor(
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u_object_buffer.m_objects[gl_InstanceIndex].m_custom_vertex_color);
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f_uv = v_uv + u_object_buffer.m_objects[gl_InstanceIndex].m_texture_trans;
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f_uv_two = v_uv_two;
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f_material_id = u_object_buffer.m_objects[gl_InstanceIndex].m_material_id;
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#ifdef BIND_MESH_TEXTURES_AT_ONCE
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if (f_material_id < 0)
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f_material_id = u_material_ids.m_material_id[gl_DrawIDARB];
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#endif
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f_hue_change = u_object_buffer.m_objects[gl_InstanceIndex].m_hue_change;
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#ifdef PBR_ENABLED
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vec3 world_normal = rotateVector(u_object_buffer.m_objects[gl_InstanceIndex].m_rotation, v_normal.xyz);
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vec3 world_tangent = rotateVector(u_object_buffer.m_objects[gl_InstanceIndex].m_rotation, v_tangent.xyz);
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f_bitangent = cross(world_normal, world_tangent) * v_tangent.w;
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f_tangent = world_tangent;
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f_normal = world_normal;
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#endif
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}
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