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*fix startup on Linux by adding the missing dummy spiritual shader fi…
…les. now it works properly.
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uniform sampler2D diffuse_texture; | ||
uniform vec4 vFogColor; | ||
uniform vec4 output_gamma_inv; | ||
varying vec4 outColor0; | ||
varying vec2 outTexCoord; | ||
varying float outFog; | ||
void main () | ||
{ | ||
vec4 finalColor_1; | ||
vec4 tex_col_2; | ||
vec4 tmpvar_3; | ||
tmpvar_3 = texture2D (diffuse_texture, outTexCoord); | ||
tex_col_2.w = tmpvar_3.w; | ||
tex_col_2.xyz = pow (tmpvar_3.xyz, vec3(2.2, 2.2, 2.2)); | ||
vec4 tmpvar_4; | ||
tmpvar_4 = (outColor0 * tex_col_2); | ||
finalColor_1.w = tmpvar_4.w; | ||
finalColor_1.xyz = pow (tmpvar_4.xyz, output_gamma_inv.xyz); | ||
finalColor_1.xyz = mix (vFogColor.xyz, finalColor_1.xyz, outFog); | ||
gl_FragColor = finalColor_1; | ||
} | ||
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uniform vec4 vMaterialColor; | ||
uniform float fFogDensity; | ||
uniform mat4 matWorldViewProj; | ||
uniform mat4 matWorldView; | ||
attribute vec3 inPosition; | ||
attribute vec4 inColor0; | ||
attribute vec2 inTexCoord; | ||
varying vec4 outColor0; | ||
varying vec2 outTexCoord; | ||
varying float outFog; | ||
void main () | ||
{ | ||
vec4 tmpvar_1; | ||
tmpvar_1.w = 1.0; | ||
tmpvar_1.xyz = inPosition; | ||
gl_Position = (matWorldViewProj * tmpvar_1); | ||
vec4 tmpvar_2; | ||
tmpvar_2.w = 1.0; | ||
tmpvar_2.xyz = inPosition; | ||
vec3 tmpvar_3; | ||
tmpvar_3 = (matWorldView * tmpvar_2).xyz; | ||
outColor0 = (inColor0.zyxw * vMaterialColor); | ||
outTexCoord = inTexCoord; | ||
outFog = (1.0/(exp2(( | ||
sqrt(dot (tmpvar_3, tmpvar_3)) | ||
* fFogDensity)))); | ||
} | ||
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