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shade refactor
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84 changed files with 737 additions and 658 deletions
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@ -285,17 +285,7 @@ namespace Terrain
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defineMap["writeNormals"] = (it == layers.end() - 1) ? "1" : "0";
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Stereo::Manager::instance().shaderStereoDefines(defineMap);
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osg::ref_ptr<osg::Shader> vertexShader
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= shaderManager.getShader("terrain_vertex.glsl", defineMap, osg::Shader::VERTEX);
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osg::ref_ptr<osg::Shader> fragmentShader
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= shaderManager.getShader("terrain_fragment.glsl", defineMap, osg::Shader::FRAGMENT);
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if (!vertexShader || !fragmentShader)
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{
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// Try again without shader. Error already logged by above
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return createPasses(false, sceneManager, layers, blendmaps, blendmapScale, layerTileSize);
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}
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stateset->setAttributeAndModes(shaderManager.getProgram(vertexShader, fragmentShader));
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stateset->setAttributeAndModes(shaderManager.getProgram("terrain", defineMap));
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stateset->addUniform(UniformCollection::value().mColorMode);
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}
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else
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