Imported glslang library. Refactoring shader manager.
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standard_assets/shaders/volumetric_fog_downsampled_osx.fsh
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standard_assets/shaders/volumetric_fog_downsampled_osx.fsh
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// Copyright 2012 Kearwood Gilbert. All rights reserved.
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//
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// Redistribution and use in source and binary forms, with or without modification, are
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// permitted provided that the following conditions are met:
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//
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// 1. Redistributions of source code must retain the above copyright notice, this list of
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// conditions and the following disclaimer.
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//
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// 2. Redistributions in binary form must reproduce the above copyright notice, this list
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// of conditions and the following disclaimer in the documentation and/or other materials
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// provided with the distribution.
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//
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// THIS SOFTWARE IS PROVIDED BY KEARWOOD GILBERT ''AS IS'' AND ANY EXPRESS OR IMPLIED
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// WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
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// FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL KEARWOOD GILBERT OR
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//
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// The views and conclusions contained in the software and documentation are those of the
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// authors and should not be interpreted as representing official policies, either expressed
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// or implied, of Kearwood Gilbert.
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//
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out vec4 colorOut;
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in mediump vec4 shadowMapCoord1;
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uniform sampler2DShadow shadowTexture1;
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uniform lowp sampler2D depthFrame;
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uniform mediump vec4 viewport;
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uniform mediump vec3 light_color;
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void main()
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{
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if(gl_FragCoord.z > texture(depthFrame, vec2(gl_FragCoord.xy / viewport.zw)).r) discard;
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colorOut = vec4(light_color, 1.0) * shadow2DProj(shadowTexture1, shadowMapCoord1);
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}
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