WIP Kraken updated OSX support
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@@ -30,16 +30,16 @@
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//
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attribute highp vec3 vertex_position, vertex_normal;
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in highp vec3 vertex_position, vertex_normal;
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#if HAS_NORMAL_MAP == 1
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attribute highp vec3 vertex_tangent;
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in highp vec3 vertex_tangent;
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#endif
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attribute mediump vec2 vertex_uv;
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in mediump vec2 vertex_uv;
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uniform highp mat4 mvp_matrix; // mvp_matrix is the result of multiplying the model, view, and projection matrices
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#if BONE_COUNT > 0
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attribute highp vec4 bone_weights;
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attribute highp vec4 bone_indexes;
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in highp vec4 bone_weights;
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in highp vec4 bone_indexes;
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uniform highp mat4 bone_transforms[BONE_COUNT];
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#else
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#define vertex_position_skinned vertex_position
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@@ -51,7 +51,7 @@ uniform highp mat4 mvp_matrix; // mvp_matrix is the result of multiplying t
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#if ENABLE_PER_PIXEL == 1 || GBUFFER_PASS == 1
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#if HAS_DIFFUSE_MAP == 1 || HAS_NORMAL_MAP == 1 || HAS_SPEC_MAP == 1 || HAS_REFLECTION_MAP == 1
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varying highp vec2 texCoord;
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out highp vec2 texCoord;
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#endif
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#if HAS_NORMAL_MAP == 1
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#if HAS_NORMAL_MAP_SCALE == 1
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@@ -63,22 +63,22 @@ uniform highp mat4 mvp_matrix; // mvp_matrix is the result of multiplying t
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#endif
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#if HAS_NORMAL_MAP_OFFSET == 1 || HAS_NORMAL_MAP_SCALE == 1
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varying highp vec2 normal_uv;
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out highp vec2 normal_uv;
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#endif
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#else
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varying mediump vec3 normal;
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out mediump vec3 normal;
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#endif
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#else
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uniform mediump float material_shininess;
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#if HAS_DIFFUSE_MAP == 1
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varying highp vec2 texCoord;
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out highp vec2 texCoord;
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#endif
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#endif
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#if GBUFFER_PASS == 1
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#if HAS_NORMAL_MAP == 1
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uniform highp mat4 model_view_inverse_transpose_matrix;
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varying highp mat3 tangent_to_view_matrix;
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out highp mat3 tangent_to_view_matrix;
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#endif
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#else
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@@ -86,16 +86,16 @@ uniform highp mat4 mvp_matrix; // mvp_matrix is the result of multiplying t
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uniform highp vec3 camera_position_model_space;
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#if HAS_LIGHT_MAP == 1
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attribute mediump vec2 vertex_lightmap_uv;
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varying mediump vec2 lightmap_uv;
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in mediump vec2 vertex_lightmap_uv;
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out mediump vec2 lightmap_uv;
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#endif
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#if ENABLE_PER_PIXEL == 1
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varying mediump vec3 lightVec;
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varying mediump vec3 halfVec;
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out mediump vec3 lightVec;
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out mediump vec3 halfVec;
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#if HAS_SPEC_MAP_OFFSET == 1 || HAS_SPEC_MAP_SCALE == 1
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varying highp vec2 spec_uv;
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out highp vec2 spec_uv;
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#endif
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#if HAS_SPEC_MAP_SCALE == 1
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@@ -107,7 +107,7 @@ uniform highp mat4 mvp_matrix; // mvp_matrix is the result of multiplying t
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#endif
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#if HAS_REFLECTION_MAP_OFFSET == 1 || HAS_REFLECTION_MAP_SCALE == 1
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varying highp vec2 reflection_uv;
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out highp vec2 reflection_uv;
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#endif
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#if HAS_REFLECTION_MAP_SCALE == 1
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@@ -120,22 +120,22 @@ uniform highp mat4 mvp_matrix; // mvp_matrix is the result of multiplying t
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#if SHADOW_QUALITY >= 1
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uniform highp mat4 shadow_mvp1;
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varying highp vec4 shadowMapCoord1;
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out highp vec4 shadowMapCoord1;
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#endif
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#if SHADOW_QUALITY >= 2
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uniform highp mat4 shadow_mvp2;
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varying highp vec4 shadowMapCoord2;
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out highp vec4 shadowMapCoord2;
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#endif
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#if SHADOW_QUALITY >= 3
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uniform highp mat4 shadow_mvp3;
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varying highp vec4 shadowMapCoord3;
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out highp vec4 shadowMapCoord3;
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#endif
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#else
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varying mediump float lamberFactor;
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varying mediump float specularFactor;
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out mediump float lamberFactor;
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out mediump float specularFactor;
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#endif
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#if ENABLE_RIM_COLOR == 1
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@@ -146,15 +146,15 @@ uniform highp mat4 mvp_matrix; // mvp_matrix is the result of multiplying t
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#if HAS_NORMAL_MAP == 1
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#define NEED_EYEVEC
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uniform highp mat4 model_inverse_transpose_matrix;
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varying highp mat3 tangent_to_world_matrix;
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out highp mat3 tangent_to_world_matrix;
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#else
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uniform highp mat4 model_matrix;
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varying mediump vec3 reflectionVec;
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out mediump vec3 reflectionVec;
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#endif
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#endif
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#ifdef NEED_EYEVEC
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varying mediump vec3 eyeVec;
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out mediump vec3 eyeVec;
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#endif
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#if HAS_DIFFUSE_MAP_SCALE == 1
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@@ -166,7 +166,7 @@ uniform highp mat4 mvp_matrix; // mvp_matrix is the result of multiplying t
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#endif
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#if HAS_DIFFUSE_MAP_OFFSET == 1 || HAS_DIFFUSE_MAP_SCALE == 1
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varying highp vec2 diffuse_uv;
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out highp vec2 diffuse_uv;
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#endif
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#endif
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