mirror of https://github.com/CGAL/cgal
Restore compatibility shader code
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@ -176,17 +176,17 @@ void main(void)
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// compatibility shaders
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const char vertex_source_color_comp[]=R"DELIM(
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in highp vec4 vertex;
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in highp vec3 normal;
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in highp vec3 color;
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varying highp vec4 vertex;
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varying highp vec3 normal;
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varying highp vec3 color;
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uniform highp mat4 mvp_matrix;
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uniform highp mat4 mv_matrix;
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uniform highp float point_size;
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out highp vec4 fP;
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out highp vec3 fN;
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out highp vec4 fColor;
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varying highp vec4 fP;
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varying highp vec3 fN;
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varying highp vec4 fColor;
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void main(void)
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{
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@ -204,9 +204,9 @@ void main(void)
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)DELIM";
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const char fragment_source_color_comp[]=R"DELIM(
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in highp vec4 fP;
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in highp vec3 fN;
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in highp vec4 fColor;
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varying highp vec4 fP;
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varying highp vec3 fN;
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varying highp vec4 fColor;
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uniform highp vec4 light_pos;
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uniform highp vec4 light_diff;
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@ -214,8 +214,6 @@ uniform highp vec4 light_spec;
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uniform highp vec4 light_amb;
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uniform highp float spec_power ;
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out highp vec4 out_color;
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void main(void)
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{
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highp vec3 L = light_pos.xyz - fP.xyz;
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@ -229,18 +227,18 @@ void main(void)
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highp vec4 diffuse = max(dot(N,L), 0.0) * light_diff * fColor;
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highp vec4 specular = pow(max(dot(R,V), 0.0), spec_power) * light_spec;
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out_color = light_amb*fColor + diffuse;
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gl_FragColor = light_amb*fColor + diffuse;
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}
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)DELIM";
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const char vertex_source_p_l_comp[]=R"DELIM(
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in highp vec4 vertex;
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in highp vec3 color;
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varying highp vec4 vertex;
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varying highp vec3 color;
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uniform highp mat4 mvp_matrix;
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uniform highp float point_size;
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out highp vec4 fColor;
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varying highp vec4 fColor;
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void main(void)
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{
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@ -251,11 +249,10 @@ void main(void)
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)DELIM";
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const char fragment_source_p_l_comp[]=R"DELIM(
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in highp vec4 fColor;
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out highp vec4 out_color;
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varying highp vec4 fColor;
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void main(void)
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{
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out_color = fColor;
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gl_FragColor = fColor;
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}
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)DELIM";
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