Using mul for matrix x vector multiplications.
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@@ -18,9 +18,9 @@ void main(
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float out v_fog : FOG,
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float4 out gl_Position : POSITION
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) {
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float4 Vertex = u_world * float4(in_pos, 1.0);
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gl_Position = u_proj * u_view * Vertex;
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float3 Normal = float3x3(u_world) * in_normal;
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float4 Vertex = mul(u_world, float4(in_pos, 1.0));
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gl_Position = mul(u_proj, mul(u_view, Vertex));
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float3 Normal = mul(float3x3(u_world), in_normal);
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v_tex0 = in_tex0;
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@@ -19,9 +19,9 @@ const char *default_vert_src =
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" float out v_fog : FOG,\n"
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" float4 out gl_Position : POSITION\n"
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") {\n"
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" float4 Vertex = u_world * float4(in_pos, 1.0);\n"
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" gl_Position = u_proj * u_view * Vertex;\n"
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" float3 Normal = float3x3(u_world) * in_normal;\n"
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" float4 Vertex = mul(u_world, float4(in_pos, 1.0));\n"
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" gl_Position = mul(u_proj, mul(u_view, Vertex));\n"
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" float3 Normal = mul(float3x3(u_world), in_normal);\n"
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" v_tex0 = in_tex0;\n"
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@@ -11,9 +11,9 @@ void main(
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float out v_fog : FOG,
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float4 out gl_Position : POSITION
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) {
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float4 Vertex = u_world * float4(in_pos, 1.0);
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float4 CamVertex = u_view * Vertex;
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gl_Position = u_proj * CamVertex;
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float4 Vertex = mul(u_world, float4(in_pos, 1.0));
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float4 CamVertex = mul(u_view, Vertex);
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gl_Position = mul(u_proj, CamVertex);
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v_color = in_color;
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v_tex0 = in_tex0;
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v_fog = DoFog(gl_Position.w, u_fogData);
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@@ -12,9 +12,9 @@ const char *im3d_vert_src =
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" float out v_fog : FOG,\n"
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" float4 out gl_Position : POSITION\n"
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") {\n"
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" float4 Vertex = u_world * float4(in_pos, 1.0);\n"
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" float4 CamVertex = u_view * Vertex;\n"
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" gl_Position = u_proj * CamVertex;\n"
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" float4 Vertex = mul(u_world, float4(in_pos, 1.0));\n"
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" float4 CamVertex = mul(u_view, Vertex);\n"
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" gl_Position = mul(u_proj, CamVertex);\n"
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" v_color = in_color;\n"
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" v_tex0 = in_tex0;\n"
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" v_fog = DoFog(gl_Position.w, u_fogData);\n"
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@@ -20,9 +20,9 @@ void main(
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float out v_fog : FOG,
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float4 out gl_Position : POSITION
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) {
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float4 Vertex = u_world * float4(in_pos, 1.0);
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gl_Position = u_proj * u_view * Vertex;
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float3 Normal = float3x3(u_world) * in_normal;
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float4 Vertex = mul(u_world, float4(in_pos, 1.0));
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gl_Position = mul(u_proj, mul(u_view, Vertex));
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float3 Normal = mul(float3x3(u_world), in_normal);
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v_tex0 = in_tex0;
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v_tex1 = (u_texMatrix * float4(Normal, 1.0)).xy;
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@@ -21,9 +21,9 @@ const char *matfx_env_vert_src =
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" float out v_fog : FOG,\n"
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" float4 out gl_Position : POSITION\n"
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") {\n"
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" float4 Vertex = u_world * float4(in_pos, 1.0);\n"
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" gl_Position = u_proj * u_view * Vertex;\n"
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" float3 Normal = float3x3(u_world) * in_normal;\n"
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" float4 Vertex = mul(u_world, float4(in_pos, 1.0));\n"
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" gl_Position = mul(u_proj, mul(u_view, Vertex));\n"
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" float3 Normal = mul(float3x3(u_world), in_normal);\n"
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" v_tex0 = in_tex0;\n"
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" v_tex1 = (u_texMatrix * float4(Normal, 1.0)).xy;\n"
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@@ -11,4 +11,6 @@ const char *simple_frag_src =
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" DoAlphaTest(color.a, u_alphaRef);\n"
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" \n"
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" return color;\n"
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"}\n";
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"}\n"
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;
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@@ -16,7 +16,7 @@ void main(
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uniform float4 u_lightParams[MAX_LIGHTS],
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uniform float4 u_lightDirection[MAX_LIGHTS],
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uniform float4 u_lightColor[MAX_LIGHTS],
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uniform float4x3 u_boneMatrices[64],
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uniform float4x4 u_boneMatrices[64],
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float4 out v_color : COLOR0,
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float2 out v_tex0 : TEXCOORD0,
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float out v_fog : FOG,
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@@ -29,9 +29,9 @@ void main(
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SkinNormal += (float3x3(u_boneMatrices[int(in_indices[i])]) * in_normal) * in_weights[i];
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}
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float4 Vertex = u_world * float4(SkinVertex, 1.0);
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gl_Position = u_proj * u_view * Vertex;
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float3 Normal = mat3(u_world) * SkinNormal;
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float4 Vertex = mul(u_world, float4(SkinVertex, 1.0));
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gl_Position = u_proj * mul(u_view, Vertex);
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float3 Normal = mul(float3x3(u_world), SkinNormal);
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v_tex0 = in_tex0;
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@@ -17,7 +17,7 @@ const char *skin_vert_src =
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" uniform float4 u_lightParams[MAX_LIGHTS],\n"
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" uniform float4 u_lightDirection[MAX_LIGHTS],\n"
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" uniform float4 u_lightColor[MAX_LIGHTS],\n"
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" uniform float4x3 u_boneMatrices[64],\n"
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" uniform float4x4 u_boneMatrices[64],\n"
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" float4 out v_color : COLOR0,\n"
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" float2 out v_tex0 : TEXCOORD0,\n"
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" float out v_fog : FOG,\n"
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@@ -30,9 +30,9 @@ const char *skin_vert_src =
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" SkinNormal += (float3x3(u_boneMatrices[int(in_indices[i])]) * in_normal) * in_weights[i];\n"
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" }\n"
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" float4 Vertex = u_world * float4(SkinVertex, 1.0);\n"
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" gl_Position = u_proj * u_view * Vertex;\n"
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" float3 Normal = mat3(u_world) * SkinNormal;\n"
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" float4 Vertex = mul(u_world, float4(SkinVertex, 1.0));\n"
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" gl_Position = u_proj * mul(u_view, Vertex);\n"
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" float3 Normal = mul(float3x3(u_world), SkinNormal);\n"
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" v_tex0 = in_tex0;\n"
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