Cleaning up shutdown
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@@ -490,7 +490,7 @@ float SampleCubemapShadow(vec3 frag_to_light, float far_plane, float view_distan
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);
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float shadow = 0.0;
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float bias = 0.01;
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float bias = 0.05;
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int samples = 20;
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@@ -34,30 +34,20 @@ layout (location=0) in GEOM_OUT
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flat uint vsMaterialID;
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}geom_out;
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layout (location=0) out vec4 output_colour;
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void main()
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{
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MaterialStore mat = materials[geom_out.vsMaterialID];
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vec4 diffuse_val = mat.diffuse_colour;
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output_colour = vec4(1,0,0,1);
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if(mat.diffuse_texture_id != INVALID_HYDRA_ID)
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{
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output_colour = vec4(0,1,0,1);
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uvec2 diffuse_handle = textures[mat.diffuse_texture_id];
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diffuse_val = diffuse_val * texture(sampler2D(diffuse_handle), geom_out.vsUV.xy);
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if(mat.diffuse_texture_id== 10)
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{
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output_colour = vec4(0,0,1,1);
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}
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}
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if(diffuse_val[3] < 1.0)
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{
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discard;
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output_colour = vec4(0,1,1,1);
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}
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}
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