Remove unused shader files
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8d32daa840
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4c39ff2069
@ -107,7 +107,7 @@ class StarboundClient : Closeable {
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var viewportTopRight = Vector2d()
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private set
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var fullbright = false
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var fullbright = true
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var clientTerminated = false
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private set
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@ -777,7 +777,7 @@ class StarboundClient : Closeable {
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texture2D = viewportLightingTexture
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activeTexture = 0
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val lightmapUV = Vector4f(
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val lightmapUV = if (fullbright) Vector4f.ZERO else Vector4f(
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((viewportBottomLeft.x - viewportCellX) / viewportLighting.width).toFloat(),
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((viewportBottomLeft.y - viewportCellY) / viewportLighting.height).toFloat(),
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(1f - (viewportCellX + viewportCellWidth - viewportTopRight.x) / viewportLighting.width).toFloat(),
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@ -1,10 +0,0 @@
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#version 330
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in vec4 finalVertexColor;
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out vec4 color;
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void main() {
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color = finalVertexColor;
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}
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@ -1,13 +0,0 @@
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#version 330
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layout (location = 0) in vec2 vertexPos;
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layout (location = 1) in vec4 vertexColor;
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uniform mat4 transform;
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out vec4 finalVertexColor;
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void main() {
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gl_Position = transform * vec4(vertexPos, 0.5, 1.0);
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finalVertexColor = vertexColor;
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}
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@ -1,12 +0,0 @@
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#version 330
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in vec2 uv_out;
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out vec4 color_out;
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uniform sampler2D texture0;
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uniform vec4 color;
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void main() {
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color_out = color * texture(texture0, uv_out).r;
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}
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@ -1,14 +0,0 @@
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#version 330
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layout (location = 0) in vec2 pos;
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layout (location = 1) in vec2 uv_in;
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out vec2 uv_out;
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uniform mat4 transform;
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void main() {
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uv_out = uv_in;
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gl_Position = transform * vec4(pos, 0.0, 1.0);
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}
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@ -1,9 +0,0 @@
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#version 330
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uniform vec4 colorMultiplier;
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out vec4 colorResult;
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void main() {
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colorResult = colorMultiplier;
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}
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@ -1,11 +0,0 @@
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#version 330
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uniform vec4 colorMultiplier;
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in vec4 vertexColor;
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out vec4 colorResult;
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void main() {
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colorResult = vertexColor * colorMultiplier;
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}
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@ -1,13 +0,0 @@
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#version 330
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uniform sampler2D texture0;
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in vec2 uv_out;
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out vec4 color_out;
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void main() {
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vec4 texel = texture(texture0, uv_out);
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color_out = texel;
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}
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@ -1,13 +0,0 @@
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#version 330
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uniform sampler2D texture0;
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uniform vec4 color;
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in vec2 uv_out;
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out vec4 color_out;
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void main() {
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vec4 texel = texture(texture0, uv_out);
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color_out = texel * color;
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}
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@ -1,11 +0,0 @@
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#version 330
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in vec2 oUVCoords;
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out vec4 resultColor;
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uniform vec4 baselineColor;
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void main() {
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resultColor = vec4(baselineColor.rgb * smoothstep(0.0, 1.0, 1.0 - sqrt(pow(oUVCoords.x - 0.5, 2.0) + pow(oUVCoords.y - 0.5, 2.0)) * 2.0), baselineColor.a);
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}
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@ -1,15 +0,0 @@
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#version 330
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layout (location = 0) in vec2 vertexPos;
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layout (location = 1) in vec2 uvCoords;
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out vec2 oUVCoords;
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uniform mat3 transform;
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void main() {
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vec3 result = transform * vec3(vertexPos, 1.0);
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gl_Position = vec4(result.x, result.y, 0.0, result.z);
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oUVCoords = uvCoords;
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}
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@ -1,13 +0,0 @@
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#version 330
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layout (location = 0) in vec2 pos;
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layout (location = 1) in vec2 uv_in;
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out vec2 uv_out;
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uniform mat4 transform;
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void main() {
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uv_out = uv_in;
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gl_Position = transform * vec4(pos, 1.0, 1.0);
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}
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@ -1,13 +0,0 @@
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#version 330
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layout (location = 0) in vec2 pos;
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uniform mat3 viewMatrix; // projection (viewport) + camera
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uniform mat3 worldMatrix; // matrix stack
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uniform mat3 modelMatrix; // local transformations
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void main() {
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vec3 result = viewMatrix * worldMatrix * modelMatrix * vec3(pos, 1.0);
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gl_Position = vec4(result.x, result.y, 0.0, result.z);
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}
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@ -1,18 +0,0 @@
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#version 330
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layout (location = 0) in vec2 pos;
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layout (location = 1) in vec4 color;
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uniform mat3 viewMatrix; // projection (viewport) + camera
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uniform mat3 worldMatrix; // matrix stack
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uniform mat3 modelMatrix; // local transformations
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out vec4 vertexColor;
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void main() {
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vec3 result = viewMatrix * worldMatrix * modelMatrix * vec3(pos, 1.0);
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gl_Position = vec4(result.x, result.y, 0.0, result.z);
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vertexColor = color;
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}
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@ -1,13 +0,0 @@
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#version 330
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layout (location = 0) in vec3 pos;
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layout (location = 1) in vec2 uv_in;
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out vec2 uv_out;
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uniform mat4 transform;
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void main() {
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uv_out = uv_in;
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gl_Position = transform * vec4(pos, 1.0);
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}
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