Started using texture atlas instead of many small meshes.
This commit is contained in:
44
media/materials/programs/TextureAtlasFragmentProgram.cg
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44
media/materials/programs/TextureAtlasFragmentProgram.cg
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struct v2f
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{
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float4 Position : POSITION; //in projection space
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float4 Color : COLOR;
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float4 TexCoords : TEXCOORD0;
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float4 Normal : TEXCOORD1;
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float Alpha : TEXCOORD2;
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};
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float4 main(v2f IN, uniform sampler2D colourMap : TEXUNIT0) : COLOR
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{
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/*OUT.TexCoordsXY.xy = OUT.Position.xy;
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OUT.TexCoordsYZ.xy = OUT.Position.yz;
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OUT.TexCoordsXZ.xy = OUT.Position.xz;*/
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/*OUT.TexCoordsXY.xy /= textureScale;
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OUT.TexCoordsYZ.xy /= textureScale;
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OUT.TexCoordsXZ.xy /= textureScale;*/
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IN.TexCoords /= 16;
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IN.TexCoords.x = frac(IN.TexCoords.x);
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IN.TexCoords.y = frac(IN.TexCoords.y);
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IN.TexCoords.z = frac(IN.TexCoords.z);
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IN.TexCoords /= 4.0;
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float material = floor(IN.Alpha);
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float y = floor(material / 4.0);
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//float x = material - y;
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float x = fmod(material,4.0);
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//x = 1.0 - x;
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float2 offset = float2(x,y);
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offset /= 4.0;
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float3 colourMapValueXY = tex2D(colourMap, IN.TexCoords.xy + offset).rgb * abs(IN.Normal.z);
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float3 colourMapValueYZ = tex2D(colourMap, IN.TexCoords.yz + offset).rgb * abs(IN.Normal.x);
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float3 colourMapValueXZ = tex2D(colourMap, IN.TexCoords.xz + offset).rgb * abs(IN.Normal.y);
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float3 colourMapValue = colourMapValueXY + colourMapValueYZ + colourMapValueXZ;
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//colourMapValue /= 3.0;
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return float4(colourMapValue*IN.Color.rgb,1.0);
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//return float4(1.0,0.0,0.0,1.0);
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}
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138
media/materials/programs/TextureAtlasVertexProgram.cg
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138
media/materials/programs/TextureAtlasVertexProgram.cg
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struct a2v
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{
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float4 Position : POSITION; //in object space
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float3 Normal : NORMAL;
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float Alpha : TEXCOORD0;
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};
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struct v2f
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{
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float4 Position : POSITION; //in projection space
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float4 Color : COLOR;
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float4 TexCoords : TEXCOORD0;
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float4 Normal : TEXCOORD1;
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float Alpha : TEXCOORD2;
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};
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struct light
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{
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float4 position;
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float4 diffuseColour;
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float4 attenuation;
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};
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v2f doWork(a2v IN, float4x4 world, float4x4 viewProj, float4 ambient, int iNoOfLights, light lights[4])
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{
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v2f OUT;
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OUT.Position = mul(world, IN.Position);
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float3 uVec;
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float3 vVec;
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IN.Normal = normalize(IN.Normal);
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/*float absX = abs(IN.Normal.x);
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float absY = abs(IN.Normal.y);
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float absZ = abs(IN.Normal.z);
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if((absZ <= absX) && (absZ <= absY))
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{
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//OUT.TexCoords.xy = OUT.Position.xy /textureScale;
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uVec = float3(-IN.Normal.y, IN.Normal.x,0);
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}
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else if((absY <= absX) && (absY <= absZ))
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{
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//OUT.TexCoords.xy = OUT.Position.xz /textureScale;
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uVec = float3(-IN.Normal.z, 0, IN.Normal.x);
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}
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else if((absX <= absZ) && (absX <= absY))
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{
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// OUT.TexCoords.xy = OUT.Position.yz /textureScale;
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uVec = float3(0, -IN.Normal.z, IN.Normal.y);
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}
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vVec = cross(IN.Normal, uVec);
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OUT.TexCoords.x = dot(OUT.Position.xyz, uVec);
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OUT.TexCoords.y = dot(OUT.Position.xyz, vVec); */
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//OUT.TexCoords.xy = OUT.Position.xy * IN.Normal.z * IN.Normal.z + OUT.Position.xz * IN.Normal.y * IN.Normal.y + OUT.Position.yz * IN.Normal.x * IN.Normal.x;
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//OUT.TexCoords.xy /= textureScale;
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/*OUT.TexCoordsXY.xy = OUT.Position.xy;
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OUT.TexCoordsYZ.xy = OUT.Position.yz;
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OUT.TexCoordsXZ.xy = OUT.Position.xz;
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OUT.TexCoordsXY.xy /= textureScale;
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OUT.TexCoordsYZ.xy /= textureScale;
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OUT.TexCoordsXZ.xy /= textureScale;*/
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OUT.Normal = float4(IN.Normal,0.0);
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OUT.TexCoords = OUT.Position;
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//OUT.TexCoords.xy = OUT.Position.yz /textureScale;
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/*OUT.TexCoordsXY.w = 1;
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OUT.TexCoordsYZ.w = 1;
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OUT.TexCoordsXZ.w = 1;*/
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OUT.Color.rgba = float4(0.0,0.0,0.0,1.0);
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for(int lightCt = 0; lightCt < iNoOfLights; lightCt++)
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{
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float3 L = normalize(lights[lightCt].position.xyz - OUT.Position.xyz);
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//Calculate attenuation factor.
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float d = distance(lights[lightCt].position.xyz, OUT.Position.xyz);
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float attenuationFactor = 1.0 / (lights[lightCt].attenuation.y + lights[lightCt].attenuation.z * d + lights[lightCt].attenuation.w * d * d);
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// Calculate diffuse component
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float LdotN = max(dot(L, IN.Normal) , 0);
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OUT.Color.rgb += lights[lightCt].diffuseColour.rgb * LdotN * attenuationFactor;
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}
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OUT.Color.rgb += ambient.rgb;
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OUT.Position = mul(viewProj, OUT.Position);
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OUT.Alpha = IN.Alpha;
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return OUT;
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}
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v2f OneLight(a2v IN,uniform float4x4 world, uniform float4x4 viewProj, uniform float4 ambient, uniform light light0)
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{
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light lights[4];
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lights[0] = light0;
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return doWork(IN, world, viewProj, ambient, 1, lights);
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}
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v2f TwoLights(a2v IN,uniform float4x4 world, uniform float4x4 viewProj, uniform float4 ambient, uniform light light0, uniform light light1)
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{
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light lights[4];
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lights[0] = light0;
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lights[1] = light1;
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return doWork(IN, world, viewProj, ambient, 2, lights);
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}
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v2f ThreeLights(a2v IN,uniform float4x4 world, uniform float4x4 viewProj, uniform float4 ambient, uniform light light0, uniform light light1, uniform light light2)
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{
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light lights[4];
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lights[0] = light0;
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lights[1] = light1;
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lights[2] = light2;
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return doWork(IN, world, viewProj, ambient, 3, lights);
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}
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v2f FourLights(a2v IN,uniform float4x4 world, uniform float4x4 viewProj, uniform float4 ambient, uniform light light0, uniform light light1, uniform light light2, uniform light light3)
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{
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light lights[4];
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lights[0] = light0;
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lights[1] = light1;
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lights[2] = light2;
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lights[3] = light3;
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return doWork(IN, world, viewProj, ambient, 4, lights);
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}
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@ -73,4 +73,18 @@ fragment_program ColourMap2DFragmentProgram cg
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source ColourMap2DFragmentProgram.cg
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entry_point main
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profiles ps_1_1 arbfp1
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}
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vertex_program TextureAtlasOneLightVertexProgram cg
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{
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source TextureAtlasVertexProgram.cg
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entry_point OneLight
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profiles vs_1_1 arbvp1
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}
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fragment_program TextureAtlasFragmentProgram cg
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{
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source TextureAtlasFragmentProgram.cg
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entry_point main
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profiles ps_1_1 arbfp1
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}
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28
media/materials/scripts/TextureAtlas.material
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28
media/materials/scripts/TextureAtlas.material
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material TextureAtlasMaterial
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{
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technique
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{
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pass
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{
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vertex_program_ref TextureAtlasOneLightVertexProgram
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{
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param_named_auto world world_matrix
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param_named_auto viewProj viewproj_matrix
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param_named_auto ambient ambient_light_colour
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param_named_auto light0.position light_position 0
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param_named_auto light0.diffuseColour light_diffuse_colour 0
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param_named_auto light0.attenuation light_attenuation 0
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}
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fragment_program_ref TextureAtlasFragmentProgram
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{
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}
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texture_unit
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{
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texture texture_atlas.png
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filtering none
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}
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}
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}
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}
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