GPU: use ifdef for flat shader
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@@ -128,7 +128,6 @@ data_to_c_simple(shaders/gpu_shader_uniform_color_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_checker_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_diag_stripes_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_simple_lighting_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_simple_lighting_flat_color_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_simple_lighting_smooth_color_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_simple_lighting_smooth_color_alpha_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_flat_color_frag.glsl SRC)
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@@ -158,7 +157,6 @@ data_to_c_simple(shaders/gpu_shader_3D_flat_color_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_line_dashed_legacy_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_line_dashed_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_smooth_color_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_normal_flat_color_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_normal_smooth_color_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_smooth_color_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_passthrough_vert.glsl SRC)
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@@ -673,7 +673,8 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
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datatoc_gpu_shader_edges_overlay_frag_glsl,
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datatoc_gpu_shader_edges_overlay_geom_glsl },
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[GPU_SHADER_SIMPLE_LIGHTING] = { datatoc_gpu_shader_3D_normal_vert_glsl, datatoc_gpu_shader_simple_lighting_frag_glsl },
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[GPU_SHADER_SIMPLE_LIGHTING_FLAT_COLOR] = { datatoc_gpu_shader_3D_normal_flat_color_vert_glsl, datatoc_gpu_shader_simple_lighting_flat_color_frag_glsl },
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/* Use 'USE_FLAT_NORMAL' to make flat shader from smooth */
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[GPU_SHADER_SIMPLE_LIGHTING_FLAT_COLOR] = { datatoc_gpu_shader_3D_normal_smooth_color_vert_glsl, datatoc_gpu_shader_simple_lighting_smooth_color_frag_glsl },
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[GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR] = { datatoc_gpu_shader_3D_normal_smooth_color_vert_glsl, datatoc_gpu_shader_simple_lighting_smooth_color_frag_glsl },
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[GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR_ALPHA] = { datatoc_gpu_shader_3D_normal_smooth_color_vert_glsl, datatoc_gpu_shader_simple_lighting_smooth_color_alpha_frag_glsl },
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@@ -806,6 +807,9 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
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case GPU_SHADER_3D_FLAT_COLOR_U32:
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defines = "#define USE_COLOR_U32;\n";
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break;
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case GPU_SHADER_SIMPLE_LIGHTING_FLAT_COLOR:
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defines = "#define USE_FLAT_NORMAL;\n";
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break;
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default:
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break;
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}
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@@ -1,26 +0,0 @@
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uniform mat4 ModelViewProjectionMatrix;
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uniform mat3 NormalMatrix;
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#if __VERSION__ == 120
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attribute vec3 pos;
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attribute vec3 nor;
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attribute vec4 color;
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flat varying vec4 finalColor;
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flat varying vec3 normal;
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#else
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in vec3 pos;
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in vec3 nor;
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in vec4 color;
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flat out vec3 normal;
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flat out vec4 finalColor;
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#endif
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void main()
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{
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normal = normalize(NormalMatrix * nor);
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gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
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finalColor = color;
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}
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@@ -7,15 +7,25 @@ uniform mat3 NormalMatrix;
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attribute vec3 nor;
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attribute vec4 color;
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# ifdef USE_FLAT_NORMAL
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flat varying vec4 finalColor;
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flat varying vec3 normal;
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# else
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varying vec4 finalColor;
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varying vec3 normal;
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# endif
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#else
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in vec3 pos;
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in vec3 nor;
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in vec4 color;
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# ifdef USE_FLAT_NORMAL
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flat out vec3 normal;
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flat out vec4 finalColor;
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# else
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out vec3 normal;
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out vec4 finalColor;
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# endif
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#endif
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void main()
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@@ -1,17 +0,0 @@
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uniform vec3 light;
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#if __VERSION__ == 120
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flat varying vec3 normal;
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flat varying vec4 finalColor;
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#define fragColor gl_FragColor
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#else
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flat in vec3 normal;
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flat in vec4 finalColor;
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out vec4 fragColor;
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#endif
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void main()
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{
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fragColor = finalColor * max(0.0, dot(normalize(normal), light));
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}
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@@ -2,12 +2,22 @@
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uniform vec3 light;
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#if __VERSION__ == 120
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# ifdef USE_FLAT_NORMAL
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flat varying vec3 normal;
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flat varying vec4 finalColor;
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# else
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varying vec3 normal;
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varying vec4 finalColor;
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# endif
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#define fragColor gl_FragColor
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#else
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# ifdef USE_FLAT_NORMAL
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flat in vec3 normal;
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flat in vec4 finalColor;
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# else
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in vec3 normal;
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in vec4 finalColor;
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# endif
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out vec4 fragColor;
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#endif
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