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solve issue #1780 (built-in matdefs/shaders lack core-profile support) (#1781)
* jme3-terrain: add GLSLCompat.glsllib to 4 jme3-terrain frag shaders * jme3-terrain: add GLSLCompat.glsllib to 4 jme3-terrain vertex shaders * jme3-terrain: add GLSL150 to 3 jme3-terrain material definitions * jme3-vr: add GLSLCompat.glsllib to 5 shaders * jme3-niftygui: add GLSLCompat.glsllib to 6 shaders * jme3-niftygui: add GLSL150 to 3 material definitions
1 parent b052622 commit 28bf1c9

25 files changed

+39
-20
lines changed

jme3-niftygui/src/main/resources/Common/MatDefs/Nifty/NiftyQuad.frag

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#import "Common/ShaderLib/GLSLCompat.glsllib"
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uniform vec4 m_Color;
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void main() {

jme3-niftygui/src/main/resources/Common/MatDefs/Nifty/NiftyQuad.j3md

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@@ -5,8 +5,8 @@ MaterialDef Default GUI {
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}
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Technique {
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VertexShader GLSL100: Common/MatDefs/Nifty/NiftyQuad.vert
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FragmentShader GLSL100: Common/MatDefs/Nifty/NiftyQuad.frag
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VertexShader GLSL100 GLSL150: Common/MatDefs/Nifty/NiftyQuad.vert
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FragmentShader GLSL100 GLSL150: Common/MatDefs/Nifty/NiftyQuad.frag
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WorldParameters {
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WorldViewProjectionMatrix

jme3-niftygui/src/main/resources/Common/MatDefs/Nifty/NiftyQuad.vert

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#import "Common/ShaderLib/GLSLCompat.glsllib"
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uniform mat4 g_WorldViewProjectionMatrix;
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attribute vec4 inPosition;

jme3-niftygui/src/main/resources/Common/MatDefs/Nifty/NiftyQuadGrad.frag

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#import "Common/ShaderLib/GLSLCompat.glsllib"
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varying vec4 color;
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void main() {

jme3-niftygui/src/main/resources/Common/MatDefs/Nifty/NiftyQuadGrad.j3md

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@@ -4,8 +4,8 @@ MaterialDef Default GUI {
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}
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Technique {
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VertexShader GLSL100: Common/MatDefs/Nifty/NiftyQuadGrad.vert
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FragmentShader GLSL100: Common/MatDefs/Nifty/NiftyQuadGrad.frag
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VertexShader GLSL100 GLSL150: Common/MatDefs/Nifty/NiftyQuadGrad.vert
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FragmentShader GLSL100 GLSL150: Common/MatDefs/Nifty/NiftyQuadGrad.frag
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WorldParameters {
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WorldViewProjectionMatrix

jme3-niftygui/src/main/resources/Common/MatDefs/Nifty/NiftyQuadGrad.vert

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#import "Common/ShaderLib/GLSLCompat.glsllib"
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uniform mat4 g_WorldViewProjectionMatrix;
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attribute vec4 inPosition;

jme3-niftygui/src/main/resources/Common/MatDefs/Nifty/NiftyTex.frag

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#import "Common/ShaderLib/GLSLCompat.glsllib"
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uniform sampler2D m_Texture;
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uniform vec4 m_Color;
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jme3-niftygui/src/main/resources/Common/MatDefs/Nifty/NiftyTex.j3md

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@@ -6,8 +6,8 @@ MaterialDef Default GUI {
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}
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Technique {
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VertexShader GLSL100: Common/MatDefs/Nifty/NiftyTex.vert
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FragmentShader GLSL100: Common/MatDefs/Nifty/NiftyTex.frag
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VertexShader GLSL100 GLSL150: Common/MatDefs/Nifty/NiftyTex.vert
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FragmentShader GLSL100 GLSL150: Common/MatDefs/Nifty/NiftyTex.frag
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WorldParameters {
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WorldViewProjectionMatrix

jme3-niftygui/src/main/resources/Common/MatDefs/Nifty/NiftyTex.vert

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#import "Common/ShaderLib/GLSLCompat.glsllib"
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uniform mat4 g_WorldViewProjectionMatrix;
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attribute vec4 inPosition;

jme3-terrain/src/main/resources/Common/MatDefs/Terrain/HeightBasedTerrain.frag

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#import "Common/ShaderLib/GLSLCompat.glsllib"
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uniform vec3 m_region1;
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uniform vec3 m_region2;
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uniform vec3 m_region3;

jme3-terrain/src/main/resources/Common/MatDefs/Terrain/HeightBasedTerrain.j3md

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@@ -25,8 +25,8 @@ MaterialDef Terrain {
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}
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Technique {
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VertexShader GLSL100: Common/MatDefs/Terrain/HeightBasedTerrain.vert
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FragmentShader GLSL100: Common/MatDefs/Terrain/HeightBasedTerrain.frag
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VertexShader GLSL100 GLSL150: Common/MatDefs/Terrain/HeightBasedTerrain.vert
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FragmentShader GLSL100 GLSL150: Common/MatDefs/Terrain/HeightBasedTerrain.frag
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WorldParameters {
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WorldViewProjectionMatrix

jme3-terrain/src/main/resources/Common/MatDefs/Terrain/HeightBasedTerrain.vert

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#import "Common/ShaderLib/GLSLCompat.glsllib"
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uniform float m_tilingFactor;
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uniform mat4 g_WorldViewProjectionMatrix;
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uniform mat4 g_WorldMatrix;

jme3-terrain/src/main/resources/Common/MatDefs/Terrain/SPTerrainLighting.frag

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#import "Common/ShaderLib/GLSLCompat.glsllib"
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#import "Common/ShaderLib/BlinnPhongLighting.glsllib"
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#import "Common/ShaderLib/Lighting.glsllib"
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jme3-terrain/src/main/resources/Common/MatDefs/Terrain/SPTerrainLighting.vert

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#import "Common/ShaderLib/GLSLCompat.glsllib"
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uniform mat4 g_WorldViewProjectionMatrix;
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uniform mat4 g_WorldViewMatrix;
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uniform mat3 g_NormalMatrix;

jme3-terrain/src/main/resources/Common/MatDefs/Terrain/Terrain.frag

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#import "Common/ShaderLib/GLSLCompat.glsllib"
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uniform sampler2D m_Alpha;
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uniform sampler2D m_Tex1;
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uniform sampler2D m_Tex2;

jme3-terrain/src/main/resources/Common/MatDefs/Terrain/Terrain.j3md

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@@ -15,8 +15,8 @@ MaterialDef Terrain {
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}
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Technique {
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VertexShader GLSL100: Common/MatDefs/Terrain/Terrain.vert
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FragmentShader GLSL100: Common/MatDefs/Terrain/Terrain.frag
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VertexShader GLSL100 GLSL150: Common/MatDefs/Terrain/Terrain.vert
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FragmentShader GLSL100 GLSL150: Common/MatDefs/Terrain/Terrain.frag
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WorldParameters {
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WorldViewProjectionMatrix

jme3-terrain/src/main/resources/Common/MatDefs/Terrain/Terrain.vert

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#import "Common/ShaderLib/GLSLCompat.glsllib"
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uniform mat4 g_WorldViewProjectionMatrix;
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attribute vec3 inPosition;

jme3-terrain/src/main/resources/Common/MatDefs/Terrain/TerrainLighting.frag

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#import "Common/ShaderLib/GLSLCompat.glsllib"
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#import "Common/ShaderLib/BlinnPhongLighting.glsllib"
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#import "Common/ShaderLib/Lighting.glsllib"
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jme3-terrain/src/main/resources/Common/MatDefs/Terrain/TerrainLighting.j3md

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@@ -108,8 +108,8 @@ MaterialDef Terrain Lighting {
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LightMode MultiPass
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VertexShader GLSL100: Common/MatDefs/Terrain/TerrainLighting.vert
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FragmentShader GLSL100: Common/MatDefs/Terrain/TerrainLighting.frag
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VertexShader GLSL100 GLSL150: Common/MatDefs/Terrain/TerrainLighting.vert
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FragmentShader GLSL100 GLSL150: Common/MatDefs/Terrain/TerrainLighting.frag
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WorldParameters {
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WorldViewProjectionMatrix
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LightMode SinglePass
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VertexShader GLSL100: Common/MatDefs/Terrain/SPTerrainLighting.vert
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FragmentShader GLSL100: Common/MatDefs/Terrain/SPTerrainLighting.frag
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VertexShader GLSL100 GLSL150: Common/MatDefs/Terrain/SPTerrainLighting.vert
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FragmentShader GLSL100 GLSL150: Common/MatDefs/Terrain/SPTerrainLighting.frag
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WorldParameters {
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WorldViewProjectionMatrix
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Technique PreShadow {
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VertexShader GLSL100 : Common/MatDefs/Shadow/PreShadow.vert
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FragmentShader GLSL100 : Common/MatDefs/Shadow/PreShadow.frag
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VertexShader GLSL100 GLSL150: Common/MatDefs/Shadow/PreShadow.vert
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FragmentShader GLSL100 GLSL150: Common/MatDefs/Shadow/PreShadow.frag
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WorldParameters {
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WorldViewProjectionMatrix
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Technique PreNormalPass {
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VertexShader GLSL100 : Common/MatDefs/SSAO/normal.vert
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FragmentShader GLSL100 : Common/MatDefs/SSAO/normal.frag
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VertexShader GLSL100 GLSL150: Common/MatDefs/SSAO/normal.vert
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FragmentShader GLSL100 GLSL150: Common/MatDefs/SSAO/normal.frag
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WorldParameters {
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WorldViewProjectionMatrix
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Technique Glow {
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VertexShader GLSL100: Common/MatDefs/Misc/Unshaded.vert
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FragmentShader GLSL100: Common/MatDefs/Light/Glow.frag
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VertexShader GLSL100 GLSL150: Common/MatDefs/Misc/Unshaded.vert
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FragmentShader GLSL100 GLSL150: Common/MatDefs/Light/Glow.frag
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WorldParameters {
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WorldViewProjectionMatrix

jme3-terrain/src/main/resources/Common/MatDefs/Terrain/TerrainLighting.vert

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#import "Common/ShaderLib/GLSLCompat.glsllib"
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#import "Common/ShaderLib/Lighting.glsllib"
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uniform mat4 g_WorldViewProjectionMatrix;

jme3-vr/src/main/resources/Common/MatDefs/VR/OpenVR.frag

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#import "Common/ShaderLib/GLSLCompat.glsllib"
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uniform sampler2D m_Texture;
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varying vec2 UVred;

jme3-vr/src/main/resources/Common/MatDefs/VR/OpenVR.vert

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#import "Common/ShaderLib/GLSLCompat.glsllib"
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attribute vec4 inPosition;
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attribute vec2 inTexCoord; // m_inUVred

jme3-vr/src/main/resources/Common/MatDefs/VR/OpenVR15.frag

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#import "Common/ShaderLib/GLSLCompat.glsllib"
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uniform sampler2D m_Texture;
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in vec2 UVred;

jme3-vr/src/main/resources/Common/MatDefs/VR/OpenVR15.vert

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#import "Common/ShaderLib/GLSLCompat.glsllib"
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in vec4 inPosition;
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in vec2 inTexCoord; // m_inUVred

jme3-vr/src/main/resources/Common/MatDefs/VR/PostShadowFilter.frag

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#import "Common/ShaderLib/GLSLCompat.glsllib"
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#import "Common/ShaderLib/MultiSample.glsllib"
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#import "Common/ShaderLib/Shadows.glsllib"
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