GLSL 'include' support
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@@ -1,4 +1,4 @@
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#version 330 core
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#include <commons>
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layout (location = 0) in vec3 v_position;
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layout (location = 1) in vec2 v_texCoord;
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@@ -22,15 +22,6 @@ uniform float u_torchlightDistance;
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#define SKY_LIGHT_MUL 2.5
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vec4 decompress_light(float compressed_light) {
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vec4 result;
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int compressed = floatBitsToInt(compressed_light);
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result.r = ((compressed >> 24) & 0xFF) / 255.f;
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result.g = ((compressed >> 16) & 0xFF) / 255.f;
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result.b = ((compressed >> 8) & 0xFF) / 255.f;
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result.a = (compressed & 0xFF) / 255.f;
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return result;
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}
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void main(){
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vec2 pos2d = (u_model * vec4(v_position, 1.0)).xz-u_cameraPos.xz;
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