Rename lighting_instanced shader (glsl100) to lighting_instancing (#2805)
* JSON parser: Use array for function params (#2255) * Parser: follow C convention of type before name * Update file names in build scripts * Rename lighting_instanced shader to instancing
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#version 100
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// Input vertex attributes
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attribute vec3 vertexPosition;
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attribute vec2 vertexTexCoord;
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attribute vec3 vertexNormal;
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attribute vec4 vertexColor;
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attribute mat4 instanceTransform;
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// Input uniform values
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uniform mat4 mvp;
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uniform mat4 matNormal;
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// Output vertex attributes (to fragment shader)
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varying vec3 fragPosition;
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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varying vec3 fragNormal;
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// NOTE: Add here your custom variables
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void main()
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{
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// Compute MVP for current instance
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mat4 mvpi = mvp*instanceTransform;
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// Send vertex attributes to fragment shader
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fragPosition = vec3(mvpi*vec4(vertexPosition, 1.0));
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fragTexCoord = vertexTexCoord;
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fragColor = vertexColor;
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fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0)));
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// Calculate final vertex position
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gl_Position = mvpi*vec4(vertexPosition, 1.0);
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}
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