"#ifdef DIFFUSE_TEXTURE\n"
"uniform sampler2D uTextureDiffuse0;\n"
"uniform mat3 uTextureMatrixTransformDiffuse0;\n"
- "vec3 Tex0CoordDiffuse =\n"
- " vec3(vTexCoord, 1.0) * uTextureMatrixTransformDiffuse0;\n"
"#endif //DIFFUSE_TEXTURE\n"
"#ifdef DIFFUSE_TEXTURE_BLEND\n"
"uniform sampler2D uTextureDiffuse1;\n"
"uniform float uTextureDiffuseWeight;\n"
"uniform mat3 uTextureMatrixTransformDiffuse1;\n"
- "vec3 Tex1CoordDiffuse =\n"
- " vec3(vTexCoord, 1.0) * uTextureMatrixTransformDiffuse1;\n"
"#endif //DIFFUSE_TEXTURE_BLEND\n"
"#endif //DIFFUSE\n"
"uniform int uAlphaTestComparison;\n"
" vec4 color;\n"
" \n"
"#ifdef DIFFUSE_TEXTURE_BLEND\n"
+ " vec3 Tex0CoordDiffuse = vec3(vTexCoord, 1.0) * uTextureMatrixTransformDiffuse1;\n"
" color = mix(texture2D(uTextureDiffuse1, vec2(Tex1CoordDiffuse)),\n"
" texture2D(uTextureDiffuse0, vec2(Tex0CoordDiffuse)), uTextureDiffuseWeight);\n"
" color *= uMaterialDiffuse;\n"
"#else\n"
"#ifdef DIFFUSE_TEXTURE\n"
+ " vec3 Tex0CoordDiffuse = vec3(vTexCoord, 1.0) * uTextureMatrixTransformDiffuse0;\n"
" color = texture2D(uTextureDiffuse0, vec2(Tex0CoordDiffuse)) * uMaterialDiffuse;\n"
"#else\n"
" color = uMaterialDiffuse;\n"
"#ifdef DIFFUSE_TEXTURE\n"
"uniform sampler2D uTextureDiffuse0;\n"
"uniform mat3 uTextureMatrixTransformDiffuse0;\n"
- "vec3 Tex0CoordDiffuse =\n"
- " vec3(vTexCoord, 1.0) * uTextureMatrixTransformDiffuse0;\n"
"#endif //DIFFUSE_TEXTURE\n"
"#ifdef DIFFUSE_TEXTURE_BLEND\n"
"uniform sampler2D uTextureDiffuse1;\n"
"uniform float uTextureDiffuseWeight;\n"
"uniform mat3 uTextureMatrixTransformDiffuse1;\n"
- "vec3 Tex1CoordDiffuse =\n"
- " vec3(vTexCoord, 1.0) * uTextureMatrixTransformDiffuse1;\n"
"#endif //DIFFUSE_TEXTURE_BLEND\n"
"#endif //DIFFUSE\n"
"#ifdef SPECULAR\n"
"#ifdef SPECULAR_TEXTURE\n"
"uniform sampler2D uTextureSpecular0;\n"
"uniform mat3 uTextureMatrixTransformSpecular0;\n"
- "vec3 Tex0CoordSpecular =\n"
- " vec3(vTexCoord, 1.0) * uTextureMatrixTransformSpecular0;\n"
"#endif //SPECULAR_TEXTURE\n"
"#ifdef SPECULAR_TEXTURE_BLEND\n"
"uniform sampler2D uTextureSpecular1;\n"
"uniform float uTextureSpecularWeight;\n"
"uniform mat3 uTextureMatrixTransformSpecular1;\n"
- "vec3 Tex1CoordSpecular =\n"
- " vec3(vTexCoord, 1.0) * uTextureMatrixTransformSpecular1;\n"
"#endif //SPECULAR_TEXTURE_BLEND\n"
"#endif //SPECULAR\n"
"#ifdef AMBIENT\n"
"#ifdef AMBIENT_TEXTURE\n"
"uniform sampler2D uTextureAmbient0;\n"
"uniform mat3 uTextureMatrixTransformAmbient0;\n"
- "vec3 Tex0CoordAmbient =\n"
- " vec3(vTexCoord, 1.0) * uTextureMatrixTransformAmbient0;\n"
"#endif //AMBIENT_TEXTURE\n"
"#ifdef AMBIENT_TEXTURE_BLEND\n"
"uniform sampler2D uTextureAmbient1;\n"
"uniform float uTextureAmbientWeight;\n"
"uniform mat3 uTextureMatrixTransformAmbient1;\n"
- "vec3 Tex1CoordAmbient =\n"
- " vec3(vTexCoord, 1.0) * uTextureMatrixTransformAmbient1;\n"
"#endif //AMBIENT_TEXTURE_BLEND\n"
"#endif //AMBIENT\n"
"#ifdef EMISSION\n"
"#ifdef EMISSION_TEXTURE\n"
"uniform sampler2D uTextureEmission0;\n"
"uniform mat3 uTextureMatrixTransformEmission0;\n"
- "vec3 Tex0CoordEmission =\n"
- " vec3(vTexCoord, 1.0) * uTextureMatrixTransformEmission0;\n"
"#endif //EMISSION_TEXTURE\n"
"#ifdef EMISSION_TEXTURE_BLEND\n"
"uniform sampler2D uTextureEmission1;\n"
"uniform float uTextureEmissionWeight;\n"
"uniform mat3 uTextureMatrixTransformEmission1;\n"
- "vec3 Tex1CoordEmission =\n"
- " vec3(vTexCoord, 1.0) * uTextureMatrixTransformEmission1;\n"
"#endif //EMISSION_TEXTURE_BLEND\n"
"#endif //EMISSION\n"
"uniform int uAlphaTestComparison;\n"
"#ifdef DIFFUSE\n"
" \n"
"#ifdef DIFFUSE_TEXTURE_BLEND\n"
+ " vec3 Tex0CoordDiffuse = vec3(vTexCoord, 1.0) * uTextureMatrixTransformDiffuse1;\n"
" color = mix(texture2D(uTextureDiffuse1, vec2(Tex1CoordDiffuse)),\n"
" texture2D(uTextureDiffuse0, vec2(Tex0CoordDiffuse)), uTextureDiffuseWeight);\n"
" color *= uMaterialDiffuse;\n"
"#else\n"
"#ifdef DIFFUSE_TEXTURE\n"
+ " vec3 Tex0CoordDiffuse = vec3(vTexCoord, 1.0) * uTextureMatrixTransformDiffuse0;\n"
" color = texture2D(uTextureDiffuse0, vec2(Tex0CoordDiffuse)) * uMaterialDiffuse;\n"
"#else\n"
" color = uMaterialDiffuse;\n"
"#ifdef SPECULAR\n"
" \n"
"#ifdef SPECULAR_TEXTURE_BLEND\n"
+ " vec3 Tex0CoordSpecular = vec3(vTexCoord, 1.0) * uTextureMatrixTransformSpecular1;\n"
" color = mix(texture2D(uTextureSpecular1, vec2(Tex1CoordSpecular)),\n"
" texture2D(uTextureSpecular0, vec2(Tex0CoordSpecular)), uTextureSpecularWeight);\n"
" color *= uMaterialSpecular;\n"
"#else\n"
"#ifdef SPECULAR_TEXTURE\n"
+ " vec3 Tex0CoordSpecular = vec3(vTexCoord, 1.0) * uTextureMatrixTransformSpecular0;\n"
" color = texture2D(uTextureSpecular0, vec2(Tex0CoordSpecular)) * uMaterialSpecular;\n"
"#else\n"
" color = uMaterialSpecular;\n"
"#ifdef AMBIENT\n"
" \n"
"#ifdef AMBIENT_TEXTURE_BLEND\n"
+ " vec3 Tex0CoordAmbient = vec3(vTexCoord, 1.0) * uTextureMatrixTransformAmbient1;\n"
" color = mix(texture2D(uTextureAmbient1, vec2(Tex1CoordAmbient)),\n"
" texture2D(uTextureAmbient0, vec2(Tex0CoordAmbient)), uTextureAmbientWeight);\n"
" color *= uMaterialAmbient;\n"
"#else\n"
"#ifdef AMBIENT_TEXTURE\n"
+ " vec3 Tex0CoordAmbient = vec3(vTexCoord, 1.0) * uTextureMatrixTransformAmbient0;\n"
" color = texture2D(uTextureAmbient0, vec2(Tex0CoordAmbient)) * uMaterialAmbient;\n"
"#else\n"
" color = uMaterialAmbient;\n"
"#ifdef EMISSION\n"
" \n"
"#ifdef EMISSION_TEXTURE_BLEND\n"
+ " vec3 Tex0CoordEmission = vec3(vTexCoord, 1.0) * uTextureMatrixTransformEmission1;\n"
" color = mix(texture2D(uTextureEmission1, vec2(Tex1CoordEmission)),\n"
" texture2D(uTextureEmission0, vec2(Tex0CoordEmission)), uTextureEmissionWeight);\n"
" color *= uMaterialEmission;\n"
"#else\n"
"#ifdef EMISSION_TEXTURE\n"
+ " vec3 Tex0CoordEmission = vec3(vTexCoord, 1.0) * uTextureMatrixTransformEmission0;\n"
" color = texture2D(uTextureEmission0, vec2(Tex0CoordEmission)) * uMaterialEmission;\n"
"#else\n"
" color = uMaterialEmission;\n"
"#ifdef DIFFUSE_TEXTURE\n"
"uniform sampler2D uTextureDiffuse0;\n"
"uniform mat3 uTextureMatrixTransformDiffuse0;\n"
- "vec3 Tex0CoordDiffuse =\n"
- " vec3(vTexCoord, 1.0) * uTextureMatrixTransformDiffuse0;\n"
"#endif //DIFFUSE_TEXTURE\n"
"#ifdef DIFFUSE_TEXTURE_BLEND\n"
"uniform sampler2D uTextureDiffuse1;\n"
"uniform float uTextureDiffuseWeight;\n"
"uniform mat3 uTextureMatrixTransformDiffuse1;\n"
- "vec3 Tex1CoordDiffuse =\n"
- " vec3(vTexCoord, 1.0) * uTextureMatrixTransformDiffuse1;\n"
"#endif //DIFFUSE_TEXTURE_BLEND\n"
"#endif //DIFFUSE\n"
"#ifdef SPECULAR\n"
"#ifdef SPECULAR_TEXTURE\n"
"uniform sampler2D uTextureSpecular0;\n"
"uniform mat3 uTextureMatrixTransformSpecular0;\n"
- "vec3 Tex0CoordSpecular =\n"
- " vec3(vTexCoord, 1.0) * uTextureMatrixTransformSpecular0;\n"
"#endif //SPECULAR_TEXTURE\n"
"#ifdef SPECULAR_TEXTURE_BLEND\n"
"uniform sampler2D uTextureSpecular1;\n"
"uniform float uTextureSpecularWeight;\n"
"uniform mat3 uTextureMatrixTransformSpecular1;\n"
- "vec3 Tex1CoordSpecular =\n"
- " vec3(vTexCoord, 1.0) * uTextureMatrixTransformSpecular1;\n"
"#endif //SPECULAR_TEXTURE_BLEND\n"
"#endif //SPECULAR\n"
"#ifdef AMBIENT\n"
"#ifdef AMBIENT_TEXTURE\n"
"uniform sampler2D uTextureAmbient0;\n"
"uniform mat3 uTextureMatrixTransformAmbient0;\n"
- "vec3 Tex0CoordAmbient =\n"
- " vec3(vTexCoord, 1.0) * uTextureMatrixTransformAmbient0;\n"
"#endif //AMBIENT_TEXTURE\n"
"#ifdef AMBIENT_TEXTURE_BLEND\n"
"uniform sampler2D uTextureAmbient1;\n"
"uniform float uTextureAmbientWeight;\n"
"uniform mat3 uTextureMatrixTransformAmbient1;\n"
- "vec3 Tex1CoordAmbient =\n"
- " vec3(vTexCoord, 1.0) * uTextureMatrixTransformAmbient1;\n"
"#endif //AMBIENT_TEXTURE_BLEND\n"
"#endif //AMBIENT\n"
"#ifdef EMISSION\n"
"#ifdef EMISSION_TEXTURE\n"
"uniform sampler2D uTextureEmission0;\n"
"uniform mat3 uTextureMatrixTransformEmission0;\n"
- "vec3 Tex0CoordEmission =\n"
- " vec3(vTexCoord, 1.0) * uTextureMatrixTransformEmission0;\n"
"#endif //EMISSION_TEXTURE\n"
"#ifdef EMISSION_TEXTURE_BLEND\n"
"uniform sampler2D uTextureEmission1;\n"
"uniform float uTextureEmissionWeight;\n"
"uniform mat3 uTextureMatrixTransformEmission1;\n"
- "vec3 Tex1CoordEmission =\n"
- " vec3(vTexCoord, 1.0) * uTextureMatrixTransformEmission1;\n"
"#endif //EMISSION_TEXTURE_BLEND\n"
"#endif //EMISSION\n"
"#ifdef LIGHT_SPOT\n"
"#ifdef DIFFUSE\n"
" \n"
"#ifdef DIFFUSE_TEXTURE_BLEND\n"
+ " vec3 Tex0CoordDiffuse = vec3(vTexCoord, 1.0) * uTextureMatrixTransformDiffuse1;\n"
" color = mix(texture2D(uTextureDiffuse1, vec2(Tex1CoordDiffuse)),\n"
" texture2D(uTextureDiffuse0, vec2(Tex0CoordDiffuse)), uTextureDiffuseWeight);\n"
" color *= uMaterialDiffuse;\n"
"#else\n"
"#ifdef DIFFUSE_TEXTURE\n"
+ " vec3 Tex0CoordDiffuse = vec3(vTexCoord, 1.0) * uTextureMatrixTransformDiffuse0;\n"
" color = texture2D(uTextureDiffuse0, vec2(Tex0CoordDiffuse)) * uMaterialDiffuse;\n"
"#else\n"
" color = uMaterialDiffuse;\n"
" factor = pow(factor, uMaterialShininess);\n"
" \n"
"#ifdef SPECULAR_TEXTURE_BLEND\n"
+ " vec3 Tex0CoordSpecular = vec3(vTexCoord, 1.0) * uTextureMatrixTransformSpecular1;\n"
" color = mix(texture2D(uTextureSpecular1, vec2(Tex1CoordSpecular)),\n"
" texture2D(uTextureSpecular0, vec2(Tex0CoordSpecular)), uTextureSpecularWeight);\n"
" color *= uMaterialSpecular;\n"
"#else\n"
"#ifdef SPECULAR_TEXTURE\n"
+ " vec3 Tex0CoordSpecular = vec3(vTexCoord, 1.0) * uTextureMatrixTransformSpecular0;\n"
" color = texture2D(uTextureSpecular0, vec2(Tex0CoordSpecular)) * uMaterialSpecular;\n"
"#else\n"
" color = uMaterialSpecular;\n"
"#ifdef AMBIENT\n"
" \n"
"#ifdef AMBIENT_TEXTURE_BLEND\n"
+ " vec3 Tex0CoordAmbient = vec3(vTexCoord, 1.0) * uTextureMatrixTransformAmbient1;\n"
" color = mix(texture2D(uTextureAmbient1, vec2(Tex1CoordAmbient)),\n"
" texture2D(uTextureAmbient0, vec2(Tex0CoordAmbient)), uTextureAmbientWeight);\n"
" color *= uMaterialAmbient;\n"
"#else\n"
"#ifdef AMBIENT_TEXTURE\n"
+ " vec3 Tex0CoordAmbient = vec3(vTexCoord, 1.0) * uTextureMatrixTransformAmbient0;\n"
" color = texture2D(uTextureAmbient0, vec2(Tex0CoordAmbient)) * uMaterialAmbient;\n"
"#else\n"
" color = uMaterialAmbient;\n"
"#ifdef EMISSION\n"
" \n"
"#ifdef EMISSION_TEXTURE_BLEND\n"
+ " vec3 Tex0CoordEmission = vec3(vTexCoord, 1.0) * uTextureMatrixTransformEmission1;\n"
" color = mix(texture2D(uTextureEmission1, vec2(Tex1CoordEmission)),\n"
" texture2D(uTextureEmission0, vec2(Tex0CoordEmission)), uTextureEmissionWeight);\n"
" color *= uMaterialEmission;\n"
"#else\n"
"#ifdef EMISSION_TEXTURE\n"
+ " vec3 Tex0CoordEmission = vec3(vTexCoord, 1.0) * uTextureMatrixTransformEmission0;\n"
" color = texture2D(uTextureEmission0, vec2(Tex0CoordEmission)) * uMaterialEmission;\n"
"#else\n"
" color = uMaterialEmission;\n"
"#ifdef NORMAL_TEXTURE\n"
"uniform sampler2D uTextureNormal0;\n"
"uniform mat3 uTextureMatrixTransformNormal0;\n"
- "vec3 Tex0CoordNormal =\n"
- " vec3(vTexCoord, 1.0) * uTextureMatrixTransformNormal0;\n"
"#endif //NORMAL_TEXTURE\n"
"#ifdef NORMAL_TEXTURE_BLEND\n"
"uniform sampler2D uTextureNormal1;\n"
"uniform float uTextureNormalWeight;\n"
"uniform mat3 uTextureMatrixTransformNormal1;\n"
- "vec3 Tex1CoordNormal =\n"
- " vec3(vTexCoord, 1.0) * uTextureMatrixTransformNormal1;\n"
"#endif //NORMAL_TEXTURE_BLEND\n"
"uniform int uAlphaTestComparison;\n"
"uniform float uAlphaTestRefValue;\n"
"#ifdef DIFFUSE_TEXTURE\n"
"uniform sampler2D uTextureDiffuse0;\n"
"uniform mat3 uTextureMatrixTransformDiffuse0;\n"
- "vec3 Tex0CoordDiffuse =\n"
- " vec3(vTexCoord, 1.0) * uTextureMatrixTransformDiffuse0;\n"
"#endif //DIFFUSE_TEXTURE\n"
"#ifdef DIFFUSE_TEXTURE_BLEND\n"
"uniform sampler2D uTextureDiffuse1;\n"
"uniform float uTextureDiffuseWeight;\n"
"uniform mat3 uTextureMatrixTransformDiffuse1;\n"
- "vec3 Tex1CoordDiffuse =\n"
- " vec3(vTexCoord, 1.0) * uTextureMatrixTransformDiffuse1;\n"
"#endif //DIFFUSE_TEXTURE_BLEND\n"
"#endif //DIFFUSE\n"
"#ifdef SPECULAR\n"
"#ifdef SPECULAR_TEXTURE\n"
"uniform sampler2D uTextureSpecular0;\n"
"uniform mat3 uTextureMatrixTransformSpecular0;\n"
- "vec3 Tex0CoordSpecular =\n"
- " vec3(vTexCoord, 1.0) * uTextureMatrixTransformSpecular0;\n"
"#endif //SPECULAR_TEXTURE\n"
"#ifdef SPECULAR_TEXTURE_BLEND\n"
"uniform sampler2D uTextureSpecular1;\n"
"uniform float uTextureSpecularWeight;\n"
"uniform mat3 uTextureMatrixTransformSpecular1;\n"
- "vec3 Tex1CoordSpecular =\n"
- " vec3(vTexCoord, 1.0) * uTextureMatrixTransformSpecular1;\n"
"#endif //SPECULAR_TEXTURE_BLEND\n"
"#endif //SPECULAR\n"
"#ifdef AMBIENT\n"
"#ifdef AMBIENT_TEXTURE\n"
"uniform sampler2D uTextureAmbient0;\n"
"uniform mat3 uTextureMatrixTransformAmbient0;\n"
- "vec3 Tex0CoordAmbient =\n"
- " vec3(vTexCoord, 1.0) * uTextureMatrixTransformAmbient0;\n"
"#endif //AMBIENT_TEXTURE\n"
"#ifdef AMBIENT_TEXTURE_BLEND\n"
"uniform sampler2D uTextureAmbient1;\n"
"uniform float uTextureAmbientWeight;\n"
"uniform mat3 uTextureMatrixTransformAmbient1;\n"
- "vec3 Tex1CoordAmbient =\n"
- " vec3(vTexCoord, 1.0) * uTextureMatrixTransformAmbient1;\n"
"#endif //AMBIENT_TEXTURE_BLEND\n"
"#endif //AMBIENT\n"
"#ifdef EMISSION\n"
"#ifdef EMISSION_TEXTURE\n"
"uniform sampler2D uTextureEmission0;\n"
"uniform mat3 uTextureMatrixTransformEmission0;\n"
- "vec3 Tex0CoordEmission =\n"
- " vec3(vTexCoord, 1.0) * uTextureMatrixTransformEmission0;\n"
"#endif //EMISSION_TEXTURE\n"
"#ifdef EMISSION_TEXTURE_BLEND\n"
"uniform sampler2D uTextureEmission1;\n"
"uniform float uTextureEmissionWeight;\n"
"uniform mat3 uTextureMatrixTransformEmission1;\n"
- "vec3 Tex1CoordEmission =\n"
- " vec3(vTexCoord, 1.0) * uTextureMatrixTransformEmission1;\n"
"#endif //EMISSION_TEXTURE_BLEND\n"
"#endif //EMISSION\n"
"#ifdef LIGHT_SPOT\n"
"#ifdef DIFFUSE\n"
" \n"
"#ifdef DIFFUSE_TEXTURE_BLEND\n"
+ " vec3 Tex0CoordDiffuse = vec3(vTexCoord, 1.0) * uTextureMatrixTransformDiffuse1;\n"
" color = mix(texture2D(uTextureDiffuse1, vec2(Tex1CoordDiffuse)),\n"
" texture2D(uTextureDiffuse0, vec2(Tex0CoordDiffuse)), uTextureDiffuseWeight);\n"
" color *= uMaterialDiffuse;\n"
"#else\n"
"#ifdef DIFFUSE_TEXTURE\n"
+ " vec3 Tex0CoordDiffuse = vec3(vTexCoord, 1.0) * uTextureMatrixTransformDiffuse0;\n"
" color = texture2D(uTextureDiffuse0, vec2(Tex0CoordDiffuse)) * uMaterialDiffuse;\n"
"#else\n"
" color = uMaterialDiffuse;\n"
" factor = pow(factor, uMaterialShininess);\n"
" \n"
"#ifdef SPECULAR_TEXTURE_BLEND\n"
+ " vec3 Tex0CoordSpecular = vec3(vTexCoord, 1.0) * uTextureMatrixTransformSpecular1;\n"
" color = mix(texture2D(uTextureSpecular1, vec2(Tex1CoordSpecular)),\n"
" texture2D(uTextureSpecular0, vec2(Tex0CoordSpecular)), uTextureSpecularWeight);\n"
" color *= uMaterialSpecular;\n"
"#else\n"
"#ifdef SPECULAR_TEXTURE\n"
+ " vec3 Tex0CoordSpecular = vec3(vTexCoord, 1.0) * uTextureMatrixTransformSpecular0;\n"
" color = texture2D(uTextureSpecular0, vec2(Tex0CoordSpecular)) * uMaterialSpecular;\n"
"#else\n"
" color = uMaterialSpecular;\n"
"#ifdef AMBIENT\n"
" \n"
"#ifdef AMBIENT_TEXTURE_BLEND\n"
+ " vec3 Tex0CoordAmbient = vec3(vTexCoord, 1.0) * uTextureMatrixTransformAmbient1;\n"
" color = mix(texture2D(uTextureAmbient1, vec2(Tex1CoordAmbient)),\n"
" texture2D(uTextureAmbient0, vec2(Tex0CoordAmbient)), uTextureAmbientWeight);\n"
" color *= uMaterialAmbient;\n"
"#else\n"
"#ifdef AMBIENT_TEXTURE\n"
+ " vec3 Tex0CoordAmbient = vec3(vTexCoord, 1.0) * uTextureMatrixTransformAmbient0;\n"
" color = texture2D(uTextureAmbient0, vec2(Tex0CoordAmbient)) * uMaterialAmbient;\n"
"#else\n"
" color = uMaterialAmbient;\n"
"#ifdef EMISSION\n"
" \n"
"#ifdef EMISSION_TEXTURE_BLEND\n"
+ " vec3 Tex0CoordEmission = vec3(vTexCoord, 1.0) * uTextureMatrixTransformEmission1;\n"
" color = mix(texture2D(uTextureEmission1, vec2(Tex1CoordEmission)),\n"
" texture2D(uTextureEmission0, vec2(Tex0CoordEmission)), uTextureEmissionWeight);\n"
" color *= uMaterialEmission;\n"
"#else\n"
"#ifdef EMISSION_TEXTURE\n"
+ " vec3 Tex0CoordEmission = vec3(vTexCoord, 1.0) * uTextureMatrixTransformEmission0;\n"
" color = texture2D(uTextureEmission0, vec2(Tex0CoordEmission)) * uMaterialEmission;\n"
"#else\n"
" color = uMaterialEmission;\n"
"#ifdef DIFFUSE_TEXTURE\n"
"uniform sampler2D uTextureDiffuse0;\n"
"uniform mat3 uTextureMatrixTransformDiffuse0;\n"
- "vec3 Tex0CoordDiffuse =\n"
- " vec3(vTexCoord, 1.0) * uTextureMatrixTransformDiffuse0;\n"
"#endif //DIFFUSE_TEXTURE\n"
"#ifdef DIFFUSE_TEXTURE_BLEND\n"
"uniform sampler2D uTextureDiffuse1;\n"
"uniform float uTextureDiffuseWeight;\n"
"uniform mat3 uTextureMatrixTransformDiffuse1;\n"
- "vec3 Tex1CoordDiffuse =\n"
- " vec3(vTexCoord, 1.0) * uTextureMatrixTransformDiffuse1;\n"
"#endif //DIFFUSE_TEXTURE_BLEND\n"
"#endif //DIFFUSE\n"
"#endif //ALPHA_TEST_ENABLED\n"
"#endif\n"
"#ifdef ALPHA_TEST_ENABLED\n"
"#ifdef DIFFUSE_TEXTURE_BLEND\n"
+ " vec3 Tex1CoordDiffuse = vec3(vTexCoord, 1.0) * uTextureMatrixTransformDiffuse1;\n"
" color = (texture2D(uTextureDiffuse0, vec2(Tex0CoordDiffuse)) *\n"
" uTextureDiffuseWeight + texture2D(uTextureDiffuse1, vec2(Tex1CoordDiffuse)) *\n"
" (1.0 - uTextureDiffuseWeight));\n"
"#else\n"
"#ifdef DIFFUSE_TEXTURE\n"
+ " vec3 Tex0CoordDiffuse = vec3(vTexCoord, 1.0) * uTextureMatrixTransformDiffuse0;\n"
" color = texture2D(uTextureDiffuse0, vec2(Tex0CoordDiffuse));\n"
"#else\n"
" color = vec4(1);\n"
"#ifdef DIFFUSE_TEXTURE\n"
"uniform sampler2D uTextureDiffuse0;\n"
"uniform mat3 uTextureMatrixTransformDiffuse0;\n"
- "vec3 Tex0CoordDiffuse =\n"
- " vec3(vTexCoord, 1.0) * uTextureMatrixTransformDiffuse0;\n"
"#endif //DIFFUSE_TEXTURE\n"
"#ifdef DIFFUSE_TEXTURE_BLEND\n"
"uniform sampler2D uTextureDiffuse1;\n"
"uniform float uTextureDiffuseWeight;\n"
"uniform mat3 uTextureMatrixTransformDiffuse1;\n"
- "vec3 Tex1CoordDiffuse =\n"
- " vec3(vTexCoord, 1.0) * uTextureMatrixTransformDiffuse1;\n"
"#endif //DIFFUSE_TEXTURE_BLEND\n"
"#endif //DIFFUSE\n"
"#ifdef SPECULAR\n"
"#ifdef SPECULAR_TEXTURE\n"
"uniform sampler2D uTextureSpecular0;\n"
"uniform mat3 uTextureMatrixTransformSpecular0;\n"
- "vec3 Tex0CoordSpecular =\n"
- " vec3(vTexCoord, 1.0) * uTextureMatrixTransformSpecular0;\n"
"#endif //SPECULAR_TEXTURE\n"
"#ifdef SPECULAR_TEXTURE_BLEND\n"
"uniform sampler2D uTextureSpecular1;\n"
"uniform float uTextureSpecularWeight;\n"
"uniform mat3 uTextureMatrixTransformSpecular1;\n"
- "vec3 Tex1CoordSpecular =\n"
- " vec3(vTexCoord, 1.0) * uTextureMatrixTransformSpecular1;\n"
"#endif //SPECULAR_TEXTURE_BLEND\n"
"#endif //SPECULAR\n"
"#ifdef AMBIENT\n"
"#ifdef AMBIENT_TEXTURE\n"
"uniform sampler2D uTextureAmbient0;\n"
"uniform mat3 uTextureMatrixTransformAmbient0;\n"
- "vec3 Tex0CoordAmbient =\n"
- " vec3(vTexCoord, 1.0) * uTextureMatrixTransformAmbient0;\n"
"#endif //AMBIENT_TEXTURE\n"
"#ifdef AMBIENT_TEXTURE_BLEND\n"
"uniform sampler2D uTextureAmbient1;\n"
"uniform float uTextureAmbientWeight;\n"
"uniform mat3 uTextureMatrixTransformAmbient1;\n"
- "vec3 Tex1CoordAmbient =\n"
- " vec3(vTexCoord, 1.0) * uTextureMatrixTransformAmbient1;\n"
"#endif //AMBIENT_TEXTURE_BLEND\n"
"#endif //AMBIENT\n"
"#ifdef EMISSION\n"
"#ifdef EMISSION_TEXTURE\n"
"uniform sampler2D uTextureEmission0;\n"
"uniform mat3 uTextureMatrixTransformEmission0;\n"
- "vec3 Tex0CoordEmission =\n"
- " vec3(vTexCoord, 1.0) * uTextureMatrixTransformEmission0;\n"
"#endif //EMISSION_TEXTURE\n"
"#ifdef EMISSION_TEXTURE_BLEND\n"
"uniform sampler2D uTextureEmission1;\n"
"uniform float uTextureEmissionWeight;\n"
"uniform mat3 uTextureMatrixTransformEmission1;\n"
- "vec3 Tex1CoordEmission =\n"
- " vec3(vTexCoord, 1.0) * uTextureMatrixTransformEmission1;\n"
"#endif //EMISSION_TEXTURE_BLEND\n"
"#endif //EMISSION\n"
"#ifdef LIGHT_SPOT\n"