Added support for vertex colours
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@ -2,11 +2,13 @@
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uniform sampler2D texture;
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uniform sampler2D texture;
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in vec4 color;
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in vec2 texcoord;
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in vec2 texcoord;
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out vec4 fragColor;
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out vec4 fragColor;
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void main(void)
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void main(void)
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{
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{
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fragColor = texture2D( texture, texcoord.xy);
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fragColor = color * texture2D( texture, texcoord.xy);
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if (fragColor.a==0.0) discard;
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}
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}
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@ -12,14 +12,17 @@ uniform mat4 ovr_projectionMatrix[NUM_VIEWS];
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uniform mat4 ovr_viewMatrix[NUM_VIEWS];
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uniform mat4 ovr_viewMatrix[NUM_VIEWS];
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in vec4 osg_Vertex;
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in vec4 osg_Vertex;
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in vec4 osg_Color;
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in vec4 osg_MultiTexCoord0;
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in vec4 osg_MultiTexCoord0;
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out vec4 color;
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out vec2 texcoord;
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out vec2 texcoord;
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void main(void)
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void main(void)
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{
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{
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mat4 mvp = ovr_projectionMatrix[gl_ViewID_OVR] * osg_ProjectionMatrix * ovr_viewMatrix[gl_ViewID_OVR] * osg_ModelViewMatrix;
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mat4 mvp = ovr_projectionMatrix[gl_ViewID_OVR] * osg_ProjectionMatrix * ovr_viewMatrix[gl_ViewID_OVR] * osg_ModelViewMatrix;
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color = osg_Color;
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texcoord = osg_MultiTexCoord0.xy;
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texcoord = osg_MultiTexCoord0.xy;
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gl_Position = mvp * osg_Vertex;
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gl_Position = mvp * osg_Vertex;
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