Working on the night mode
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attribute vec3 vPosition;
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attribute vec2 vTexCoord;
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attribute vec3 vNormal;
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attribute vec4 aBoneIndices0;
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attribute vec2 aBoneIndices1;
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attribute vec4 aBoneWeights0;
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attribute vec2 aBoneWeights1;
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varying vec2 texCoord;
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varying float fogDistance;
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varying vec3 fragViewPos;
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varying vec3 fragNormal;
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uniform mat4 ProjectionModelViewMatrix;
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uniform mat4 ModelViewMatrix;
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uniform mat4 uBoneMatrices[64];
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uniform vec3 uPlayerEyePos;
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void main()
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{
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vec4 skinnedPos = vec4(0.0, 0.0, 0.0, 0.0);
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vec3 skinnedNormal = vec3(0.0, 0.0, 0.0);
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vec4 originalPos = vec4(vPosition, 1.0);
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float totalWeight = 0.0;
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if (aBoneWeights0.x > 0.0) {
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skinnedPos += uBoneMatrices[int(aBoneIndices0.x)] * originalPos * aBoneWeights0.x;
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skinnedNormal += mat3(uBoneMatrices[int(aBoneIndices0.x)]) * vNormal * aBoneWeights0.x;
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totalWeight += aBoneWeights0.x;
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}
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if (aBoneWeights0.y > 0.0) {
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skinnedPos += uBoneMatrices[int(aBoneIndices0.y)] * originalPos * aBoneWeights0.y;
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skinnedNormal += mat3(uBoneMatrices[int(aBoneIndices0.y)]) * vNormal * aBoneWeights0.y;
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totalWeight += aBoneWeights0.y;
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}
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if (aBoneWeights0.z > 0.0) {
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skinnedPos += uBoneMatrices[int(aBoneIndices0.z)] * originalPos * aBoneWeights0.z;
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skinnedNormal += mat3(uBoneMatrices[int(aBoneIndices0.z)]) * vNormal * aBoneWeights0.z;
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totalWeight += aBoneWeights0.z;
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}
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if (aBoneWeights0.w > 0.0) {
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skinnedPos += uBoneMatrices[int(aBoneIndices0.w)] * originalPos * aBoneWeights0.w;
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skinnedNormal += mat3(uBoneMatrices[int(aBoneIndices0.w)]) * vNormal * aBoneWeights0.w;
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totalWeight += aBoneWeights0.w;
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}
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if (aBoneWeights1.x > 0.0) {
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skinnedPos += uBoneMatrices[int(aBoneIndices1.x)] * originalPos * aBoneWeights1.x;
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skinnedNormal += mat3(uBoneMatrices[int(aBoneIndices1.x)]) * vNormal * aBoneWeights1.x;
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totalWeight += aBoneWeights1.x;
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}
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if (aBoneWeights1.y > 0.0) {
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skinnedPos += uBoneMatrices[int(aBoneIndices1.y)] * originalPos * aBoneWeights1.y;
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skinnedNormal += mat3(uBoneMatrices[int(aBoneIndices1.y)]) * vNormal * aBoneWeights1.y;
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totalWeight += aBoneWeights1.y;
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}
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if (totalWeight < 0.001) {
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skinnedPos = originalPos;
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skinnedNormal = vNormal;
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}
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vec4 eyePos = ModelViewMatrix * skinnedPos;
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fogDistance = length(eyePos.xyz - uPlayerEyePos);
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gl_Position = ProjectionModelViewMatrix * skinnedPos;
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texCoord = vTexCoord;
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fragViewPos = eyePos.xyz;
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fragNormal = mat3(ModelViewMatrix) * skinnedNormal;
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}
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