"// written by Forest 'LordHavoc' Hale\n",
"// shadowmapping enhancements by Lee 'eihrul' Salzman\n",
"\n",
+"#ifdef USESKELETAL\n",
+"# ifdef GL_ARB_uniform_buffer_object\n",
+"# extension GL_ARB_uniform_buffer_object : enable\n",
+"# endif\n",
+"#endif\n",
+"\n",
+"#ifdef USESHADOWMAP2D\n",
+"# ifdef GL_EXT_gpu_shader4\n",
+"# extension GL_EXT_gpu_shader4 : enable\n",
+"# endif\n",
+"# ifdef GL_ARB_texture_gather\n",
+"# extension GL_ARB_texture_gather : enable\n",
+"# else\n",
+"# ifdef GL_AMD_texture_texture4\n",
+"# extension GL_AMD_texture_texture4 : enable\n",
+"# endif\n",
+"# endif\n",
+"#endif\n",
+"\n",
"#ifdef USECELSHADING\n",
"# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0));\n",
"# ifdef USEEXACTSPECULARMATH\n",
"# define USEEYEVECTOR\n",
"#endif\n",
"\n",
-"#ifdef USESHADOWMAP2D\n",
-"# ifdef GL_EXT_gpu_shader4\n",
-"# extension GL_EXT_gpu_shader4 : enable\n",
-"# endif\n",
-"# ifdef GL_ARB_texture_gather\n",
-"# extension GL_ARB_texture_gather : enable\n",
-"# else\n",
-"# ifdef GL_AMD_texture_texture4\n",
-"# extension GL_AMD_texture_texture4 : enable\n",
-"# endif\n",
-"# endif\n",
-"#endif\n",
-"\n",
-"//#ifdef USESHADOWSAMPLER\n",
-"//# extension GL_ARB_shadow : enable\n",
-"//#endif\n",
-"\n",
"//#ifdef __GLSL_CG_DATA_TYPES\n",
"//# define myhalf half\n",
"//# define myhalf2 half2\n",
"void main(void)\n",
"{\n",
" dp_FragColor = dp_texture2D(Texture_First, TexCoord1);\n",
-"#ifdef USEBLOOM\n",
-" dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n",
-"#endif\n",
-"#ifdef USEVIEWTINT\n",
-" dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a);\n",
-"#endif\n",
"\n",
"#ifdef USEPOSTPROCESSING\n",
"// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n",
" dp_FragColor.rgb = dp_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n",
"#endif\n",
"\n",
+"#ifdef USEBLOOM\n",
+" dp_FragColor += max(vec4(0,0,0,0), dp_texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n",
+"#endif\n",
+"\n",
+"#ifdef USEVIEWTINT\n",
+" dp_FragColor = mix(dp_FragColor, ViewTintColor, ViewTintColor.a);\n",
+"#endif\n",
+"\n",
"#ifdef USESATURATION\n",
" //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n",
" float y = dot(dp_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n",