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Renaming of servers for coherency.
VisualServer -> RenderingServer PhysicsServer -> PhysicsServer3D Physics2DServer -> PhysicsServer2D NavigationServer -> NavigationServer3D Navigation2DServer -> NavigationServer2D Also renamed corresponding files.
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/* clang-format off */
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[vertex]
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#version 450
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layout(location = 0) in highp vec3 vertex;
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/* clang-format on */
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layout(push_constant, binding = 0, std430) uniform Constants {
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mat4 projection;
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mat2x4 modelview;
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vec2 direction;
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vec2 pad;
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}
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constants;
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layout(location = 0) out highp float depth;
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void main() {
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highp vec4 vtx = vec4(vertex, 1.0) * mat4(constants.modelview[0], constants.modelview[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));
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depth = dot(constants.direction, vtx.xy);
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gl_Position = constants.projection * vtx;
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}
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/* clang-format off */
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[fragment]
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#version 450
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layout(location = 0) in highp float depth;
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/* clang-format on */
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layout(location = 0) out highp float distance_buf;
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void main() {
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distance_buf = depth;
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}
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