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shaders: Add GLSL port of shadow shaders.
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out vec4 SV_Target; | ||
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layout(location = TEXCOORD1) in float2 p_shadow_tc0 ; // TEXCOORD1; // Diffuse map for aref | ||
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float4 _main ( p_shadow_direct_aref I ); | ||
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void main() | ||
{ | ||
p_shadow_direct_aref I; | ||
I.tc0 = p_shadow_tc0; | ||
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SV_Target = _main (I); | ||
} |
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out gl_PerVertex { vec4 gl_Position; }; | ||
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#ifdef SKIN_NONE | ||
layout(location = POSITION) in float4 v_model_P ; // POSITION; // (float,float,float,1) | ||
#else | ||
layout(location = POSITION) in int4 v_model_P ; // POSITION; // (float,float,float,1) - quantized | ||
#endif | ||
#ifdef SKIN_0 | ||
layout(location = NORMAL) in float3 v_model_N ; // NORMAL; // (nx,ny,nz) | ||
#else | ||
layout(location = NORMAL) in float4 v_model_N ; // NORMAL; // (nx,ny,nz,index) | ||
#endif | ||
#if defined(SKIN_3) || defined(SKIN_4) | ||
layout(location = TANGENT) in float4 v_model_T ; // TANGENT; // (nx,ny,nz,weight0) | ||
layout(location = BINORMAL) in float4 v_model_B ; // BINORMAL; // (nx,ny,nz,weight1) | ||
#else | ||
layout(location = TANGENT) in float3 v_model_T ; // TANGENT; // (nx,ny,nz) | ||
layout(location = BINORMAL) in float3 v_model_B ; // BINORMAL; // (nx,ny,nz) | ||
#endif | ||
#ifdef SKIN_NONE | ||
layout(location = TEXCOORD0) in float2 v_model_tc ; // TEXCOORD0; // (u,v) | ||
#elif defined(SKIN_2) || defined(SKIN_3) | ||
layout(location = TEXCOORD0) in int4 v_model_tc ; // TEXCOORD0; // (u,v) | ||
#else | ||
layout(location = TEXCOORD0) in int2 v_model_tc ; // TEXCOORD0; // (u,v) | ||
#endif | ||
#ifdef SKIN_4 | ||
layout(location = TEXCOORD1) in float4 v_model_ind ; // (x=m-index0, y=m-index1, z=m-index2, w=m-index3) | ||
#endif | ||
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v2p_shadow_direct _main( v_model I ); | ||
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void main() | ||
{ | ||
#ifdef SKIN_NONE | ||
v_model I; | ||
#endif | ||
#ifdef SKIN_0 | ||
v_model_skinned_0 I; | ||
#endif | ||
#ifdef SKIN_1 | ||
v_model_skinned_1 I; | ||
#endif | ||
#ifdef SKIN_2 | ||
v_model_skinned_2 I; | ||
#endif | ||
#ifdef SKIN_3 | ||
v_model_skinned_3 I; | ||
#endif | ||
#ifdef SKIN_4 | ||
v_model_skinned_4 I; | ||
I.ind = v_model_ind; | ||
#endif | ||
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I.P = v_model_P; | ||
I.N = v_model_N; | ||
I.T = v_model_T; | ||
I.B = v_model_B; | ||
I.tc = v_model_tc; | ||
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v2p_shadow_direct O; | ||
#ifdef SKIN_NONE | ||
O = _main(I); | ||
#endif | ||
#ifdef SKIN_0 | ||
O = _main(skinning_0(I)); | ||
#endif | ||
#ifdef SKIN_1 | ||
O = _main(skinning_1(I)); | ||
#endif | ||
#ifdef SKIN_2 | ||
O = _main(skinning_2(I)); | ||
#endif | ||
#ifdef SKIN_3 | ||
O = _main(skinning_3(I)); | ||
#endif | ||
#ifdef SKIN_4 | ||
O = _main(skinning_4(I)); | ||
#endif | ||
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gl_Position = O.hpos; | ||
} |
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out gl_PerVertex { vec4 gl_Position; }; | ||
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#ifdef SKIN_NONE | ||
layout(location = POSITION) in float4 v_model_P ; // POSITION; // (float,float,float,1) | ||
#else | ||
layout(location = POSITION) in int4 v_model_P ; // POSITION; // (float,float,float,1) - quantized | ||
#endif | ||
#ifdef SKIN_0 | ||
layout(location = NORMAL) in float3 v_model_N ; // NORMAL; // (nx,ny,nz) | ||
#else | ||
layout(location = NORMAL) in float4 v_model_N ; // NORMAL; // (nx,ny,nz,index) | ||
#endif | ||
#if defined(SKIN_3) || defined(SKIN_4) | ||
layout(location = TANGENT) in float4 v_model_T ; // TANGENT; // (nx,ny,nz,weight0) | ||
layout(location = BINORMAL) in float4 v_model_B ; // BINORMAL; // (nx,ny,nz,weight1) | ||
#else | ||
layout(location = TANGENT) in float3 v_model_T ; // TANGENT; // (nx,ny,nz) | ||
layout(location = BINORMAL) in float3 v_model_B ; // BINORMAL; // (nx,ny,nz) | ||
#endif | ||
#ifdef SKIN_NONE | ||
layout(location = TEXCOORD0) in float2 v_model_tc ; // TEXCOORD0; // (u,v) | ||
#elif defined(SKIN_2) || defined(SKIN_3) | ||
layout(location = TEXCOORD0) in int4 v_model_tc ; // TEXCOORD0; // (u,v) | ||
#else | ||
layout(location = TEXCOORD0) in int2 v_model_tc ; // TEXCOORD0; // (u,v) | ||
#endif | ||
#ifdef SKIN_4 | ||
layout(location = TEXCOORD1) in float4 v_model_ind ; // (x=m-index0, y=m-index1, z=m-index2, w=m-index3) | ||
#endif | ||
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layout(location = TEXCOORD1) out float2 v2p_shadow_tc0 ; // TEXCOORD1; // Diffuse map for aref | ||
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v2p_shadow_direct_aref _main( v_model I ); | ||
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void main() | ||
{ | ||
#ifdef SKIN_NONE | ||
v_model I; | ||
#endif | ||
#ifdef SKIN_0 | ||
v_model_skinned_0 I; | ||
#endif | ||
#ifdef SKIN_1 | ||
v_model_skinned_1 I; | ||
#endif | ||
#ifdef SKIN_2 | ||
v_model_skinned_2 I; | ||
#endif | ||
#ifdef SKIN_3 | ||
v_model_skinned_3 I; | ||
#endif | ||
#ifdef SKIN_4 | ||
v_model_skinned_4 I; | ||
I.ind = v_model_ind; | ||
#endif | ||
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I.P = v_model_P; | ||
I.N = v_model_N; | ||
I.T = v_model_T; | ||
I.B = v_model_B; | ||
I.tc = v_model_tc; | ||
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v2p_shadow_direct_aref O; | ||
#ifdef SKIN_NONE | ||
O = _main(I); | ||
#endif | ||
#ifdef SKIN_0 | ||
O = _main(skinning_0(I)); | ||
#endif | ||
#ifdef SKIN_1 | ||
O = _main(skinning_1(I)); | ||
#endif | ||
#ifdef SKIN_2 | ||
O = _main(skinning_2(I)); | ||
#endif | ||
#ifdef SKIN_3 | ||
O = _main(skinning_3(I)); | ||
#endif | ||
#ifdef SKIN_4 | ||
O = _main(skinning_4(I)); | ||
#endif | ||
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v2p_shadow_tc0 = O.tc0; | ||
gl_Position = O.hpos; | ||
} |
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out gl_PerVertex { vec4 gl_Position; }; | ||
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struct a2v | ||
{ | ||
// float4 tc0; // TEXCOORD0; // Texture coordinates | ||
float4 P; // POSITION; // Object-space position | ||
}; | ||
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layout(location = POSITION) in float4 v_shadow_P ; // POSITION; // Object-space position | ||
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v2p_shadow_direct _main ( a2v I ); | ||
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void main() | ||
{ | ||
a2v I; | ||
I.P = v_shadow_P; | ||
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v2p_shadow_direct O = _main (I); | ||
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gl_Position = O.HPos; | ||
} |
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out gl_PerVertex { vec4 gl_Position; }; | ||
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struct a2v | ||
{ | ||
float4 P ; // POSITION; // Object-space position | ||
int2 tc0 ; // TEXCOORD0; // Texture coordinates | ||
}; | ||
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layout(location = NORMAL) in float4 v_static_Nh ; // NORMAL; // (nx,ny,nz,hemi occlusion) | ||
layout(location = TANGENT) in float4 v_static_T ; // TANGENT; // tangent | ||
layout(location = BINORMAL) in float4 v_static_B ; // BINORMAL; // binormal | ||
layout(location = TEXCOORD0) in int2 v_static_tc ; // TEXCOORD0; // (u,v) | ||
#ifdef USE_LM_HEMI | ||
layout(location = TEXCOORD1) in int2 v_static_lmh ; // TEXCOORD1; // (lmu,lmv) | ||
#endif | ||
layout(location = POSITION) in float4 v_static_P ; // POSITION; // (float,float,float,1) | ||
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layout(location = TEXCOORD1) out float2 v2p_shadow_tc0 ; // TEXCOORD1; // Diffuse map for aref | ||
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v2p_shadow_direct_aref _main ( v_static I ); | ||
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void main() | ||
{ | ||
v_static I; | ||
I.Nh = v_static_Nh; | ||
I.T = v_static_T; | ||
I.B = v_static_B; | ||
I.tc = v_static_tc; | ||
#ifdef USE_LM_HEMI | ||
I.lmh = v_static_lmh; | ||
#endif | ||
I.P = v_static_P; | ||
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v2p_shadow_direct_aref O = _main (I); | ||
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v2p_shadow_tc0 = O.tc0; | ||
gl_Position = O.HPos; | ||
} |
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out gl_PerVertex { vec4 gl_Position; }; | ||
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layout(location = POSITION) in float4 v_tree_P ; // POSITION; // (float,float,float,1) | ||
layout(location = NORMAL) in float4 v_tree_Nh ; // NORMAL; // (nx,ny,nz) | ||
layout(location = TANGENT) in float3 v_tree_T ; // TANGENT; // tangent | ||
layout(location = BINORMAL) in float3 v_tree_B ; // BINORMAL; // binormal | ||
layout(location = TEXCOORD0) in int4 v_tree_tc ; // TEXCOORD0; // (u,v,frac,???) | ||
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#if defined(USE_R2_STATIC_SUN) && !defined(USE_LM_HEMI) | ||
layout(location = TEXCOORD0) out float4 v2p_flat_tcdh ; // TEXCOORD0; // Texture coordinates, w=sun_occlusion | ||
#else | ||
layout(location = TEXCOORD0) out float2 v2p_flat_tcdh ; // TEXCOORD0; // Texture coordinates | ||
#endif | ||
layout(location = TEXCOORD1) out float4 v2p_flat_position; // TEXCOORD1; // position + hemi | ||
layout(location = TEXCOORD2) out float3 v2p_flat_N ; // TEXCOORD2; // Eye-space normal (for lighting) | ||
#ifdef USE_TDETAIL | ||
layout(location = TEXCOORD3) out float2 v2p_flat_tcdbump; // TEXCOORD3; // d-bump | ||
#endif | ||
#ifdef USE_LM_HEMI | ||
layout(location = TEXCOORD4) out float2 v2p_flat_lmh ; // TEXCOORD4; // lm-hemi | ||
#endif | ||
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#ifdef USE_AREF | ||
v2p_shadow_direct_aref _main ( v_shadow_direct_aref I ); | ||
#else // USE_AREF | ||
v2p_shadow_direct _main ( v_shadow_direct I ); | ||
#endif // USE_AREF | ||
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void main() | ||
{ | ||
v_tree I; | ||
I.P = v_tree_P; | ||
I.Nh = v_tree_Nh; | ||
I.T = v_tree_T; | ||
I.B = v_tree_B; | ||
I.tc = v_tree_tc; | ||
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#ifdef USE_AREF | ||
v2p_shadow_direct_aref O = _main (I); | ||
v2p_shadow_tc0 = O.tc0; | ||
#else // USE_AREF | ||
v2p_shadow_direct O = _main (I); | ||
#endif // USE_AREF | ||
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gl_Position = O.hpos; | ||
} |
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#include "common.h" | ||
#include "iostructs\v_shadow.h" | ||
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////////////////////////////////////////////////////////////////////////////////////////// | ||
// Vertex | ||
v2p_shadow_direct _main ( a2v I ) | ||
{ | ||
v2p_shadow_direct O; | ||
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O.hpos = mul (m_WVP, I.P ); | ||
#ifndef USE_HWSMAP | ||
O.depth = O.hpos.z; | ||
#endif | ||
return O; | ||
} |
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#include "common.h" | ||
#include "iostructs\v_shadow_aref.h" | ||
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////////////////////////////////////////////////////////////////////////////////////////// | ||
// Vertex | ||
v2p_shadow_direct_aref _main ( v_static I ) | ||
{ | ||
v2p_shadow_direct_aref O; | ||
O.hpos = mul (m_WVP, I.P ); | ||
O.tc0 = unpack_tc_base (I.tc,I.T.w,I.B.w ); // copy tc | ||
#ifndef USE_HWSMAP | ||
O.depth = O.hpos.z; | ||
#endif | ||
return O; | ||
} |
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#include "common.h" | ||
#include "skin.h" | ||
#include "iostructs\v_model_shadow.h" | ||
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////////////////////////////////////////////////////////////////////////////////////////// | ||
// Vertex | ||
v2p_shadow_direct _main( v_model I ) | ||
{ | ||
v2p_shadow_direct O ; | ||
float4 hpos = mul( m_WVP, I.P ); | ||
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O.hpos = hpos; | ||
#ifndef USE_HWSMAP | ||
O.depth = O.hpos.z; | ||
#endif | ||
return O ; | ||
} |
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#include "common.h" | ||
#include "skin.h" | ||
#include "iostructs\v_model_shadow_aref.h" | ||
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////////////////////////////////////////////////////////////////////////////////////////// | ||
// Vertex | ||
v2p_shadow_direct_aref _main( v_model I ) | ||
{ | ||
v2p_shadow_direct_aref O; | ||
float4 hpos = mul (m_WVP, I.P ); | ||
O.hpos = hpos; | ||
O.tc0 = I.tc; | ||
#ifndef USE_HWSMAP | ||
O.depth = O.hpos.z; | ||
#endif | ||
return O; | ||
} |
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