diff --git a/res/gamedata/shaders/gl/iostructs/v_model_bump.h b/res/gamedata/shaders/gl/iostructs/v_model_bump.h index bafea303289..206d6f0061f 100644 --- a/res/gamedata/shaders/gl/iostructs/v_model_bump.h +++ b/res/gamedata/shaders/gl/iostructs/v_model_bump.h @@ -14,12 +14,10 @@ layout(location = BINORMAL) in float4 v_model_B ; // BINORMAL; // (nx,ny,nz,w 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) +#if defined(SKIN_2) || defined(SKIN_3) +layout(location = TEXCOORD0) in float4 v_model_tc ; // TEXCOORD0; // (u,v) #else -layout(location = TEXCOORD0) in int2 v_model_tc ; // TEXCOORD0; // (u,v) +layout(location = TEXCOORD0) in float2 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) diff --git a/res/gamedata/shaders/gl/iostructs/v_model_def.h b/res/gamedata/shaders/gl/iostructs/v_model_def.h index d337aa2bb15..3d1eedd0e07 100644 --- a/res/gamedata/shaders/gl/iostructs/v_model_def.h +++ b/res/gamedata/shaders/gl/iostructs/v_model_def.h @@ -22,12 +22,10 @@ layout(location = BINORMAL) in float4 v_model_B ; // BINORMAL; // (nx,ny,nz,w 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) +#if defined(SKIN_2) || defined(SKIN_3) +layout(location = TEXCOORD0) in float4 v_model_tc ; // TEXCOORD0; // (u,v) #else -layout(location = TEXCOORD0) in int2 v_model_tc ; // TEXCOORD0; // (u,v) +layout(location = TEXCOORD0) in float2 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) diff --git a/res/gamedata/shaders/gl/iostructs/v_model_distort.h b/res/gamedata/shaders/gl/iostructs/v_model_distort.h index 52417c73376..28507b23fdd 100644 --- a/res/gamedata/shaders/gl/iostructs/v_model_distort.h +++ b/res/gamedata/shaders/gl/iostructs/v_model_distort.h @@ -25,12 +25,10 @@ layout(location = BINORMAL) in float4 v_model_B ; // BINORMAL; // (nx,ny,nz,w 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) +#if defined(SKIN_2) || defined(SKIN_3) +layout(location = TEXCOORD0) in float4 v_model_tc ; // TEXCOORD0; // (u,v) #else -layout(location = TEXCOORD0) in int2 v_model_tc ; // TEXCOORD0; // (u,v) +layout(location = TEXCOORD0) in float2 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) diff --git a/res/gamedata/shaders/gl/iostructs/v_model_flat.h b/res/gamedata/shaders/gl/iostructs/v_model_flat.h index 49f494034bc..70ceedb32d7 100644 --- a/res/gamedata/shaders/gl/iostructs/v_model_flat.h +++ b/res/gamedata/shaders/gl/iostructs/v_model_flat.h @@ -14,12 +14,10 @@ layout(location = BINORMAL) in float4 v_model_B ; // BINORMAL; // (nx,ny,nz,w 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) +#if defined(SKIN_2) || defined(SKIN_3) +layout(location = TEXCOORD0) in float4 v_model_tc ; // TEXCOORD0; // (u,v) #else -layout(location = TEXCOORD0) in int2 v_model_tc ; // TEXCOORD0; // (u,v) +layout(location = TEXCOORD0) in float2 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) diff --git a/res/gamedata/shaders/gl/iostructs/v_model_shadow.h b/res/gamedata/shaders/gl/iostructs/v_model_shadow.h index 3ddb8a234dd..50e8f20f7d3 100644 --- a/res/gamedata/shaders/gl/iostructs/v_model_shadow.h +++ b/res/gamedata/shaders/gl/iostructs/v_model_shadow.h @@ -14,12 +14,10 @@ layout(location = BINORMAL) in float4 v_model_B ; // BINORMAL; // (nx,ny,nz,w 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) +#if defined(SKIN_2) || defined(SKIN_3) +layout(location = TEXCOORD0) in float4 v_model_tc ; // TEXCOORD0; // (u,v) #else -layout(location = TEXCOORD0) in int2 v_model_tc ; // TEXCOORD0; // (u,v) +layout(location = TEXCOORD0) in float2 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) diff --git a/res/gamedata/shaders/gl/iostructs/v_model_shadow_aref.h b/res/gamedata/shaders/gl/iostructs/v_model_shadow_aref.h index fa8cd102dfe..65cb2e414b8 100644 --- a/res/gamedata/shaders/gl/iostructs/v_model_shadow_aref.h +++ b/res/gamedata/shaders/gl/iostructs/v_model_shadow_aref.h @@ -14,12 +14,10 @@ layout(location = BINORMAL) in float4 v_model_B ; // BINORMAL; // (nx,ny,nz,w 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) +#if defined(SKIN_2) || defined(SKIN_3) +layout(location = TEXCOORD0) in float4 v_model_tc ; // TEXCOORD0; // (u,v) #else -layout(location = TEXCOORD0) in int2 v_model_tc ; // TEXCOORD0; // (u,v) +layout(location = TEXCOORD0) in float2 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) diff --git a/res/gamedata/shaders/gl/iostructs/v_shadow_aref.h b/res/gamedata/shaders/gl/iostructs/v_shadow_aref.h index 0258f92bb8f..ba5d780d1ed 100644 --- a/res/gamedata/shaders/gl/iostructs/v_shadow_aref.h +++ b/res/gamedata/shaders/gl/iostructs/v_shadow_aref.h @@ -4,15 +4,15 @@ out gl_PerVertex { vec4 gl_Position; }; struct a2v { float4 P ; // POSITION; // Object-space position - int2 tc0 ; // TEXCOORD0; // Texture coordinates + float2 tc0 ; // TEXCOORD0; // Texture coordinates }; 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) +layout(location = TEXCOORD0) in float2 v_static_tc ; // TEXCOORD0; // (u,v) #ifdef USE_LM_HEMI -layout(location = TEXCOORD1) in int2 v_static_lmh ; // TEXCOORD1; // (lmu,lmv) +layout(location = TEXCOORD1) in float2 v_static_lmh ; // TEXCOORD1; // (lmu,lmv) #endif layout(location = POSITION) in float4 v_static_P ; // POSITION; // (float,float,float,1) diff --git a/res/gamedata/shaders/gl/iostructs/v_static_bump.h b/res/gamedata/shaders/gl/iostructs/v_static_bump.h index 590b63edfb9..913413d46d2 100644 --- a/res/gamedata/shaders/gl/iostructs/v_static_bump.h +++ b/res/gamedata/shaders/gl/iostructs/v_static_bump.h @@ -10,9 +10,9 @@ out gl_PerVertex { vec4 gl_Position; }; 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) +layout(location = TEXCOORD0) in float2 v_static_tc ; // TEXCOORD0; // (u,v) #ifdef USE_LM_HEMI -layout(location = TEXCOORD1) in int2 v_static_lmh ; // TEXCOORD1; // (lmu,lmv) +layout(location = TEXCOORD1) in float2 v_static_lmh ; // TEXCOORD1; // (lmu,lmv) #endif #if defined(USE_R2_STATIC_SUN) && !defined(USE_LM_HEMI) layout(location = COLOR0) in float4 v_static_color ; // COLOR0; // (r,g,b,dir-occlusion) // Swizzle before use!!! diff --git a/res/gamedata/shaders/gl/iostructs/v_static_flat.h b/res/gamedata/shaders/gl/iostructs/v_static_flat.h index 4407386090f..c28db4565d3 100644 --- a/res/gamedata/shaders/gl/iostructs/v_static_flat.h +++ b/res/gamedata/shaders/gl/iostructs/v_static_flat.h @@ -10,9 +10,9 @@ out gl_PerVertex { vec4 gl_Position; }; 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) +layout(location = TEXCOORD0) in float2 v_static_tc ; // TEXCOORD0; // (u,v) #ifdef USE_LM_HEMI -layout(location = TEXCOORD1) in int2 v_static_lmh ; // TEXCOORD1; // (lmu,lmv) +layout(location = TEXCOORD1) in float2 v_static_lmh ; // TEXCOORD1; // (lmu,lmv) #endif #if defined(USE_R2_STATIC_SUN) && !defined(USE_LM_HEMI) layout(location = COLOR0) in float4 v_static_color ; // COLOR0; // (r,g,b,dir-occlusion) // Swizzle before use!!! diff --git a/res/gamedata/shaders/gl/skin.h b/res/gamedata/shaders/gl/skin.h index 20fd5d181ec..bdc4fab96c4 100644 --- a/res/gamedata/shaders/gl/skin.h +++ b/res/gamedata/shaders/gl/skin.h @@ -9,7 +9,7 @@ struct v_model_skinned_0 float3 N ; // NORMAL; // normal // DWORD float3 T ; // TANGENT; // tangent // DWORD float3 B ; // BINORMAL; // binormal // DWORD - int2 tc ; // TEXCOORD0;// (u,v) // short2 + float2 tc ; // TEXCOORD0;// (u,v) // short2 }; struct v_model_skinned_1 // 24 bytes { @@ -17,7 +17,7 @@ struct v_model_skinned_1 // 24 bytes float4 N ; // NORMAL; // (nx,ny,nz,index) // DWORD float3 T ; // TANGENT; // tangent // DWORD float3 B ; // BINORMAL; // binormal // DWORD - int2 tc ; // TEXCOORD0;// (u,v) // short2 + float2 tc ; // TEXCOORD0;// (u,v) // short2 }; struct v_model_skinned_2 // 28 bytes { @@ -25,7 +25,7 @@ struct v_model_skinned_2 // 28 bytes float4 N ; // NORMAL; // (nx,ny,nz,weight) // DWORD float3 T ; // TANGENT; // tangent // DWORD float3 B ; // BINORMAL; // binormal // DWORD - int4 tc ; // TEXCOORD0; // (u,v, w=m-index0, z=m-index1) // short4 + float4 tc ; // TEXCOORD0; // (u,v, w=m-index0, z=m-index1) // short4 }; struct v_model_skinned_3 // 28 bytes @@ -34,7 +34,7 @@ struct v_model_skinned_3 // 28 bytes float4 N ; // NORMAL; // (nx,ny,nz,weight0) // DWORD float4 T ; // TANGENT; // (tx,ty,tz,weight1) // DWORD float4 B ; // BINORMAL; // (bx,by,bz,m-index2) // DWORD - int4 tc ; // TEXCOORD0; // (u,v, w=m-index0, z=m-index1) // short4 + float4 tc ; // TEXCOORD0; // (u,v, w=m-index0, z=m-index1) // short4 }; struct v_model_skinned_4 // 28 bytes @@ -43,7 +43,7 @@ struct v_model_skinned_4 // 28 bytes float4 N ; // NORMAL; // (nx,ny,nz,weight0) // DWORD float4 T ; // TANGENT; // (tx,ty,tz,weight1) // DWORD float4 B ; // BINORMAL; // (bx,by,bz,weight2) // DWORD - int2 tc ; // TEXCOORD0;// (u,v) // short2 + float2 tc ; // TEXCOORD0;// (u,v) // short2 float4 ind ; // TEXCOORD1;// (x=m-index0, y=m-index1, z=m-index2, w=m-index3) // DWORD };