Merge branch 'future' of https://github.com/Shyotl/SingularityViewer into renderer32

This commit is contained in:
Siana Gearz
2011-12-01 16:51:43 +01:00
120 changed files with 298 additions and 251 deletions

View File

@@ -7,7 +7,7 @@
attribute vec4 weight; //1
ATTRIBUTE vec4 weight; //1
uniform vec4 matrixPalette[45];

View File

@@ -7,7 +7,7 @@
attribute vec4 object_weight;
ATTRIBUTE vec4 object_weight;
uniform mat4 matrixPalette[32];

View File

@@ -20,11 +20,11 @@ uniform vec2 screen_res;
vec3 atmosLighting(vec3 light);
vec3 scaleSoftClip(vec3 light);
varying vec3 vary_ambient;
varying vec3 vary_directional;
varying vec3 vary_fragcoord;
varying vec3 vary_position;
varying vec3 vary_pointlight_col;
VARYING vec3 vary_ambient;
VARYING vec3 vary_directional;
VARYING vec3 vary_fragcoord;
VARYING vec3 vary_position;
VARYING vec3 vary_pointlight_col;
uniform mat4 inv_proj;

View File

@@ -20,11 +20,11 @@ uniform vec2 screen_res;
vec3 atmosLighting(vec3 light);
vec3 scaleSoftClip(vec3 light);
varying vec3 vary_ambient;
varying vec3 vary_directional;
varying vec3 vary_fragcoord;
varying vec3 vary_position;
varying vec3 vary_pointlight_col;
VARYING vec3 vary_ambient;
VARYING vec3 vary_directional;
VARYING vec3 vary_fragcoord;
VARYING vec3 vary_position;
VARYING vec3 vary_pointlight_col;
uniform mat4 inv_proj;

View File

@@ -18,12 +18,12 @@ vec3 atmosAffectDirectionalLight(float lightIntensity);
vec3 scaleDownLight(vec3 light);
vec3 scaleUpLight(vec3 light);
varying vec3 vary_position;
varying vec3 vary_ambient;
varying vec3 vary_directional;
varying vec3 vary_normal;
varying vec3 vary_fragcoord;
varying vec3 vary_pointlight_col;
VARYING vec3 vary_position;
VARYING vec3 vary_ambient;
VARYING vec3 vary_directional;
VARYING vec3 vary_normal;
VARYING vec3 vary_fragcoord;
VARYING vec3 vary_pointlight_col;
uniform float near_clip;

View File

@@ -17,13 +17,13 @@ vec3 atmosAffectDirectionalLight(float lightIntensity);
vec3 scaleDownLight(vec3 light);
vec3 scaleUpLight(vec3 light);
varying vec3 vary_ambient;
varying vec3 vary_directional;
varying vec3 vary_fragcoord;
varying vec3 vary_position;
varying vec3 vary_light;
varying vec3 vary_pointlight_col;
varying float vary_texture_index;
VARYING vec3 vary_ambient;
VARYING vec3 vary_directional;
VARYING vec3 vary_fragcoord;
VARYING vec3 vary_position;
VARYING vec3 vary_light;
VARYING vec3 vary_pointlight_col;
VARYING float vary_texture_index;
uniform float near_clip;
uniform float shadow_offset;

View File

@@ -19,11 +19,11 @@ vec3 atmosAffectDirectionalLight(float lightIntensity);
vec3 scaleDownLight(vec3 light);
vec3 scaleUpLight(vec3 light);
varying vec3 vary_position;
varying vec3 vary_ambient;
varying vec3 vary_directional;
varying vec3 vary_fragcoord;
varying vec3 vary_pointlight_col;
VARYING vec3 vary_position;
VARYING vec3 vary_ambient;
VARYING vec3 vary_directional;
VARYING vec3 vary_fragcoord;
VARYING vec3 vary_pointlight_col;
uniform float near_clip;

View File

@@ -9,7 +9,7 @@
uniform sampler2D diffuseMap;
varying vec3 vary_normal;
VARYING vec3 vary_normal;
void main()
{

View File

@@ -9,7 +9,7 @@
uniform sampler2D diffuseMap;
varying vec4 post_pos;
VARYING vec4 post_pos;
void main()
{

View File

@@ -9,9 +9,9 @@
mat4 getSkinnedTransform();
attribute vec4 weight;
ATTRIBUTE vec4 weight;
varying vec4 post_pos;
VARYING vec4 post_pos;
void main()
{

View File

@@ -9,9 +9,9 @@
mat4 getSkinnedTransform();
attribute vec4 weight;
ATTRIBUTE vec4 weight;
varying vec3 vary_normal;
VARYING vec3 vary_normal;
void main()
{

View File

@@ -19,7 +19,7 @@ uniform vec2 delta;
uniform vec3 kern[4];
uniform float kern_scale;
varying vec2 vary_fragcoord;
VARYING vec2 vary_fragcoord;
uniform mat4 inv_proj;
uniform vec2 screen_res;

View File

@@ -7,7 +7,7 @@
varying vec2 vary_fragcoord;
VARYING vec2 vary_fragcoord;
uniform vec2 screen_res;
void main()

View File

@@ -10,9 +10,9 @@
uniform sampler2D diffuseMap;
uniform sampler2D bumpMap;
varying vec3 vary_mat0;
varying vec3 vary_mat1;
varying vec3 vary_mat2;
VARYING vec3 vary_mat0;
VARYING vec3 vary_mat1;
VARYING vec3 vary_mat2;
void main()
{

View File

@@ -7,9 +7,9 @@
varying vec3 vary_mat0;
varying vec3 vary_mat1;
varying vec3 vary_mat2;
VARYING vec3 vary_mat0;
VARYING vec3 vary_mat1;
VARYING vec3 vary_mat2;
mat4 getObjectSkinnedTransform();

View File

@@ -7,9 +7,9 @@
varying vec3 vary_mat0;
varying vec3 vary_mat1;
varying vec3 vary_mat2;
VARYING vec3 vary_mat0;
VARYING vec3 vary_mat1;
VARYING vec3 vary_mat2;
void main()
{

View File

@@ -11,9 +11,9 @@
// The fragment shader for the sky
/////////////////////////////////////////////////////////////////////////
varying vec4 vary_CloudColorSun;
varying vec4 vary_CloudColorAmbient;
varying float vary_CloudDensity;
VARYING vec4 vary_CloudColorSun;
VARYING vec4 vary_CloudColorAmbient;
VARYING float vary_CloudDensity;
uniform sampler2D cloud_noise_texture;
uniform vec4 cloud_pos_density1;

View File

@@ -12,9 +12,9 @@
///////////////////////////////////////////////////////////////////////////////
// Output parameters
varying vec4 vary_CloudColorSun;
varying vec4 vary_CloudColorAmbient;
varying float vary_CloudDensity;
VARYING vec4 vary_CloudColorSun;
VARYING vec4 vary_CloudColorAmbient;
VARYING float vary_CloudDensity;
// Inputs
uniform vec3 camPosLocal;

View File

@@ -10,7 +10,7 @@ uniform float minimum_alpha;
uniform sampler2D diffuseMap;
varying vec3 vary_normal;
VARYING vec3 vary_normal;
void main()
{

View File

@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
varying vec3 vary_normal;
VARYING vec3 vary_normal;
uniform float minimum_alpha;

View File

@@ -9,7 +9,7 @@
uniform sampler2D diffuseMap;
varying vec3 vary_normal;
VARYING vec3 vary_normal;
void main()
{

View File

@@ -5,7 +5,7 @@
* $/LicenseInfo$
*/
varying vec3 vary_normal;
VARYING vec3 vary_normal;
void main()
{

View File

@@ -7,7 +7,7 @@
varying vec3 vary_normal;
VARYING vec3 vary_normal;
mat4 getObjectSkinnedTransform();

View File

@@ -7,8 +7,8 @@
varying vec3 vary_normal;
varying float vary_texture_index;
VARYING vec3 vary_normal;
VARYING float vary_texture_index;
void main()
{

View File

@@ -14,7 +14,7 @@ vec3 atmosAffectDirectionalLight(float lightIntensity);
vec3 scaleDownLight(vec3 light);
vec3 scaleUpLight(vec3 light);
varying float vary_texture_index;
VARYING float vary_texture_index;
void main()
{

View File

@@ -20,7 +20,7 @@ uniform sampler2D depthGIMap;
uniform sampler2D lightFunc;
// Inputs
varying vec2 vary_fragcoord;
VARYING vec2 vary_fragcoord;
uniform vec2 screen_res;

View File

@@ -7,7 +7,7 @@
varying vec2 vary_fragcoord;
VARYING vec2 vary_fragcoord;
uniform vec2 screen_res;

View File

@@ -9,7 +9,7 @@
uniform sampler2DRect diffuseMap;
varying vec2 vary_fragcoord;
VARYING vec2 vary_fragcoord;
void main()
{

View File

@@ -8,7 +8,7 @@
varying vec2 vary_fragcoord;
VARYING vec2 vary_fragcoord;
uniform vec2 screen_res;

View File

@@ -27,7 +27,7 @@ uniform int light_count;
uniform vec4 light[MAX_LIGHT_COUNT];
uniform vec4 light_col[MAX_LIGHT_COUNT];
varying vec4 vary_fragcoord;
VARYING vec4 vary_fragcoord;
uniform vec2 screen_res;
uniform float far_z;

View File

@@ -7,7 +7,7 @@
varying vec4 vary_fragcoord;
VARYING vec4 vary_fragcoord;
void main()
{

View File

@@ -37,9 +37,9 @@ uniform float sun_wash;
uniform int proj_shadow_idx;
uniform float shadow_fade;
varying vec4 vary_light;
VARYING vec4 vary_light;
varying vec4 vary_fragcoord;
VARYING vec4 vary_fragcoord;
uniform vec2 screen_res;
uniform mat4 inv_proj;

View File

@@ -20,9 +20,9 @@ uniform sampler2DRect depthMap;
uniform vec3 env_mat[3];
uniform float sun_wash;
varying vec4 vary_light;
VARYING vec4 vary_light;
varying vec4 vary_fragcoord;
VARYING vec4 vary_fragcoord;
uniform vec2 screen_res;
uniform mat4 inv_proj;

View File

@@ -7,8 +7,8 @@
varying vec4 vary_light;
varying vec4 vary_fragcoord;
VARYING vec4 vary_light;
VARYING vec4 vary_fragcoord;
void main()
{

View File

@@ -25,7 +25,7 @@ uniform float magnification;
uniform mat4 inv_proj;
uniform vec2 screen_res;
varying vec2 vary_fragcoord;
VARYING vec2 vary_fragcoord;
float getDepth(vec2 pos_screen)
{

View File

@@ -13,7 +13,7 @@ uniform sampler2DRect diffuseRect;
uniform sampler2D bloomMap;
uniform vec2 screen_res;
varying vec2 vary_fragcoord;
VARYING vec2 vary_fragcoord;
void main()
{

View File

@@ -7,7 +7,7 @@
varying vec2 vary_fragcoord;
VARYING vec2 vary_fragcoord;
uniform vec2 screen_res;
void main()

View File

@@ -20,7 +20,7 @@ uniform int kern_length;
uniform float kern_scale;
uniform vec3 blur_quad;
varying vec2 vary_fragcoord;
VARYING vec2 vary_fragcoord;
uniform mat4 inv_proj;
uniform vec2 screen_res;

View File

@@ -7,7 +7,7 @@
varying vec2 vary_fragcoord;
VARYING vec2 vary_fragcoord;
uniform vec2 screen_res;
void main()

View File

@@ -9,7 +9,7 @@ uniform float minimum_alpha;
uniform sampler2D diffuseMap;
varying vec4 post_pos;
VARYING vec4 post_pos;
void main()
{

View File

@@ -7,7 +7,7 @@
varying vec4 post_pos;
VARYING vec4 post_pos;
void main()
{

View File

@@ -7,7 +7,7 @@
varying vec4 post_pos;
VARYING vec4 post_pos;
void main()
{

View File

@@ -7,7 +7,7 @@
varying vec4 post_pos;
VARYING vec4 post_pos;
void main()
{

View File

@@ -11,7 +11,7 @@
// The fragment shader for the sky
/////////////////////////////////////////////////////////////////////////
varying vec4 vary_HazeColor;
VARYING vec4 vary_HazeColor;
uniform sampler2D cloud_noise_texture;
uniform vec4 gamma;

View File

@@ -12,7 +12,7 @@
///////////////////////////////////////////////////////////////////////////////
// Output parameters
varying vec4 vary_HazeColor;
VARYING vec4 vary_HazeColor;
// Inputs
uniform vec3 camPosLocal;

View File

@@ -45,8 +45,8 @@ uniform vec3 env_mat[3];
//uniform vec4 shadow_clip;
uniform mat3 ssao_effect_mat;
varying vec4 vary_light;
varying vec2 vary_fragcoord;
VARYING vec4 vary_light;
VARYING vec2 vary_fragcoord;
vec3 vary_PositionEye;

View File

@@ -40,8 +40,8 @@ uniform vec3 env_mat[3];
//uniform vec4 shadow_clip;
uniform mat3 ssao_effect_mat;
varying vec4 vary_light;
varying vec2 vary_fragcoord;
VARYING vec4 vary_light;
VARYING vec2 vary_fragcoord;
vec3 vary_PositionEye;

View File

@@ -9,8 +9,8 @@
uniform vec2 screen_res;
varying vec4 vary_light;
varying vec2 vary_fragcoord;
VARYING vec4 vary_light;
VARYING vec2 vary_fragcoord;
void main()
{
//transform vertex

View File

@@ -32,9 +32,9 @@ uniform float far_clip;
uniform vec3 proj_origin; //origin of projection to be used for angular attenuation
uniform float sun_wash;
varying vec4 vary_light;
VARYING vec4 vary_light;
varying vec4 vary_fragcoord;
VARYING vec4 vary_fragcoord;
uniform vec2 screen_res;
uniform mat4 inv_proj;

View File

@@ -24,8 +24,8 @@ uniform float ssao_max_radius;
uniform float ssao_factor;
uniform float ssao_factor_inv;
varying vec2 vary_fragcoord;
varying vec4 vary_light;
VARYING vec2 vary_fragcoord;
VARYING vec4 vary_light;
uniform mat4 inv_proj;
uniform vec2 screen_res;

View File

@@ -7,8 +7,8 @@
varying vec4 vary_light;
varying vec2 vary_fragcoord;
VARYING vec4 vary_light;
VARYING vec2 vary_fragcoord;
uniform vec2 screen_res;

View File

@@ -13,7 +13,7 @@ uniform sampler2D detail_2;
uniform sampler2D detail_3;
uniform sampler2D alpha_ramp;
varying vec3 vary_normal;
VARYING vec3 vary_normal;
void main()
{

View File

@@ -7,7 +7,7 @@
varying vec3 vary_normal;
VARYING vec3 vary_normal;
vec4 texgen_object(vec4 vpos, vec4 tc, mat4 mat, vec4 tp0, vec4 tp1)
{

View File

@@ -9,7 +9,7 @@
uniform sampler2D diffuseMap;
varying vec3 vary_normal;
VARYING vec3 vary_normal;
void main()
{

View File

@@ -7,7 +7,7 @@
varying vec3 vary_normal;
VARYING vec3 vary_normal;
void main()
{

View File

@@ -40,10 +40,10 @@ uniform vec2 screen_res;
uniform mat4 norm_mat; //region space to screen space
//bigWave is (refCoord.w, view.w);
varying vec4 refCoord;
varying vec4 littleWave;
varying vec4 view;
varying vec4 vary_position;
VARYING vec4 refCoord;
VARYING vec4 littleWave;
VARYING vec4 view;
VARYING vec4 vary_position;
void main()
{

View File

@@ -15,11 +15,11 @@ uniform float time;
uniform vec3 eyeVec;
uniform float waterHeight;
varying vec4 refCoord;
varying vec4 littleWave;
varying vec4 view;
VARYING vec4 refCoord;
VARYING vec4 littleWave;
VARYING vec4 view;
varying vec4 vary_position;
VARYING vec4 vary_position;
float wave(vec2 v, float t, float f, vec2 d, float s)
{

View File

@@ -15,9 +15,9 @@ uniform float refScale;
uniform vec4 waterFogColor;
//bigWave is (refCoord.w, view.w);
varying vec4 refCoord;
varying vec4 littleWave;
varying vec4 view;
VARYING vec4 refCoord;
VARYING vec4 littleWave;
VARYING vec4 view;
void main()
{

View File

@@ -32,9 +32,9 @@ uniform float blurMultiplier;
uniform vec4 fogCol;
//bigWave is (refCoord.w, view.w);
varying vec4 refCoord;
varying vec4 littleWave;
varying vec4 view;
VARYING vec4 refCoord;
VARYING vec4 littleWave;
VARYING vec4 view;
void main()
{

View File

@@ -15,9 +15,9 @@ uniform float time;
uniform vec3 eyeVec;
uniform float waterHeight;
varying vec4 refCoord;
varying vec4 littleWave;
varying vec4 view;
VARYING vec4 refCoord;
VARYING vec4 littleWave;
VARYING vec4 view;
float wave(vec2 v, float t, float f, vec2 d, float s)
{

View File

@@ -7,7 +7,7 @@
varying vec3 vary_PositionEye;
VARYING vec3 vary_PositionEye;
vec3 getPositionEye()
{

View File

@@ -7,7 +7,7 @@
varying vec3 vary_PositionEye;
VARYING vec3 vary_PositionEye;
vec3 getPositionEye()

View File

@@ -23,11 +23,11 @@ uniform vec2 shadow_res;
vec3 atmosLighting(vec3 light);
vec3 scaleSoftClip(vec3 light);
varying vec3 vary_ambient;
varying vec3 vary_directional;
varying vec3 vary_fragcoord;
varying vec3 vary_position;
varying vec3 vary_pointlight_col;
VARYING vec3 vary_ambient;
VARYING vec3 vary_directional;
VARYING vec3 vary_fragcoord;
VARYING vec3 vary_position;
VARYING vec3 vary_pointlight_col;
uniform float shadow_bias;

View File

@@ -24,11 +24,11 @@ uniform vec2 shadow_res;
vec3 atmosLighting(vec3 light);
vec3 scaleSoftClip(vec3 light);
varying vec3 vary_ambient;
varying vec3 vary_directional;
varying vec3 vary_fragcoord;
varying vec3 vary_position;
varying vec3 vary_pointlight_col;
VARYING vec3 vary_ambient;
VARYING vec3 vary_directional;
VARYING vec3 vary_fragcoord;
VARYING vec3 vary_position;
VARYING vec3 vary_pointlight_col;
uniform float shadow_bias;

View File

@@ -17,11 +17,11 @@ vec3 atmosAffectDirectionalLight(float lightIntensity);
vec3 scaleDownLight(vec3 light);
vec3 scaleUpLight(vec3 light);
varying vec3 vary_ambient;
varying vec3 vary_directional;
varying vec3 vary_fragcoord;
varying vec3 vary_position;
varying vec3 vary_pointlight_col;
VARYING vec3 vary_ambient;
VARYING vec3 vary_directional;
VARYING vec3 vary_fragcoord;
VARYING vec3 vary_position;
VARYING vec3 vary_pointlight_col;
uniform float near_clip;
uniform float shadow_offset;

View File

@@ -17,12 +17,12 @@ vec3 atmosAffectDirectionalLight(float lightIntensity);
vec3 scaleDownLight(vec3 light);
vec3 scaleUpLight(vec3 light);
varying vec3 vary_ambient;
varying vec3 vary_directional;
varying vec3 vary_fragcoord;
varying vec3 vary_position;
varying vec3 vary_pointlight_col;
varying float vary_texture_index;
VARYING vec3 vary_ambient;
VARYING vec3 vary_directional;
VARYING vec3 vary_fragcoord;
VARYING vec3 vary_position;
VARYING vec3 vary_pointlight_col;
VARYING float vary_texture_index;
uniform float near_clip;
uniform float shadow_offset;

View File

@@ -19,11 +19,11 @@ vec3 atmosAffectDirectionalLight(float lightIntensity);
vec3 scaleDownLight(vec3 light);
vec3 scaleUpLight(vec3 light);
varying vec3 vary_position;
varying vec3 vary_ambient;
varying vec3 vary_directional;
varying vec3 vary_fragcoord;
varying vec3 vary_pointlight_col;
VARYING vec3 vary_position;
VARYING vec3 vary_ambient;
VARYING vec3 vary_directional;
VARYING vec3 vary_fragcoord;
VARYING vec3 vary_pointlight_col;
uniform float near_clip;
uniform float shadow_offset;

View File

@@ -12,7 +12,7 @@
uniform sampler2DRect depthMap;
uniform sampler2DRect normalMap;
varying vec2 vary_fragcoord;
VARYING vec2 vary_fragcoord;
uniform float depth_cutoff;
uniform float norm_cutoff;

View File

@@ -7,7 +7,7 @@
varying vec2 vary_fragcoord;
VARYING vec2 vary_fragcoord;
uniform vec2 screen_res;
void main()

View File

@@ -36,9 +36,9 @@ uniform float sun_wash;
uniform int proj_shadow_idx;
uniform float shadow_fade;
varying vec4 vary_light;
VARYING vec4 vary_light;
varying vec4 vary_fragcoord;
VARYING vec4 vary_fragcoord;
uniform vec2 screen_res;
uniform mat4 inv_proj;

View File

@@ -47,8 +47,8 @@ uniform mat3 ssao_effect_mat;
uniform mat4 inv_proj;
uniform vec2 screen_res;
varying vec4 vary_light;
varying vec2 vary_fragcoord;
VARYING vec4 vary_light;
VARYING vec2 vary_fragcoord;
vec3 vary_PositionEye;

View File

@@ -9,8 +9,8 @@
uniform vec2 screen_res;
varying vec4 vary_light;
varying vec2 vary_fragcoord;
VARYING vec4 vary_light;
VARYING vec2 vary_fragcoord;
void main()
{
//transform vertex

View File

@@ -35,9 +35,9 @@ uniform float sun_wash;
uniform int proj_shadow_idx;
uniform float shadow_fade;
varying vec4 vary_light;
VARYING vec4 vary_light;
varying vec4 vary_fragcoord;
VARYING vec4 vary_fragcoord;
uniform vec2 screen_res;
uniform mat4 inv_proj;

View File

@@ -29,8 +29,8 @@ uniform float ssao_max_radius;
uniform float ssao_factor;
uniform float ssao_factor_inv;
varying vec2 vary_fragcoord;
varying vec4 vary_light;
VARYING vec2 vary_fragcoord;
VARYING vec4 vary_light;
uniform mat4 inv_proj;
uniform vec2 screen_res;

View File

@@ -29,8 +29,8 @@ uniform float ssao_max_radius;
uniform float ssao_factor;
uniform float ssao_factor_inv;
varying vec2 vary_fragcoord;
varying vec4 vary_light;
VARYING vec2 vary_fragcoord;
VARYING vec4 vary_light;
uniform mat4 inv_proj;
uniform vec2 screen_res;

View File

@@ -7,8 +7,8 @@
varying vec4 vary_light;
varying vec2 vary_fragcoord;
VARYING vec4 vary_light;
VARYING vec2 vary_fragcoord;
uniform vec2 screen_res;

View File

@@ -11,7 +11,7 @@
uniform sampler2DRect RenderTexture;
uniform float bloomStrength;
varying vec4 gl_TexCoord[gl_MaxTextureCoords];
VARYING vec4 gl_TexCoord[gl_MaxTextureCoords];
float blurWeights[4] = float[4](.05,.1,.2,.3);

View File

@@ -30,9 +30,9 @@ uniform float waterFogKS;
uniform vec2 screenRes;
//bigWave is (refCoord.w, view.w);
varying vec4 refCoord;
varying vec4 littleWave;
varying vec4 view;
VARYING vec4 refCoord;
VARYING vec4 littleWave;
VARYING vec4 view;
vec4 applyWaterFog(vec4 color, vec3 viewVec)
{

View File

@@ -29,9 +29,9 @@ uniform float blurMultiplier;
//bigWave is (refCoord.w, view.w);
varying vec4 refCoord;
varying vec4 littleWave;
varying vec4 view;
VARYING vec4 refCoord;
VARYING vec4 littleWave;
VARYING vec4 view;
void main()
{

View File

@@ -11,7 +11,7 @@ void calcAtmospherics(vec3 inPositionEye);
uniform vec4 origin;
varying float vary_texture_index;
VARYING float vary_texture_index;
void main()
{

View File

@@ -9,7 +9,7 @@
void calcAtmospherics(vec3 inPositionEye);
varying float vary_texture_index;
VARYING float vary_texture_index;
void main()
{

View File

@@ -11,7 +11,7 @@ vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
varying float vary_texture_index;
VARYING float vary_texture_index;
uniform vec4 origin;

View File

@@ -10,7 +10,7 @@
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
varying float vary_texture_index;
VARYING float vary_texture_index;
void main()
{

View File

@@ -7,7 +7,7 @@
// varying param funcs
// VARYING param funcs
void setSunlitColor(vec3 v);
void setAmblitColor(vec3 v);
void setAdditiveColor(vec3 v);
@@ -16,8 +16,8 @@ void setPositionEye(vec3 v);
vec3 getAdditiveColor();
//varying vec4 vary_CloudUVs;
//varying float vary_CloudDensity;
//VARYING vec4 vary_CloudUVs;
//VARYING float vary_CloudDensity;
// Inputs
uniform vec4 morphFactor;

View File

@@ -7,12 +7,12 @@
varying vec3 vary_PositionEye;
VARYING vec3 vary_PositionEye;
varying vec3 vary_SunlitColor;
varying vec3 vary_AmblitColor;
varying vec3 vary_AdditiveColor;
varying vec3 vary_AtmosAttenuation;
VARYING vec3 vary_SunlitColor;
VARYING vec3 vary_AmblitColor;
VARYING vec3 vary_AdditiveColor;
VARYING vec3 vary_AtmosAttenuation;
vec3 getPositionEye()
{

View File

@@ -7,12 +7,12 @@
varying vec3 vary_PositionEye;
VARYING vec3 vary_PositionEye;
varying vec3 vary_SunlitColor;
varying vec3 vary_AmblitColor;
varying vec3 vary_AdditiveColor;
varying vec3 vary_AtmosAttenuation;
VARYING vec3 vary_SunlitColor;
VARYING vec3 vary_AmblitColor;
VARYING vec3 vary_AdditiveColor;
VARYING vec3 vary_AtmosAttenuation;
vec3 getPositionEye()
{

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@@ -11,9 +11,9 @@
// The fragment shader for the sky
/////////////////////////////////////////////////////////////////////////
varying vec4 vary_CloudColorSun;
varying vec4 vary_CloudColorAmbient;
varying float vary_CloudDensity;
VARYING vec4 vary_CloudColorSun;
VARYING vec4 vary_CloudColorAmbient;
VARYING float vary_CloudDensity;
uniform sampler2D cloud_noise_texture;
uniform vec4 cloud_pos_density1;

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@@ -12,9 +12,9 @@
///////////////////////////////////////////////////////////////////////////////
// Output parameters
varying vec4 vary_CloudColorSun;
varying vec4 vary_CloudColorAmbient;
varying float vary_CloudDensity;
VARYING vec4 vary_CloudColorSun;
VARYING vec4 vary_CloudColorAmbient;
VARYING float vary_CloudDensity;
// Inputs
uniform vec3 camPosLocal;

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@@ -11,7 +11,7 @@
// The fragment shader for the sky
/////////////////////////////////////////////////////////////////////////
varying vec4 vary_HazeColor;
VARYING vec4 vary_HazeColor;
uniform sampler2D cloud_noise_texture;
uniform vec4 gamma;

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@@ -12,7 +12,7 @@
///////////////////////////////////////////////////////////////////////////////
// Output parameters
varying vec4 vary_HazeColor;
VARYING vec4 vary_HazeColor;
// Inputs
uniform vec3 camPosLocal;

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@@ -11,11 +11,11 @@ vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
mat4 getSkinnedTransform();
void calcAtmospherics(vec3 inPositionEye);
attribute vec4 clothing; //4
ATTRIBUTE vec4 clothing; //4
attribute vec4 gWindDir; //7
attribute vec4 gSinWaveParams; //3
attribute vec4 gGravity; //5
ATTRIBUTE vec4 gWindDir; //7
ATTRIBUTE vec4 gSinWaveParams; //3
ATTRIBUTE vec4 gGravity; //5
const vec4 gMinMaxConstants = vec4(1.0, 0.166666, 0.0083143, .00018542); // #minimax-generated coefficients
const vec4 gPiConstants = vec4(0.159154943, 6.28318530, 3.141592653, 1.5707963); // # {1/2PI, 2PI, PI, PI/2}

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@@ -17,7 +17,7 @@ uniform int kern_length;
uniform float kern_scale;
uniform vec3 blur_quad;
varying vec2 vary_fragcoord;
VARYING vec2 vary_fragcoord;
uniform mat4 inv_proj;
uniform vec2 screen_res;

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@@ -7,7 +7,7 @@
varying vec2 vary_fragcoord;
VARYING vec2 vary_fragcoord;
uniform vec2 screen_res;
void main()

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@@ -24,7 +24,7 @@ uniform sampler2D depthGIMap;
uniform sampler2D lightFunc;
// Inputs
varying vec2 vary_fragcoord;
VARYING vec2 vary_fragcoord;
uniform vec2 screen_res;

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@@ -14,7 +14,7 @@ uniform sampler2D bloomMap;
uniform sampler2DRect edgeMap;
uniform vec2 screen_res;
varying vec2 vary_fragcoord;
VARYING vec2 vary_fragcoord;
void main()

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@@ -7,7 +7,7 @@
varying vec2 vary_fragcoord;
VARYING vec2 vary_fragcoord;
uniform vec2 screen_res;
void main()

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@@ -7,7 +7,7 @@
varying vec2 vary_fragcoord;
VARYING vec2 vary_fragcoord;
uniform vec2 screen_res;

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@@ -12,7 +12,7 @@
uniform sampler2DRect lightMap;
uniform sampler2DRect diffuseRect;
varying vec2 vary_fragcoord;
VARYING vec2 vary_fragcoord;
void main()
{
float i = texture2DRect(lightMap, vary_fragcoord.xy).r;

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@@ -7,7 +7,7 @@
varying vec2 vary_fragcoord;
VARYING vec2 vary_fragcoord;
uniform vec2 screen_res;

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@@ -35,7 +35,7 @@ uniform float gi_luminance;
uniform vec4 sunlight_color;
uniform vec2 screen_res;
varying vec2 vary_fragcoord;
VARYING vec2 vary_fragcoord;
void main()
{

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