Lazy shader update. attribute -> ATTRIBUTE, varying -> VARYING. Moved some shader preprocessor stuff from llviewershadermgr.cpp to llshadermgr.cpp to match LL (although it looks more messy)
This commit is contained in:
@@ -543,22 +543,52 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
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//we can't have any lines longer than 1024 characters
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//or any shaders longer than 1024 lines... deal - DaveP
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GLcharARB buff[1024] = {0};
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GLcharARB* text[1024] = {0};
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GLcharARB buff[1024];
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GLcharARB* text[4096];
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GLuint count = 0;
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if (gGLManager.mGLVersion < 2.1f)
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F32 version = gGLManager.mGLVersion;
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if (version < 2.1f)
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{
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text[count++] = strdup("#version 110\n");
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text[count++] = strdup("#define ATTRIBUTE attribute\n");
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text[count++] = strdup("#define VARYING varying\n");
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}
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else if (gGLManager.mGLVersion < 3.f)
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else if (version < 3.f)
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{
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//set version to 1.20
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text[count++] = strdup("#version 120\n");
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text[count++] = strdup("#define ATTRIBUTE attribute\n");
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text[count++] = strdup("#define VARYING varying\n");
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}
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else
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{ //set version to 1.30
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text[count++] = strdup("#version 130\n");
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text[count++] = strdup("#define ATTRIBUTE in\n");
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if (type == GL_VERTEX_SHADER_ARB)
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{ //"varying" state is "out" in a vertex program, "in" in a fragment program
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// ("varying" is deprecated after version 1.20)
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text[count++] = strdup("#define VARYING out\n");
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}
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else
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{
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text[count++] = strdup("#define VARYING in\n");
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}
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//backwards compatibility with legacy texture lookup syntax
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text[count++] = strdup("#define textureCube texture\n");
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text[count++] = strdup("#define texture2DLod textureLod\n");
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text[count++] = strdup("#define shadow2D(a,b) vec2(texture(a,b))\n"); //Shadow lookups only return a single float.
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//Also deprecated:
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text[count++] = strdup("#define texture2D texture\n");
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text[count++] = strdup("#define texture2DRect texture\n");
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text[count++] = strdup("#define shadow2DRect(a,b) vec2(texture(a,b))\n");
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//Will go away soon:
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text[count++] = strdup("#define ftransform() gl_ModelViewProjectionMatrix * gl_Vertex\n");
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}
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//copy preprocessor definitions into buffer
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@@ -608,8 +638,11 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
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text[count++] = strdup(decl.c_str());
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}
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if(texture_index_channels != 1)
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text[count++] = strdup("varying float vary_texture_index;\n");
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if (texture_index_channels > 1)
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{
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text[count++] = strdup("VARYING float vary_texture_index;\n");
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}
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text[count++] = strdup("vec4 diffuseLookup(vec2 texcoord)\n");
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text[count++] = strdup("{\n");
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@@ -659,8 +692,9 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
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text[count++] = strdup("}\n");
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}
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}
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//copy file into memory
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while( fgets((char *)buff, 1024, file) != NULL && count < LL_ARRAY_SIZE(buff) )
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while( fgets((char *)buff, 1024, file) != NULL && count < LL_ARRAY_SIZE(text) )
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{
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text[count++] = (GLcharARB *)strdup((char *)buff);
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}
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@@ -735,6 +769,14 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
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for (GLuint i = 0; i < count; i++)
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{
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ostr << i << ": " << text[i];
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if (i % 128 == 0)
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{ //dump every 128 lines
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LL_WARNS("ShaderLoading") << "\n" << ostr.str() << llendl;
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ostr = std::stringstream();
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}
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}
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LL_WARNS("ShaderLoading") << "\n" << ostr.str() << llendl;
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@@ -7,7 +7,7 @@
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attribute vec4 weight; //1
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ATTRIBUTE vec4 weight; //1
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uniform vec4 matrixPalette[45];
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@@ -7,7 +7,7 @@
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attribute vec4 object_weight;
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ATTRIBUTE vec4 object_weight;
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uniform mat4 matrixPalette[32];
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@@ -20,11 +20,11 @@ uniform vec2 screen_res;
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vec3 atmosLighting(vec3 light);
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vec3 scaleSoftClip(vec3 light);
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varying vec3 vary_ambient;
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varying vec3 vary_directional;
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varying vec3 vary_fragcoord;
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varying vec3 vary_position;
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varying vec3 vary_pointlight_col;
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VARYING vec3 vary_ambient;
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VARYING vec3 vary_directional;
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VARYING vec3 vary_fragcoord;
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VARYING vec3 vary_position;
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VARYING vec3 vary_pointlight_col;
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uniform mat4 inv_proj;
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@@ -20,11 +20,11 @@ uniform vec2 screen_res;
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vec3 atmosLighting(vec3 light);
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vec3 scaleSoftClip(vec3 light);
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varying vec3 vary_ambient;
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varying vec3 vary_directional;
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varying vec3 vary_fragcoord;
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varying vec3 vary_position;
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varying vec3 vary_pointlight_col;
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VARYING vec3 vary_ambient;
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VARYING vec3 vary_directional;
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VARYING vec3 vary_fragcoord;
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VARYING vec3 vary_position;
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VARYING vec3 vary_pointlight_col;
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uniform mat4 inv_proj;
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@@ -18,12 +18,12 @@ vec3 atmosAffectDirectionalLight(float lightIntensity);
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vec3 scaleDownLight(vec3 light);
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vec3 scaleUpLight(vec3 light);
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varying vec3 vary_position;
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varying vec3 vary_ambient;
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varying vec3 vary_directional;
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varying vec3 vary_normal;
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varying vec3 vary_fragcoord;
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varying vec3 vary_pointlight_col;
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VARYING vec3 vary_position;
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VARYING vec3 vary_ambient;
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VARYING vec3 vary_directional;
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VARYING vec3 vary_normal;
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VARYING vec3 vary_fragcoord;
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VARYING vec3 vary_pointlight_col;
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uniform float near_clip;
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@@ -17,13 +17,13 @@ vec3 atmosAffectDirectionalLight(float lightIntensity);
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vec3 scaleDownLight(vec3 light);
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vec3 scaleUpLight(vec3 light);
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varying vec3 vary_ambient;
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varying vec3 vary_directional;
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varying vec3 vary_fragcoord;
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varying vec3 vary_position;
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varying vec3 vary_light;
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varying vec3 vary_pointlight_col;
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varying float vary_texture_index;
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VARYING vec3 vary_ambient;
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VARYING vec3 vary_directional;
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VARYING vec3 vary_fragcoord;
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VARYING vec3 vary_position;
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VARYING vec3 vary_light;
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VARYING vec3 vary_pointlight_col;
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VARYING float vary_texture_index;
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uniform float near_clip;
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uniform float shadow_offset;
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@@ -19,11 +19,11 @@ vec3 atmosAffectDirectionalLight(float lightIntensity);
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vec3 scaleDownLight(vec3 light);
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vec3 scaleUpLight(vec3 light);
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varying vec3 vary_position;
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varying vec3 vary_ambient;
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varying vec3 vary_directional;
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varying vec3 vary_fragcoord;
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varying vec3 vary_pointlight_col;
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VARYING vec3 vary_position;
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VARYING vec3 vary_ambient;
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VARYING vec3 vary_directional;
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VARYING vec3 vary_fragcoord;
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VARYING vec3 vary_pointlight_col;
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uniform float near_clip;
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@@ -9,7 +9,7 @@
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uniform sampler2D diffuseMap;
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varying vec3 vary_normal;
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VARYING vec3 vary_normal;
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void main()
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{
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@@ -9,7 +9,7 @@
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uniform sampler2D diffuseMap;
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varying vec4 post_pos;
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VARYING vec4 post_pos;
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void main()
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{
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@@ -9,9 +9,9 @@
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mat4 getSkinnedTransform();
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attribute vec4 weight;
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ATTRIBUTE vec4 weight;
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varying vec4 post_pos;
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VARYING vec4 post_pos;
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void main()
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{
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@@ -9,9 +9,9 @@
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mat4 getSkinnedTransform();
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attribute vec4 weight;
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ATTRIBUTE vec4 weight;
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varying vec3 vary_normal;
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VARYING vec3 vary_normal;
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void main()
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{
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@@ -19,7 +19,7 @@ uniform vec2 delta;
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uniform vec3 kern[4];
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uniform float kern_scale;
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varying vec2 vary_fragcoord;
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VARYING vec2 vary_fragcoord;
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uniform mat4 inv_proj;
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uniform vec2 screen_res;
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@@ -7,7 +7,7 @@
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varying vec2 vary_fragcoord;
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VARYING vec2 vary_fragcoord;
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uniform vec2 screen_res;
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void main()
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@@ -10,9 +10,9 @@
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uniform sampler2D diffuseMap;
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uniform sampler2D bumpMap;
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varying vec3 vary_mat0;
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varying vec3 vary_mat1;
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varying vec3 vary_mat2;
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VARYING vec3 vary_mat0;
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VARYING vec3 vary_mat1;
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VARYING vec3 vary_mat2;
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void main()
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{
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@@ -7,9 +7,9 @@
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varying vec3 vary_mat0;
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varying vec3 vary_mat1;
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varying vec3 vary_mat2;
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VARYING vec3 vary_mat0;
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VARYING vec3 vary_mat1;
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VARYING vec3 vary_mat2;
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mat4 getObjectSkinnedTransform();
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@@ -7,9 +7,9 @@
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varying vec3 vary_mat0;
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varying vec3 vary_mat1;
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varying vec3 vary_mat2;
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VARYING vec3 vary_mat0;
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VARYING vec3 vary_mat1;
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VARYING vec3 vary_mat2;
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void main()
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{
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@@ -11,9 +11,9 @@
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// The fragment shader for the sky
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/////////////////////////////////////////////////////////////////////////
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varying vec4 vary_CloudColorSun;
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varying vec4 vary_CloudColorAmbient;
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varying float vary_CloudDensity;
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VARYING vec4 vary_CloudColorSun;
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VARYING vec4 vary_CloudColorAmbient;
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VARYING float vary_CloudDensity;
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uniform sampler2D cloud_noise_texture;
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uniform vec4 cloud_pos_density1;
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@@ -12,9 +12,9 @@
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///////////////////////////////////////////////////////////////////////////////
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// Output parameters
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varying vec4 vary_CloudColorSun;
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varying vec4 vary_CloudColorAmbient;
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varying float vary_CloudDensity;
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VARYING vec4 vary_CloudColorSun;
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VARYING vec4 vary_CloudColorAmbient;
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VARYING float vary_CloudDensity;
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// Inputs
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uniform vec3 camPosLocal;
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@@ -10,7 +10,7 @@ uniform float minimum_alpha;
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uniform sampler2D diffuseMap;
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varying vec3 vary_normal;
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VARYING vec3 vary_normal;
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void main()
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{
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@@ -5,7 +5,7 @@
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* $/LicenseInfo$
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*/
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varying vec3 vary_normal;
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VARYING vec3 vary_normal;
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uniform float minimum_alpha;
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@@ -9,7 +9,7 @@
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uniform sampler2D diffuseMap;
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varying vec3 vary_normal;
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VARYING vec3 vary_normal;
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void main()
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{
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@@ -5,7 +5,7 @@
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* $/LicenseInfo$
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*/
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varying vec3 vary_normal;
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VARYING vec3 vary_normal;
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void main()
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{
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@@ -7,7 +7,7 @@
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varying vec3 vary_normal;
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VARYING vec3 vary_normal;
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mat4 getObjectSkinnedTransform();
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@@ -7,8 +7,8 @@
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varying vec3 vary_normal;
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varying float vary_texture_index;
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VARYING vec3 vary_normal;
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VARYING float vary_texture_index;
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void main()
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{
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@@ -14,7 +14,7 @@ vec3 atmosAffectDirectionalLight(float lightIntensity);
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vec3 scaleDownLight(vec3 light);
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vec3 scaleUpLight(vec3 light);
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varying float vary_texture_index;
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VARYING float vary_texture_index;
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void main()
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{
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@@ -20,7 +20,7 @@ uniform sampler2D depthGIMap;
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uniform sampler2D lightFunc;
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// Inputs
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varying vec2 vary_fragcoord;
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VARYING vec2 vary_fragcoord;
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uniform vec2 screen_res;
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@@ -7,7 +7,7 @@
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varying vec2 vary_fragcoord;
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VARYING vec2 vary_fragcoord;
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uniform vec2 screen_res;
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@@ -9,7 +9,7 @@
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uniform sampler2DRect diffuseMap;
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varying vec2 vary_fragcoord;
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VARYING vec2 vary_fragcoord;
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void main()
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{
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@@ -8,7 +8,7 @@
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varying vec2 vary_fragcoord;
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VARYING vec2 vary_fragcoord;
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uniform vec2 screen_res;
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@@ -27,7 +27,7 @@ uniform int light_count;
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uniform vec4 light[MAX_LIGHT_COUNT];
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uniform vec4 light_col[MAX_LIGHT_COUNT];
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varying vec4 vary_fragcoord;
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VARYING vec4 vary_fragcoord;
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uniform vec2 screen_res;
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uniform float far_z;
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@@ -7,7 +7,7 @@
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varying vec4 vary_fragcoord;
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VARYING vec4 vary_fragcoord;
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void main()
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{
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@@ -37,9 +37,9 @@ uniform float sun_wash;
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uniform int proj_shadow_idx;
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uniform float shadow_fade;
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varying vec4 vary_light;
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VARYING vec4 vary_light;
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varying vec4 vary_fragcoord;
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VARYING vec4 vary_fragcoord;
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uniform vec2 screen_res;
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uniform mat4 inv_proj;
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@@ -20,9 +20,9 @@ uniform sampler2DRect depthMap;
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uniform vec3 env_mat[3];
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uniform float sun_wash;
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varying vec4 vary_light;
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VARYING vec4 vary_light;
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varying vec4 vary_fragcoord;
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VARYING vec4 vary_fragcoord;
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uniform vec2 screen_res;
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uniform mat4 inv_proj;
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@@ -7,8 +7,8 @@
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varying vec4 vary_light;
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varying vec4 vary_fragcoord;
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VARYING vec4 vary_light;
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VARYING vec4 vary_fragcoord;
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void main()
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{
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@@ -25,7 +25,7 @@ uniform float magnification;
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uniform mat4 inv_proj;
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uniform vec2 screen_res;
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varying vec2 vary_fragcoord;
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VARYING vec2 vary_fragcoord;
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float getDepth(vec2 pos_screen)
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{
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@@ -13,7 +13,7 @@ uniform sampler2DRect diffuseRect;
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uniform sampler2D bloomMap;
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uniform vec2 screen_res;
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varying vec2 vary_fragcoord;
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VARYING vec2 vary_fragcoord;
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void main()
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{
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@@ -7,7 +7,7 @@
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||||
|
||||
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||||
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varying vec2 vary_fragcoord;
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||||
VARYING vec2 vary_fragcoord;
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uniform vec2 screen_res;
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void main()
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||||
@@ -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;
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
|
||||
|
||||
|
||||
varying vec2 vary_fragcoord;
|
||||
VARYING vec2 vary_fragcoord;
|
||||
uniform vec2 screen_res;
|
||||
|
||||
void main()
|
||||
|
||||
@@ -9,7 +9,7 @@ uniform float minimum_alpha;
|
||||
|
||||
uniform sampler2D diffuseMap;
|
||||
|
||||
varying vec4 post_pos;
|
||||
VARYING vec4 post_pos;
|
||||
|
||||
void main()
|
||||
{
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
|
||||
|
||||
|
||||
varying vec4 post_pos;
|
||||
VARYING vec4 post_pos;
|
||||
|
||||
void main()
|
||||
{
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
|
||||
|
||||
|
||||
varying vec4 post_pos;
|
||||
VARYING vec4 post_pos;
|
||||
|
||||
void main()
|
||||
{
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
|
||||
|
||||
|
||||
varying vec4 post_pos;
|
||||
VARYING vec4 post_pos;
|
||||
|
||||
void main()
|
||||
{
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -12,7 +12,7 @@
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
// Output parameters
|
||||
varying vec4 vary_HazeColor;
|
||||
VARYING vec4 vary_HazeColor;
|
||||
|
||||
// Inputs
|
||||
uniform vec3 camPosLocal;
|
||||
|
||||
@@ -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;
|
||||
|
||||
|
||||
@@ -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;
|
||||
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -7,8 +7,8 @@
|
||||
|
||||
|
||||
|
||||
varying vec4 vary_light;
|
||||
varying vec2 vary_fragcoord;
|
||||
VARYING vec4 vary_light;
|
||||
VARYING vec2 vary_fragcoord;
|
||||
|
||||
uniform vec2 screen_res;
|
||||
|
||||
|
||||
@@ -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()
|
||||
{
|
||||
|
||||
@@ -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)
|
||||
{
|
||||
|
||||
@@ -9,7 +9,7 @@
|
||||
|
||||
uniform sampler2D diffuseMap;
|
||||
|
||||
varying vec3 vary_normal;
|
||||
VARYING vec3 vary_normal;
|
||||
|
||||
void main()
|
||||
{
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
|
||||
|
||||
|
||||
varying vec3 vary_normal;
|
||||
VARYING vec3 vary_normal;
|
||||
|
||||
void main()
|
||||
{
|
||||
|
||||
@@ -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()
|
||||
{
|
||||
|
||||
@@ -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)
|
||||
{
|
||||
|
||||
@@ -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()
|
||||
{
|
||||
|
||||
@@ -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()
|
||||
{
|
||||
|
||||
@@ -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)
|
||||
{
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
|
||||
|
||||
|
||||
varying vec3 vary_PositionEye;
|
||||
VARYING vec3 vary_PositionEye;
|
||||
|
||||
vec3 getPositionEye()
|
||||
{
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
|
||||
|
||||
|
||||
varying vec3 vary_PositionEye;
|
||||
VARYING vec3 vary_PositionEye;
|
||||
|
||||
|
||||
vec3 getPositionEye()
|
||||
|
||||
@@ -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;
|
||||
|
||||
|
||||
@@ -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;
|
||||
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
|
||||
|
||||
|
||||
varying vec2 vary_fragcoord;
|
||||
VARYING vec2 vary_fragcoord;
|
||||
uniform vec2 screen_res;
|
||||
|
||||
void main()
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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;
|
||||
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -7,8 +7,8 @@
|
||||
|
||||
|
||||
|
||||
varying vec4 vary_light;
|
||||
varying vec2 vary_fragcoord;
|
||||
VARYING vec4 vary_light;
|
||||
VARYING vec2 vary_fragcoord;
|
||||
|
||||
uniform vec2 screen_res;
|
||||
|
||||
|
||||
@@ -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);
|
||||
|
||||
|
||||
@@ -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)
|
||||
{
|
||||
|
||||
@@ -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()
|
||||
{
|
||||
|
||||
@@ -11,7 +11,7 @@ void calcAtmospherics(vec3 inPositionEye);
|
||||
|
||||
uniform vec4 origin;
|
||||
|
||||
varying float vary_texture_index;
|
||||
VARYING float vary_texture_index;
|
||||
|
||||
void main()
|
||||
{
|
||||
|
||||
@@ -9,7 +9,7 @@
|
||||
|
||||
void calcAtmospherics(vec3 inPositionEye);
|
||||
|
||||
varying float vary_texture_index;
|
||||
VARYING float vary_texture_index;
|
||||
|
||||
void main()
|
||||
{
|
||||
|
||||
@@ -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;
|
||||
|
||||
|
||||
@@ -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()
|
||||
{
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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()
|
||||
{
|
||||
|
||||
@@ -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()
|
||||
{
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -12,7 +12,7 @@
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
// Output parameters
|
||||
varying vec4 vary_HazeColor;
|
||||
VARYING vec4 vary_HazeColor;
|
||||
|
||||
// Inputs
|
||||
uniform vec3 camPosLocal;
|
||||
|
||||
@@ -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}
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
|
||||
|
||||
|
||||
varying vec2 vary_fragcoord;
|
||||
VARYING vec2 vary_fragcoord;
|
||||
uniform vec2 screen_res;
|
||||
|
||||
void main()
|
||||
|
||||
@@ -24,7 +24,7 @@ uniform sampler2D depthGIMap;
|
||||
uniform sampler2D lightFunc;
|
||||
|
||||
// Inputs
|
||||
varying vec2 vary_fragcoord;
|
||||
VARYING vec2 vary_fragcoord;
|
||||
|
||||
uniform vec2 screen_res;
|
||||
|
||||
|
||||
@@ -14,7 +14,7 @@ uniform sampler2D bloomMap;
|
||||
uniform sampler2DRect edgeMap;
|
||||
|
||||
uniform vec2 screen_res;
|
||||
varying vec2 vary_fragcoord;
|
||||
VARYING vec2 vary_fragcoord;
|
||||
|
||||
|
||||
void main()
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
|
||||
|
||||
|
||||
varying vec2 vary_fragcoord;
|
||||
VARYING vec2 vary_fragcoord;
|
||||
uniform vec2 screen_res;
|
||||
|
||||
void main()
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
|
||||
|
||||
|
||||
varying vec2 vary_fragcoord;
|
||||
VARYING vec2 vary_fragcoord;
|
||||
|
||||
uniform vec2 screen_res;
|
||||
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
|
||||
|
||||
|
||||
varying vec2 vary_fragcoord;
|
||||
VARYING vec2 vary_fragcoord;
|
||||
|
||||
uniform vec2 screen_res;
|
||||
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user