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:
Shyotl
2011-11-24 01:03:03 -06:00
parent 08d2c17c65
commit 8e7733b2ce
108 changed files with 263 additions and 232 deletions

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;

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@@ -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;

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@@ -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;

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@@ -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;

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@@ -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;

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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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@@ -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;

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@@ -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;

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@@ -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

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@@ -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;

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@@ -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;

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@@ -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;

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