mirror of
https://github.com/halpz/re3.git
synced 2025-07-26 00:02:45 +00:00
timecycle; some rendering
This commit is contained in:
@ -36,7 +36,13 @@ enum {
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VSLOC_eye = rw::d3d::VSLOC_afterLights,
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VSLOC_reflProps,
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VSLOC_specLights
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VSLOC_specLights,
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// Leeds building
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VSLOC_emissive = rw::d3d::VSLOC_afterLights,
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VSLOC_ambient,
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PSLOC_colorscale = 1
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};
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/*
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@ -182,11 +188,11 @@ DestroyVehiclePipe(void)
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/*
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* Neo World pipe
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* Leeds World pipe
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*/
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static void *neoWorld_VS;
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static void *neoWorldVC_PS;
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static void *leedsBuilding_VS;
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static void *scale_PS;
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static void
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worldRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header)
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@ -195,79 +201,67 @@ worldRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header)
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using namespace rw::d3d;
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using namespace rw::d3d9;
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if(!LightmapEnable){
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defaultRenderCB_Shader(atomic, header);
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return;
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}
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int vsBits;
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setStreamSource(0, header->vertexStream[0].vertexBuffer, 0, header->vertexStream[0].stride);
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setIndices(header->indexBuffer);
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setVertexDeclaration(header->vertexDeclaration);
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vsBits = lightingCB_Shader(atomic);
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setVertexShader(leedsBuilding_VS);
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setPixelShader(scale_PS);
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uploadMatrices(atomic->getFrame()->getLTM());
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RGBAf amb, emiss;
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amb.red = CTimeCycle::GetAmbientRed();
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amb.green = CTimeCycle::GetAmbientGreen();
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amb.blue = CTimeCycle::GetAmbientBlue();
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amb.alpha = 1.0f;
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emiss = pAmbient->color;
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float lightfactor[4];
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d3ddevice->SetVertexShaderConstantF(VSLOC_ambient, (float*)&amb, 1);
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d3ddevice->SetVertexShaderConstantF(VSLOC_emissive, (float*)&emiss, 1);
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float colorscale[4];
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colorscale[3] = 1.0f;
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InstanceData *inst = header->inst;
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for(rw::uint32 i = 0; i < header->numMeshes; i++){
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Material *m = inst->material;
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if(MatFX::getEffects(m) == MatFX::DUAL){
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setVertexShader(neoWorld_VS);
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MatFX *matfx = MatFX::get(m);
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Texture *dualtex = matfx->getDualTexture();
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if(dualtex == nil)
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goto notex;
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d3d::setTexture(1, dualtex);
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lightfactor[0] = lightfactor[1] = lightfactor[2] = WorldLightmapBlend.Get()*LightmapMult;
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}else{
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notex:
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setVertexShader(default_amb_VS);
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d3d::setTexture(1, nil);
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lightfactor[0] = lightfactor[1] = lightfactor[2] = 0.0f;
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}
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lightfactor[3] = m->color.alpha/255.0f;
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d3d::setTexture(0, m->texture);
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d3ddevice->SetPixelShaderConstantF(1, lightfactor, 1);
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SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 255);
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RGBA color = { 255, 255, 255, m->color.alpha };
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setMaterial(color, m->surfaceProps);
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float cs = 1.0f;
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if(m->texture)
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cs = 255/128.0f;
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colorscale[0] = colorscale[1] = colorscale[2] = cs;
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d3ddevice->SetPixelShaderConstantF(PSLOC_colorscale, colorscale, 1);
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if(m->texture)
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d3d::setTexture(0, m->texture);
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else
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d3d::setTexture(0, gpWhiteTexture);
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setPixelShader(neoWorldVC_PS);
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d3d::setTexture(0, gpWhiteTexture); // actually we don't even render this
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setMaterial(m->color, m->surfaceProps, 0.5f);
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SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 255);
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drawInst(header, inst);
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inst++;
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}
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d3d::setTexture(1, nil);
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}
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void
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CreateWorldPipe(void)
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{
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if(CFileMgr::LoadFile("neo/worldTweakingTable.dat", work_buff, sizeof(work_buff), "r") <= 0)
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printf("Error: couldn't open 'neo/worldTweakingTable.dat'\n");
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else
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ReadTweakValueTable((char*)work_buff, WorldLightmapBlend);
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#include "shaders/default_UV2_VS.inc"
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neoWorld_VS = rw::d3d::createVertexShader(default_UV2_VS_cso);
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assert(neoWorld_VS);
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#include "shaders/neoWorldVC_PS.inc"
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neoWorldVC_PS = rw::d3d::createPixelShader(neoWorldVC_PS_cso);
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assert(neoWorldVC_PS);
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// if(CFileMgr::LoadFile("neo/worldTweakingTable.dat", work_buff, sizeof(work_buff), "r") <= 0)
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// printf("Error: couldn't open 'neo/worldTweakingTable.dat'\n");
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// else
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// ReadTweakValueTable((char*)work_buff, WorldLightmapBlend);
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#include "shaders/leedsBuilding_VS.inc"
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leedsBuilding_VS = rw::d3d::createVertexShader(leedsBuilding_VS_cso);
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assert(leedsBuilding_VS);
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#include "shaders/scale_PS.inc"
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scale_PS = rw::d3d::createPixelShader(scale_PS_cso);
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assert(scale_PS);
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rw::d3d9::ObjPipeline *pipe = rw::d3d9::ObjPipeline::create();
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pipe->instanceCB = rw::d3d9::defaultInstanceCB;
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@ -279,10 +273,10 @@ CreateWorldPipe(void)
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void
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DestroyWorldPipe(void)
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{
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rw::d3d::destroyVertexShader(neoWorld_VS);
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neoWorld_VS = nil;
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rw::d3d::destroyPixelShader(neoWorldVC_PS);
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neoWorldVC_PS = nil;
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rw::d3d::destroyVertexShader(leedsBuilding_VS);
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leedsBuilding_VS = nil;
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rw::d3d::destroyPixelShader(scale_PS);
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scale_PS = nil;
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((rw::d3d9::ObjPipeline*)worldPipe)->destroy();
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@ -33,6 +33,10 @@ static int32 u_reflProps;
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static int32 u_specDir;
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static int32 u_specColor;
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static int32 u_amb;
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static int32 u_emiss;
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static int32 u_colorscale;
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#define U(i) currentShader->uniformLocations[i]
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/*
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@ -189,10 +193,10 @@ DestroyVehiclePipe(void)
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/*
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* Neo World pipe
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* Leeds World pipe
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*/
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rw::gl3::Shader *neoWorldShader;
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rw::gl3::Shader *leedsWorldShader;
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static void
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worldRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header)
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@ -200,15 +204,9 @@ worldRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header)
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using namespace rw;
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using namespace rw::gl3;
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if(!LightmapEnable){
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gl3::defaultRenderCB(atomic, header);
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return;
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}
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Material *m;
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setWorldMatrix(atomic->getFrame()->getLTM());
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lightingCB(atomic);
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#ifdef RW_GL_USE_VAOS
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glBindVertexArray(header->vao);
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@ -221,39 +219,39 @@ worldRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header)
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InstanceData *inst = header->inst;
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rw::int32 n = header->numMeshes;
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neoWorldShader->use();
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leedsWorldShader->use();
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float lightfactor[4];
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RGBAf amb, emiss;
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amb.red = CTimeCycle::GetAmbientRed();
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amb.green = CTimeCycle::GetAmbientGreen();
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amb.blue = CTimeCycle::GetAmbientBlue();
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amb.alpha = 1.0f;
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emiss = pAmbient->color;
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glUniform4fv(U(u_amb), 1, (float*)&amb);
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glUniform4fv(U(u_emiss), 1, (float*)&emiss);
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float colorscale[4];
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colorscale[3] = 1.0f;
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while(n--){
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m = inst->material;
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if(MatFX::getEffects(m) == MatFX::DUAL){
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MatFX *matfx = MatFX::get(m);
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Texture *dualtex = matfx->getDualTexture();
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if(dualtex == nil)
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goto notex;
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setTexture(1, dualtex);
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lightfactor[0] = lightfactor[1] = lightfactor[2] = WorldLightmapBlend.Get()*LightmapMult;
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}else{
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notex:
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setTexture(1, nil);
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lightfactor[0] = lightfactor[1] = lightfactor[2] = 0.0f;
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}
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lightfactor[3] = m->color.alpha/255.0f;
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glUniform4fv(U(u_lightMap), 1, lightfactor);
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RGBA color = { 255, 255, 255, m->color.alpha };
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setMaterial(color, m->surfaceProps);
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float cs = 1.0f;
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if(m->texture)
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cs = 255/128.0f;
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colorscale[0] = colorscale[1] = colorscale[2] = cs;
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glUniform4fv(U(u_colorscale), 1, colorscale);
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setTexture(0, m->texture);
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setMaterial(m->color, m->surfaceProps);
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rw::SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 0xFF);
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drawInst(header, inst);
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inst++;
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}
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setTexture(1, nil);
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#ifndef RW_GL_USE_VAOS
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disableAttribPointers(header->attribDesc, header->numAttribs);
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#endif
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@ -265,18 +263,18 @@ CreateWorldPipe(void)
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using namespace rw;
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using namespace rw::gl3;
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if(CFileMgr::LoadFile("neo/worldTweakingTable.dat", work_buff, sizeof(work_buff), "r") <= 0)
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printf("Error: couldn't open 'neo/worldTweakingTable.dat'\n");
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else
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ReadTweakValueTable((char*)work_buff, WorldLightmapBlend);
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// if(CFileMgr::LoadFile("neo/worldTweakingTable.dat", work_buff, sizeof(work_buff), "r") <= 0)
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// printf("Error: couldn't open 'neo/worldTweakingTable.dat'\n");
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// else
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// ReadTweakValueTable((char*)work_buff, WorldLightmapBlend);
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{
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#include "shaders/neoWorldVC_fs_gl.inc"
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#include "shaders/default_UV2_gl.inc"
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const char *vs[] = { shaderDecl, header_vert_src, default_UV2_vert_src, nil };
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const char *fs[] = { shaderDecl, header_frag_src, neoWorldVC_frag_src, nil };
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neoWorldShader = Shader::create(vs, fs);
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assert(neoWorldShader);
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#include "shaders/scale_fs_gl.inc"
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#include "shaders/leedsBuilding_vs_gl.inc"
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const char *vs[] = { shaderDecl, header_vert_src, leedsBuilding_vert_src, nil };
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const char *fs[] = { shaderDecl, header_frag_src, scale_frag_src, nil };
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leedsWorldShader = Shader::create(vs, fs);
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assert(leedsWorldShader);
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}
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@ -290,8 +288,8 @@ CreateWorldPipe(void)
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void
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DestroyWorldPipe(void)
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{
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neoWorldShader->destroy();
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neoWorldShader = nil;
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leedsWorldShader->destroy();
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leedsWorldShader = nil;
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((rw::gl3::ObjPipeline*)worldPipe)->destroy();
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worldPipe = nil;
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@ -609,6 +607,10 @@ CustomPipeRegisterGL(void)
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u_reflProps = rw::gl3::registerUniform("u_reflProps");
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u_specDir = rw::gl3::registerUniform("u_specDir");
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u_specColor = rw::gl3::registerUniform("u_specColor");
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u_amb = rw::gl3::registerUniform("u_amb");
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u_emiss = rw::gl3::registerUniform("u_emiss");
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u_colorscale = rw::gl3::registerUniform("u_colorscale");
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}
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@ -25,14 +25,14 @@ static RwIm2DVertex Vertex2[4];
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static RwImVertexIndex Index[6] = { 0, 1, 2, 0, 2, 3 };
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#ifdef RW_D3D9
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void *colourfilterVC_PS;
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void *colourfilterLCS_PS;
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void *contrast_PS;
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#endif
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#ifdef RW_OPENGL
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int32 u_blurcolor;
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int32 u_contrastAdd;
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int32 u_contrastMult;
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rw::gl3::Shader *colourFilterVC;
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rw::gl3::Shader *colourFilterLCS;
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rw::gl3::Shader *contrast;
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#endif
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@ -143,8 +143,8 @@ CPostFX::Open(RwCamera *cam)
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#ifdef RW_D3D9
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#include "shaders/colourfilterVC_PS.inc"
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colourfilterVC_PS = rw::d3d::createPixelShader(colourfilterVC_PS_cso);
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#include "shaders/colourfilterLCS_PS.inc"
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colourfilterLCS_PS = rw::d3d::createPixelShader(colourfilterLCS_PS_cso);
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#include "shaders/contrastPS.inc"
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contrast_PS = rw::d3d::createPixelShader(contrastPS_cso);
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#endif
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@ -153,11 +153,11 @@ CPostFX::Open(RwCamera *cam)
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{
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#include "shaders/im2d_gl.inc"
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#include "shaders/colourfilterVC_fs_gl.inc"
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#include "shaders/colourfilterLCS_fs_gl.inc"
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const char *vs[] = { shaderDecl, header_vert_src, im2d_vert_src, nil };
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const char *fs[] = { shaderDecl, header_frag_src, colourfilterVC_frag_src, nil };
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colourFilterVC = Shader::create(vs, fs);
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assert(colourFilterVC);
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const char *fs[] = { shaderDecl, header_frag_src, colourfilterLCS_frag_src, nil };
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colourFilterLCS = Shader::create(vs, fs);
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assert(colourFilterLCS);
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}
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{
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@ -184,9 +184,9 @@ CPostFX::Close(void)
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pBackBuffer = nil;
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}
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#ifdef RW_D3D9
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if(colourfilterVC_PS){
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rw::d3d::destroyPixelShader(colourfilterVC_PS);
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colourfilterVC_PS = nil;
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if(colourfilterLCS_PS){
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rw::d3d::destroyPixelShader(colourfilterLCS_PS);
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colourfilterLCS_PS = nil;
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}
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if(contrast_PS){
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rw::d3d::destroyPixelShader(contrast_PS);
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@ -194,9 +194,9 @@ CPostFX::Close(void)
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}
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#endif
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#ifdef RW_OPENGL
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if(colourFilterVC){
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colourFilterVC->destroy();
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colourFilterVC = nil;
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if(colourFilterLCS){
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colourFilterLCS->destroy();
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colourFilterLCS = nil;
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}
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if(contrast){
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contrast->destroy();
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@ -294,12 +294,12 @@ CPostFX::RenderOverlayShader(RwCamera *cam, int32 r, int32 g, int32 b, int32 a)
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blurcolors[3] = 30/255.0f;
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#ifdef RW_D3D9
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rw::d3d::d3ddevice->SetPixelShaderConstantF(10, blurcolors, 1);
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rw::d3d::im2dOverridePS = colourfilterVC_PS;
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rw::d3d::im2dOverridePS = colourfilterLCS_PS;
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#endif
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#ifdef RW_OPENGL
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rw::gl3::im2dOverrideShader = colourFilterVC;
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colourFilterVC->use();
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glUniform4fv(colourFilterVC->uniformLocations[u_blurcolor], 1, blurcolors);
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rw::gl3::im2dOverrideShader = colourFilterLCS;
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colourFilterLCS->use();
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glUniform4fv(colourFilterLCS->uniformLocations[u_blurcolor], 1, blurcolors);
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#endif
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}
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RwIm2DRenderIndexedPrimitive(rwPRIMTYPETRILIST, Vertex, 4, Index, 6);
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|
@ -1,19 +1,20 @@
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all: im2d_gl.inc simple_fs_gl.inc default_UV2_gl.inc \
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colourfilterVC_fs_gl.inc contrast_fs_gl.inc \
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colourfilterLCS_fs_gl.inc contrast_fs_gl.inc \
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neoRim_gl.inc neoRimSkin_gl.inc \
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neoWorldVC_fs_gl.inc neoGloss_vs_gl.inc neoGloss_fs_gl.inc \
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neoVehicle_vs_gl.inc neoVehicle_fs_gl.inc \
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im2d_UV2_gl.inc screenDroplet_fs_gl.inc
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im2d_UV2_gl.inc screenDroplet_fs_gl.inc \
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leedsBuilding_vs_gl.inc scale_fs_gl.inc
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im2d_gl.inc: im2d.vert
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(echo 'const char *im2d_vert_src =';\
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sed 's/..*/"&\\n"/' im2d.vert;\
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echo ';') >im2d_gl.inc
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colourfilterVC_fs_gl.inc: colourfilterVC.frag
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(echo 'const char *colourfilterVC_frag_src =';\
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sed 's/..*/"&\\n"/' colourfilterVC.frag;\
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echo ';') >colourfilterVC_fs_gl.inc
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colourfilterLCS_fs_gl.inc: colourfilterLCS.frag
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(echo 'const char *colourfilterLCS_frag_src =';\
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sed 's/..*/"&\\n"/' colourfilterLCS.frag;\
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echo ';') >colourfilterLCS_fs_gl.inc
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simple_fs_gl.inc: simple.frag
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(echo 'const char *simple_frag_src =';\
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sed 's/..*/"&\\n"/' simple.frag;\
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@ -76,3 +77,13 @@ screenDroplet_fs_gl.inc: screenDroplet.frag
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(echo 'const char *screenDroplet_frag_src =';\
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sed 's/..*/"&\\n"/' screenDroplet.frag;\
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echo ';') >screenDroplet_fs_gl.inc
|
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leedsBuilding_vs_gl.inc: leedsBuilding.vert
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(echo 'const char *leedsBuilding_vert_src =';\
|
||||
sed 's/..*/"&\\n"/' leedsBuilding.vert;\
|
||||
echo ';') >leedsBuilding_vs_gl.inc
|
||||
|
||||
scale_fs_gl.inc: scale.frag
|
||||
(echo 'const char *scale_frag_src =';\
|
||||
sed 's/..*/"&\\n"/' scale.frag;\
|
||||
echo ';') >scale_fs_gl.inc
|
||||
|
20
src/extras/shaders/colourfilterLCS.frag
Normal file
20
src/extras/shaders/colourfilterLCS.frag
Normal file
@ -0,0 +1,20 @@
|
||||
uniform sampler2D tex0;
|
||||
uniform vec4 u_blurcolor;
|
||||
|
||||
FSIN vec4 v_color;
|
||||
FSIN vec2 v_tex0;
|
||||
FSIN float v_fog;
|
||||
|
||||
void
|
||||
main(void)
|
||||
{
|
||||
vec4 dst = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));
|
||||
dst += dst*u_blurcolor;
|
||||
|
||||
vec4 color;
|
||||
color.rgb = dst.rgb;
|
||||
color.a = 1.0f;
|
||||
|
||||
FRAGCOLOR(color);
|
||||
}
|
||||
|
BIN
src/extras/shaders/colourfilterLCS_PS.cso
Normal file
BIN
src/extras/shaders/colourfilterLCS_PS.cso
Normal file
Binary file not shown.
13
src/extras/shaders/colourfilterLCS_PS.hlsl
Normal file
13
src/extras/shaders/colourfilterLCS_PS.hlsl
Normal file
@ -0,0 +1,13 @@
|
||||
sampler2D tex : register(s0);
|
||||
float4 blurcol : register(c10);
|
||||
|
||||
//float4 blurcols[10] : register(c15);
|
||||
|
||||
|
||||
float4 main(in float2 texcoord : TEXCOORD0) : COLOR0
|
||||
{
|
||||
float4 dst = tex2D(tex, texcoord.xy);
|
||||
dst += dst*blurcol;
|
||||
dst.a = 1.0;
|
||||
return dst;
|
||||
}
|
27
src/extras/shaders/colourfilterLCS_PS.inc
Normal file
27
src/extras/shaders/colourfilterLCS_PS.inc
Normal file
@ -0,0 +1,27 @@
|
||||
static unsigned char colourfilterLCS_PS_cso[] = {
|
||||
0x00, 0x02, 0xff, 0xff, 0xfe, 0xff, 0x2b, 0x00, 0x43, 0x54, 0x41, 0x42,
|
||||
0x1c, 0x00, 0x00, 0x00, 0x77, 0x00, 0x00, 0x00, 0x00, 0x02, 0xff, 0xff,
|
||||
0x02, 0x00, 0x00, 0x00, 0x1c, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00,
|
||||
0x70, 0x00, 0x00, 0x00, 0x44, 0x00, 0x00, 0x00, 0x02, 0x00, 0x0a, 0x00,
|
||||
0x01, 0x00, 0x2a, 0x00, 0x4c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
0x5c, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x01, 0x00, 0x02, 0x00,
|
||||
0x60, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x62, 0x6c, 0x75, 0x72,
|
||||
0x63, 0x6f, 0x6c, 0x00, 0x01, 0x00, 0x03, 0x00, 0x01, 0x00, 0x04, 0x00,
|
||||
0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x74, 0x65, 0x78, 0x00,
|
||||
0x04, 0x00, 0x0c, 0x00, 0x01, 0x00, 0x01, 0x00, 0x01, 0x00, 0x00, 0x00,
|
||||
0x00, 0x00, 0x00, 0x00, 0x70, 0x73, 0x5f, 0x32, 0x5f, 0x30, 0x00, 0x4d,
|
||||
0x69, 0x63, 0x72, 0x6f, 0x73, 0x6f, 0x66, 0x74, 0x20, 0x28, 0x52, 0x29,
|
||||
0x20, 0x48, 0x4c, 0x53, 0x4c, 0x20, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72,
|
||||
0x20, 0x43, 0x6f, 0x6d, 0x70, 0x69, 0x6c, 0x65, 0x72, 0x20, 0x39, 0x2e,
|
||||
0x32, 0x39, 0x2e, 0x39, 0x35, 0x32, 0x2e, 0x33, 0x31, 0x31, 0x31, 0x00,
|
||||
0x51, 0x00, 0x00, 0x05, 0x00, 0x00, 0x0f, 0xa0, 0x00, 0x00, 0x80, 0x3f,
|
||||
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x80, 0x00, 0x00, 0x03, 0xb0,
|
||||
0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x90, 0x00, 0x08, 0x0f, 0xa0,
|
||||
0x42, 0x00, 0x00, 0x03, 0x00, 0x00, 0x0f, 0x80, 0x00, 0x00, 0xe4, 0xb0,
|
||||
0x00, 0x08, 0xe4, 0xa0, 0x04, 0x00, 0x00, 0x04, 0x00, 0x00, 0x07, 0x80,
|
||||
0x00, 0x00, 0xe4, 0x80, 0x0a, 0x00, 0xe4, 0xa0, 0x00, 0x00, 0xe4, 0x80,
|
||||
0x01, 0x00, 0x00, 0x02, 0x00, 0x00, 0x08, 0x80, 0x00, 0x00, 0x00, 0xa0,
|
||||
0x01, 0x00, 0x00, 0x02, 0x00, 0x08, 0x0f, 0x80, 0x00, 0x00, 0xe4, 0x80,
|
||||
0xff, 0xff, 0x00, 0x00
|
||||
};
|
22
src/extras/shaders/colourfilterLCS_fs_gl.inc
Normal file
22
src/extras/shaders/colourfilterLCS_fs_gl.inc
Normal file
@ -0,0 +1,22 @@
|
||||
const char *colourfilterLCS_frag_src =
|
||||
"uniform sampler2D tex0;\n"
|
||||
"uniform vec4 u_blurcolor;\n"
|
||||
|
||||
"FSIN vec4 v_color;\n"
|
||||
"FSIN vec2 v_tex0;\n"
|
||||
"FSIN float v_fog;\n"
|
||||
|
||||
"void\n"
|
||||
"main(void)\n"
|
||||
"{\n"
|
||||
" vec4 dst = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));\n"
|
||||
" dst += dst*u_blurcolor;\n"
|
||||
|
||||
" vec4 color;\n"
|
||||
" color.rgb = dst.rgb;\n"
|
||||
" color.a = 1.0f;\n"
|
||||
|
||||
" FRAGCOLOR(color);\n"
|
||||
"}\n"
|
||||
|
||||
;
|
@ -1,27 +0,0 @@
|
||||
uniform sampler2D tex0;
|
||||
uniform vec4 u_blurcolor;
|
||||
|
||||
FSIN vec4 v_color;
|
||||
FSIN vec2 v_tex0;
|
||||
FSIN float v_fog;
|
||||
|
||||
void
|
||||
main(void)
|
||||
{
|
||||
float a = u_blurcolor.a;
|
||||
vec4 doublec = clamp(u_blurcolor*2.0, 0.0, 1.0);
|
||||
vec4 dst = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));
|
||||
vec4 prev = dst;
|
||||
for(int i = 0; i < 5; i++){
|
||||
vec4 tmp = dst*(1.0-a) + prev*doublec*a;
|
||||
tmp += prev*u_blurcolor;
|
||||
tmp += prev*u_blurcolor;
|
||||
prev = clamp(tmp, 0.0, 1.0);
|
||||
}
|
||||
vec4 color;
|
||||
color.rgb = prev.rgb;
|
||||
color.a = 1.0f;
|
||||
|
||||
FRAGCOLOR(color);
|
||||
}
|
||||
|
Binary file not shown.
@ -1,23 +0,0 @@
|
||||
sampler2D tex : register(s0);
|
||||
float4 blurcol : register(c10);
|
||||
|
||||
//float4 blurcols[10] : register(c15);
|
||||
|
||||
|
||||
float4 main(in float2 texcoord : TEXCOORD0) : COLOR0
|
||||
{
|
||||
float a = blurcol.a;
|
||||
|
||||
float4 doublec = saturate(blurcol*2);
|
||||
float4 dst = tex2D(tex, texcoord.xy);
|
||||
float4 prev = dst;
|
||||
for(int i = 0; i < 5; i++){
|
||||
// float4 doublec = saturate(blurcol*2);
|
||||
float4 tmp = dst*(1-a) + prev*doublec*a;
|
||||
tmp += prev*blurcol;
|
||||
tmp += prev*blurcol;
|
||||
prev = saturate(tmp);
|
||||
}
|
||||
prev.a = 1.0f;
|
||||
return prev;
|
||||
}
|
@ -1,56 +0,0 @@
|
||||
static unsigned char colourfilterVC_PS_cso[] = {
|
||||
0x00, 0x02, 0xff, 0xff, 0xfe, 0xff, 0x2b, 0x00, 0x43, 0x54, 0x41, 0x42,
|
||||
0x1c, 0x00, 0x00, 0x00, 0x77, 0x00, 0x00, 0x00, 0x00, 0x02, 0xff, 0xff,
|
||||
0x02, 0x00, 0x00, 0x00, 0x1c, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00,
|
||||
0x70, 0x00, 0x00, 0x00, 0x44, 0x00, 0x00, 0x00, 0x02, 0x00, 0x0a, 0x00,
|
||||
0x01, 0x00, 0x2a, 0x00, 0x4c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
0x5c, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x01, 0x00, 0x02, 0x00,
|
||||
0x60, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x62, 0x6c, 0x75, 0x72,
|
||||
0x63, 0x6f, 0x6c, 0x00, 0x01, 0x00, 0x03, 0x00, 0x01, 0x00, 0x04, 0x00,
|
||||
0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x74, 0x65, 0x78, 0x00,
|
||||
0x04, 0x00, 0x0c, 0x00, 0x01, 0x00, 0x01, 0x00, 0x01, 0x00, 0x00, 0x00,
|
||||
0x00, 0x00, 0x00, 0x00, 0x70, 0x73, 0x5f, 0x32, 0x5f, 0x30, 0x00, 0x4d,
|
||||
0x69, 0x63, 0x72, 0x6f, 0x73, 0x6f, 0x66, 0x74, 0x20, 0x28, 0x52, 0x29,
|
||||
0x20, 0x48, 0x4c, 0x53, 0x4c, 0x20, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72,
|
||||
0x20, 0x43, 0x6f, 0x6d, 0x70, 0x69, 0x6c, 0x65, 0x72, 0x20, 0x39, 0x2e,
|
||||
0x32, 0x39, 0x2e, 0x39, 0x35, 0x32, 0x2e, 0x33, 0x31, 0x31, 0x31, 0x00,
|
||||
0x51, 0x00, 0x00, 0x05, 0x00, 0x00, 0x0f, 0xa0, 0x00, 0x00, 0x00, 0x40,
|
||||
0x00, 0x00, 0x80, 0x3f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x80, 0x00, 0x00, 0x03, 0xb0,
|
||||
0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x90, 0x00, 0x08, 0x0f, 0xa0,
|
||||
0x42, 0x00, 0x00, 0x03, 0x00, 0x00, 0x0f, 0x80, 0x00, 0x00, 0xe4, 0xb0,
|
||||
0x00, 0x08, 0xe4, 0xa0, 0x02, 0x00, 0x00, 0x03, 0x01, 0x00, 0x17, 0x80,
|
||||
0x0a, 0x00, 0xe4, 0xa0, 0x0a, 0x00, 0xe4, 0xa0, 0x05, 0x00, 0x00, 0x03,
|
||||
0x02, 0x00, 0x07, 0x80, 0x00, 0x00, 0xe4, 0x80, 0x01, 0x00, 0xe4, 0x80,
|
||||
0x12, 0x00, 0x00, 0x04, 0x03, 0x00, 0x07, 0x80, 0x0a, 0x00, 0xff, 0xa0,
|
||||
0x02, 0x00, 0xe4, 0x80, 0x00, 0x00, 0xe4, 0x80, 0x05, 0x00, 0x00, 0x03,
|
||||
0x02, 0x00, 0x07, 0x80, 0x00, 0x00, 0xe4, 0x80, 0x0a, 0x00, 0xe4, 0xa0,
|
||||
0x04, 0x00, 0x00, 0x04, 0x02, 0x00, 0x17, 0x80, 0x02, 0x00, 0xe4, 0x80,
|
||||
0x00, 0x00, 0x00, 0xa0, 0x03, 0x00, 0xe4, 0x80, 0x05, 0x00, 0x00, 0x03,
|
||||
0x03, 0x00, 0x07, 0x80, 0x01, 0x00, 0xe4, 0x80, 0x02, 0x00, 0xe4, 0x80,
|
||||
0x05, 0x00, 0x00, 0x03, 0x02, 0x00, 0x07, 0x80, 0x02, 0x00, 0xe4, 0x80,
|
||||
0x0a, 0x00, 0xe4, 0xa0, 0x12, 0x00, 0x00, 0x04, 0x04, 0x00, 0x07, 0x80,
|
||||
0x0a, 0x00, 0xff, 0xa0, 0x03, 0x00, 0xe4, 0x80, 0x00, 0x00, 0xe4, 0x80,
|
||||
0x04, 0x00, 0x00, 0x04, 0x02, 0x00, 0x17, 0x80, 0x02, 0x00, 0xe4, 0x80,
|
||||
0x00, 0x00, 0x00, 0xa0, 0x04, 0x00, 0xe4, 0x80, 0x05, 0x00, 0x00, 0x03,
|
||||
0x03, 0x00, 0x07, 0x80, 0x01, 0x00, 0xe4, 0x80, 0x02, 0x00, 0xe4, 0x80,
|
||||
0x05, 0x00, 0x00, 0x03, 0x02, 0x00, 0x07, 0x80, 0x02, 0x00, 0xe4, 0x80,
|
||||
0x0a, 0x00, 0xe4, 0xa0, 0x12, 0x00, 0x00, 0x04, 0x04, 0x00, 0x07, 0x80,
|
||||
0x0a, 0x00, 0xff, 0xa0, 0x03, 0x00, 0xe4, 0x80, 0x00, 0x00, 0xe4, 0x80,
|
||||
0x04, 0x00, 0x00, 0x04, 0x02, 0x00, 0x17, 0x80, 0x02, 0x00, 0xe4, 0x80,
|
||||
0x00, 0x00, 0x00, 0xa0, 0x04, 0x00, 0xe4, 0x80, 0x05, 0x00, 0x00, 0x03,
|
||||
0x03, 0x00, 0x07, 0x80, 0x01, 0x00, 0xe4, 0x80, 0x02, 0x00, 0xe4, 0x80,
|
||||
0x05, 0x00, 0x00, 0x03, 0x02, 0x00, 0x07, 0x80, 0x02, 0x00, 0xe4, 0x80,
|
||||
0x0a, 0x00, 0xe4, 0xa0, 0x12, 0x00, 0x00, 0x04, 0x04, 0x00, 0x07, 0x80,
|
||||
0x0a, 0x00, 0xff, 0xa0, 0x03, 0x00, 0xe4, 0x80, 0x00, 0x00, 0xe4, 0x80,
|
||||
0x04, 0x00, 0x00, 0x04, 0x02, 0x00, 0x17, 0x80, 0x02, 0x00, 0xe4, 0x80,
|
||||
0x00, 0x00, 0x00, 0xa0, 0x04, 0x00, 0xe4, 0x80, 0x05, 0x00, 0x00, 0x03,
|
||||
0x01, 0x00, 0x07, 0x80, 0x01, 0x00, 0xe4, 0x80, 0x02, 0x00, 0xe4, 0x80,
|
||||
0x05, 0x00, 0x00, 0x03, 0x02, 0x00, 0x07, 0x80, 0x02, 0x00, 0xe4, 0x80,
|
||||
0x0a, 0x00, 0xe4, 0xa0, 0x12, 0x00, 0x00, 0x04, 0x03, 0x00, 0x07, 0x80,
|
||||
0x0a, 0x00, 0xff, 0xa0, 0x01, 0x00, 0xe4, 0x80, 0x00, 0x00, 0xe4, 0x80,
|
||||
0x04, 0x00, 0x00, 0x04, 0x00, 0x00, 0x17, 0x80, 0x02, 0x00, 0xe4, 0x80,
|
||||
0x00, 0x00, 0x00, 0xa0, 0x03, 0x00, 0xe4, 0x80, 0x01, 0x00, 0x00, 0x02,
|
||||
0x00, 0x00, 0x08, 0x80, 0x00, 0x00, 0x55, 0xa0, 0x01, 0x00, 0x00, 0x02,
|
||||
0x00, 0x08, 0x0f, 0x80, 0x00, 0x00, 0xe4, 0x80, 0xff, 0xff, 0x00, 0x00
|
||||
};
|
@ -1,29 +0,0 @@
|
||||
const char *colourfilterVC_frag_src =
|
||||
"uniform sampler2D tex0;\n"
|
||||
"uniform vec4 u_blurcolor;\n"
|
||||
|
||||
"FSIN vec4 v_color;\n"
|
||||
"FSIN vec2 v_tex0;\n"
|
||||
"FSIN float v_fog;\n"
|
||||
|
||||
"void\n"
|
||||
"main(void)\n"
|
||||
"{\n"
|
||||
" float a = u_blurcolor.a;\n"
|
||||
" vec4 doublec = clamp(u_blurcolor*2.0, 0.0, 1.0);\n"
|
||||
" vec4 dst = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));\n"
|
||||
" vec4 prev = dst;\n"
|
||||
" for(int i = 0; i < 5; i++){\n"
|
||||
" vec4 tmp = dst*(1.0-a) + prev*doublec*a;\n"
|
||||
" tmp += prev*u_blurcolor;\n"
|
||||
" tmp += prev*u_blurcolor;\n"
|
||||
" prev = clamp(tmp, 0.0, 1.0);\n"
|
||||
" }\n"
|
||||
" vec4 color;\n"
|
||||
" color.rgb = prev.rgb;\n"
|
||||
" color.a = 1.0f;\n"
|
||||
|
||||
" FRAGCOLOR(color);\n"
|
||||
"}\n"
|
||||
|
||||
;
|
26
src/extras/shaders/leedsBuilding.vert
Normal file
26
src/extras/shaders/leedsBuilding.vert
Normal file
@ -0,0 +1,26 @@
|
||||
uniform vec4 u_amb;
|
||||
uniform vec4 u_emiss;
|
||||
|
||||
VSIN(ATTRIB_POS) vec3 in_pos;
|
||||
|
||||
VSOUT vec4 v_color;
|
||||
VSOUT vec2 v_tex0;
|
||||
VSOUT float v_fog;
|
||||
|
||||
void
|
||||
main(void)
|
||||
{
|
||||
vec4 Vertex = u_world * vec4(in_pos, 1.0);
|
||||
gl_Position = u_proj * u_view * Vertex;
|
||||
vec3 Normal = mat3(u_world) * in_normal;
|
||||
|
||||
v_tex0 = in_tex0;
|
||||
|
||||
v_color = in_color;
|
||||
v_color.rgb *= u_amb.rgb;
|
||||
v_color.rgb += u_emiss.rgb;
|
||||
v_color = clamp(v_color, 0.0, 1.0);
|
||||
v_color.a *= u_matColor.a;
|
||||
|
||||
v_fog = DoFog(gl_Position.w);
|
||||
}
|
BIN
src/extras/shaders/leedsBuilding_VS.cso
Normal file
BIN
src/extras/shaders/leedsBuilding_VS.cso
Normal file
Binary file not shown.
44
src/extras/shaders/leedsBuilding_VS.hlsl
Normal file
44
src/extras/shaders/leedsBuilding_VS.hlsl
Normal file
@ -0,0 +1,44 @@
|
||||
#include "standardConstants.h"
|
||||
|
||||
float4 emissive : register(c41);
|
||||
float4 ambient : register(c42);
|
||||
|
||||
struct VS_in
|
||||
{
|
||||
float4 Position : POSITION;
|
||||
float3 Normal : NORMAL;
|
||||
float2 TexCoord : TEXCOORD0;
|
||||
float2 TexCoord1 : TEXCOORD1;
|
||||
float4 Prelight : COLOR0;
|
||||
};
|
||||
|
||||
struct VS_out {
|
||||
float4 Position : POSITION;
|
||||
float3 TexCoord0 : TEXCOORD0; // also fog
|
||||
float2 TexCoord1 : TEXCOORD1;
|
||||
float4 Color : COLOR0;
|
||||
};
|
||||
|
||||
|
||||
VS_out main(in VS_in input)
|
||||
{
|
||||
VS_out output;
|
||||
|
||||
output.Position = mul(combinedMat, input.Position);
|
||||
float3 Vertex = mul(worldMat, input.Position).xyz;
|
||||
float3 Normal = mul(normalMat, input.Normal);
|
||||
|
||||
output.TexCoord0.xy = input.TexCoord;
|
||||
output.TexCoord1.xy = input.TexCoord1;
|
||||
|
||||
output.Color = input.Prelight;
|
||||
output.Color.rgb *= ambient.rgb;
|
||||
output.Color.rgb += emissive.rgb;
|
||||
|
||||
output.Color = clamp(output.Color, 0.0, 1.0);
|
||||
output.Color.a *= matCol.a;
|
||||
|
||||
output.TexCoord0.z = clamp((output.Position.w - fogEnd)*fogRange, fogDisable, 1.0);
|
||||
|
||||
return output;
|
||||
}
|
55
src/extras/shaders/leedsBuilding_VS.inc
Normal file
55
src/extras/shaders/leedsBuilding_VS.inc
Normal file
@ -0,0 +1,55 @@
|
||||
static unsigned char leedsBuilding_VS_cso[] = {
|
||||
0x00, 0x02, 0xfe, 0xff, 0xfe, 0xff, 0x42, 0x00, 0x43, 0x54, 0x41, 0x42,
|
||||
0x1c, 0x00, 0x00, 0x00, 0xd3, 0x00, 0x00, 0x00, 0x00, 0x02, 0xfe, 0xff,
|
||||
0x05, 0x00, 0x00, 0x00, 0x1c, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00,
|
||||
0xcc, 0x00, 0x00, 0x00, 0x80, 0x00, 0x00, 0x00, 0x02, 0x00, 0x2a, 0x00,
|
||||
0x01, 0x00, 0xaa, 0x00, 0x88, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
0x98, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x04, 0x00, 0x02, 0x00,
|
||||
0xa4, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xb4, 0x00, 0x00, 0x00,
|
||||
0x02, 0x00, 0x29, 0x00, 0x01, 0x00, 0xa6, 0x00, 0x88, 0x00, 0x00, 0x00,
|
||||
0x00, 0x00, 0x00, 0x00, 0xbd, 0x00, 0x00, 0x00, 0x02, 0x00, 0x0e, 0x00,
|
||||
0x01, 0x00, 0x3a, 0x00, 0x88, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
0xc5, 0x00, 0x00, 0x00, 0x02, 0x00, 0x0c, 0x00, 0x01, 0x00, 0x32, 0x00,
|
||||
0x88, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x61, 0x6d, 0x62, 0x69,
|
||||
0x65, 0x6e, 0x74, 0x00, 0x01, 0x00, 0x03, 0x00, 0x01, 0x00, 0x04, 0x00,
|
||||
0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x63, 0x6f, 0x6d, 0x62,
|
||||
0x69, 0x6e, 0x65, 0x64, 0x4d, 0x61, 0x74, 0x00, 0x03, 0x00, 0x03, 0x00,
|
||||
0x04, 0x00, 0x04, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
0x65, 0x6d, 0x69, 0x73, 0x73, 0x69, 0x76, 0x65, 0x00, 0x66, 0x6f, 0x67,
|
||||
0x44, 0x61, 0x74, 0x61, 0x00, 0x6d, 0x61, 0x74, 0x43, 0x6f, 0x6c, 0x00,
|
||||
0x76, 0x73, 0x5f, 0x32, 0x5f, 0x30, 0x00, 0x4d, 0x69, 0x63, 0x72, 0x6f,
|
||||
0x73, 0x6f, 0x66, 0x74, 0x20, 0x28, 0x52, 0x29, 0x20, 0x48, 0x4c, 0x53,
|
||||
0x4c, 0x20, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72, 0x20, 0x43, 0x6f, 0x6d,
|
||||
0x70, 0x69, 0x6c, 0x65, 0x72, 0x20, 0x39, 0x2e, 0x32, 0x39, 0x2e, 0x39,
|
||||
0x35, 0x32, 0x2e, 0x33, 0x31, 0x31, 0x31, 0x00, 0x51, 0x00, 0x00, 0x05,
|
||||
0x04, 0x00, 0x0f, 0xa0, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x80, 0x3f,
|
||||
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x1f, 0x00, 0x00, 0x02,
|
||||
0x00, 0x00, 0x00, 0x80, 0x00, 0x00, 0x0f, 0x90, 0x1f, 0x00, 0x00, 0x02,
|
||||
0x05, 0x00, 0x00, 0x80, 0x01, 0x00, 0x0f, 0x90, 0x1f, 0x00, 0x00, 0x02,
|
||||
0x05, 0x00, 0x01, 0x80, 0x02, 0x00, 0x0f, 0x90, 0x1f, 0x00, 0x00, 0x02,
|
||||
0x0a, 0x00, 0x00, 0x80, 0x03, 0x00, 0x0f, 0x90, 0x01, 0x00, 0x00, 0x02,
|
||||
0x00, 0x00, 0x07, 0x80, 0x2a, 0x00, 0xe4, 0xa0, 0x04, 0x00, 0x00, 0x04,
|
||||
0x00, 0x00, 0x07, 0x80, 0x03, 0x00, 0xe4, 0x90, 0x00, 0x00, 0xe4, 0x80,
|
||||
0x29, 0x00, 0xe4, 0xa0, 0x01, 0x00, 0x00, 0x02, 0x00, 0x00, 0x08, 0x80,
|
||||
0x03, 0x00, 0xff, 0x90, 0x0b, 0x00, 0x00, 0x03, 0x00, 0x00, 0x0f, 0x80,
|
||||
0x00, 0x00, 0xe4, 0x80, 0x04, 0x00, 0x00, 0xa0, 0x0a, 0x00, 0x00, 0x03,
|
||||
0x00, 0x00, 0x0f, 0x80, 0x00, 0x00, 0xe4, 0x80, 0x04, 0x00, 0x55, 0xa0,
|
||||
0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x08, 0xd0, 0x00, 0x00, 0xff, 0x80,
|
||||
0x0c, 0x00, 0xff, 0xa0, 0x01, 0x00, 0x00, 0x02, 0x00, 0x00, 0x07, 0xd0,
|
||||
0x00, 0x00, 0xe4, 0x80, 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x0f, 0x80,
|
||||
0x00, 0x00, 0x55, 0x90, 0x01, 0x00, 0xe4, 0xa0, 0x04, 0x00, 0x00, 0x04,
|
||||
0x00, 0x00, 0x0f, 0x80, 0x00, 0x00, 0xe4, 0xa0, 0x00, 0x00, 0x00, 0x90,
|
||||
0x00, 0x00, 0xe4, 0x80, 0x04, 0x00, 0x00, 0x04, 0x00, 0x00, 0x0f, 0x80,
|
||||
0x02, 0x00, 0xe4, 0xa0, 0x00, 0x00, 0xaa, 0x90, 0x00, 0x00, 0xe4, 0x80,
|
||||
0x04, 0x00, 0x00, 0x04, 0x00, 0x00, 0x0f, 0x80, 0x03, 0x00, 0xe4, 0xa0,
|
||||
0x00, 0x00, 0xff, 0x90, 0x00, 0x00, 0xe4, 0x80, 0x02, 0x00, 0x00, 0x03,
|
||||
0x01, 0x00, 0x01, 0x80, 0x00, 0x00, 0xff, 0x80, 0x0e, 0x00, 0x55, 0xa1,
|
||||
0x01, 0x00, 0x00, 0x02, 0x00, 0x00, 0x0f, 0xc0, 0x00, 0x00, 0xe4, 0x80,
|
||||
0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x01, 0x80, 0x01, 0x00, 0x00, 0x80,
|
||||
0x0e, 0x00, 0xaa, 0xa0, 0x0b, 0x00, 0x00, 0x03, 0x00, 0x00, 0x01, 0x80,
|
||||
0x00, 0x00, 0x00, 0x80, 0x0e, 0x00, 0xff, 0xa0, 0x0a, 0x00, 0x00, 0x03,
|
||||
0x00, 0x00, 0x04, 0xe0, 0x00, 0x00, 0x00, 0x80, 0x04, 0x00, 0x55, 0xa0,
|
||||
0x01, 0x00, 0x00, 0x02, 0x00, 0x00, 0x03, 0xe0, 0x01, 0x00, 0xe4, 0x90,
|
||||
0x01, 0x00, 0x00, 0x02, 0x01, 0x00, 0x03, 0xe0, 0x02, 0x00, 0xe4, 0x90,
|
||||
0xff, 0xff, 0x00, 0x00
|
||||
};
|
28
src/extras/shaders/leedsBuilding_vs_gl.inc
Normal file
28
src/extras/shaders/leedsBuilding_vs_gl.inc
Normal file
@ -0,0 +1,28 @@
|
||||
const char *leedsBuilding_vert_src =
|
||||
"uniform vec4 u_amb;\n"
|
||||
"uniform vec4 u_emiss;\n"
|
||||
|
||||
"VSIN(ATTRIB_POS) vec3 in_pos;\n"
|
||||
|
||||
"VSOUT vec4 v_color;\n"
|
||||
"VSOUT vec2 v_tex0;\n"
|
||||
"VSOUT float v_fog;\n"
|
||||
|
||||
"void\n"
|
||||
"main(void)\n"
|
||||
"{\n"
|
||||
" vec4 Vertex = u_world * vec4(in_pos, 1.0);\n"
|
||||
" gl_Position = u_proj * u_view * Vertex;\n"
|
||||
" vec3 Normal = mat3(u_world) * in_normal;\n"
|
||||
|
||||
" v_tex0 = in_tex0;\n"
|
||||
|
||||
" v_color = in_color;\n"
|
||||
" v_color.rgb *= u_amb.rgb;\n"
|
||||
" v_color.rgb += u_emiss.rgb;\n"
|
||||
" v_color = clamp(v_color, 0.0, 1.0);\n"
|
||||
" v_color.a *= u_matColor.a;\n"
|
||||
|
||||
" v_fog = DoFog(gl_Position.w);\n"
|
||||
"}\n"
|
||||
;
|
18
src/extras/shaders/scale.frag
Normal file
18
src/extras/shaders/scale.frag
Normal file
@ -0,0 +1,18 @@
|
||||
uniform sampler2D tex0;
|
||||
uniform vec4 u_colorscale;
|
||||
|
||||
FSIN vec4 v_color;
|
||||
FSIN vec2 v_tex0;
|
||||
FSIN float v_fog;
|
||||
|
||||
void
|
||||
main(void)
|
||||
{
|
||||
vec4 color;
|
||||
color = v_color*texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y))*u_colorscale;
|
||||
color.rgb = mix(u_fogColor.rgb, color.rgb, v_fog);
|
||||
DoAlphaTest(color.a);
|
||||
|
||||
FRAGCOLOR(color);
|
||||
}
|
||||
|
BIN
src/extras/shaders/scale_PS.cso
Normal file
BIN
src/extras/shaders/scale_PS.cso
Normal file
Binary file not shown.
19
src/extras/shaders/scale_PS.hlsl
Normal file
19
src/extras/shaders/scale_PS.hlsl
Normal file
@ -0,0 +1,19 @@
|
||||
struct VS_out {
|
||||
float4 Position : POSITION;
|
||||
float3 TexCoord0 : TEXCOORD0;
|
||||
float4 Color : COLOR0;
|
||||
};
|
||||
|
||||
sampler2D tex0 : register(s0);
|
||||
|
||||
float4 fogColor : register(c0);
|
||||
float4 colorscale : register(c1);
|
||||
|
||||
float4 main(VS_out input) : COLOR
|
||||
{
|
||||
float4 color = input.Color;
|
||||
color *= tex2D(tex0, input.TexCoord0.xy);
|
||||
color *= colorscale;
|
||||
color.rgb = lerp(fogColor.rgb, color.rgb, input.TexCoord0.z);
|
||||
return color;
|
||||
}
|
33
src/extras/shaders/scale_PS.inc
Normal file
33
src/extras/shaders/scale_PS.inc
Normal file
@ -0,0 +1,33 @@
|
||||
static unsigned char scale_PS_cso[] = {
|
||||
0x00, 0x02, 0xff, 0xff, 0xfe, 0xff, 0x34, 0x00, 0x43, 0x54, 0x41, 0x42,
|
||||
0x1c, 0x00, 0x00, 0x00, 0x9b, 0x00, 0x00, 0x00, 0x00, 0x02, 0xff, 0xff,
|
||||
0x03, 0x00, 0x00, 0x00, 0x1c, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00,
|
||||
0x94, 0x00, 0x00, 0x00, 0x58, 0x00, 0x00, 0x00, 0x02, 0x00, 0x01, 0x00,
|
||||
0x01, 0x00, 0x06, 0x00, 0x64, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
||||
0x74, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x01, 0x00, 0x02, 0x00,
|
||||
0x64, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x7d, 0x00, 0x00, 0x00,
|
||||
0x03, 0x00, 0x00, 0x00, 0x01, 0x00, 0x02, 0x00, 0x84, 0x00, 0x00, 0x00,
|
||||
0x00, 0x00, 0x00, 0x00, 0x63, 0x6f, 0x6c, 0x6f, 0x72, 0x73, 0x63, 0x61,
|
||||
0x6c, 0x65, 0x00, 0xab, 0x01, 0x00, 0x03, 0x00, 0x01, 0x00, 0x04, 0x00,
|
||||
0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x66, 0x6f, 0x67, 0x43,
|
||||
0x6f, 0x6c, 0x6f, 0x72, 0x00, 0x74, 0x65, 0x78, 0x30, 0x00, 0xab, 0xab,
|
||||
0x04, 0x00, 0x0c, 0x00, 0x01, 0x00, 0x01, 0x00, 0x01, 0x00, 0x00, 0x00,
|
||||
0x00, 0x00, 0x00, 0x00, 0x70, 0x73, 0x5f, 0x32, 0x5f, 0x30, 0x00, 0x4d,
|
||||
0x69, 0x63, 0x72, 0x6f, 0x73, 0x6f, 0x66, 0x74, 0x20, 0x28, 0x52, 0x29,
|
||||
0x20, 0x48, 0x4c, 0x53, 0x4c, 0x20, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72,
|
||||
0x20, 0x43, 0x6f, 0x6d, 0x70, 0x69, 0x6c, 0x65, 0x72, 0x20, 0x39, 0x2e,
|
||||
0x32, 0x39, 0x2e, 0x39, 0x35, 0x32, 0x2e, 0x33, 0x31, 0x31, 0x31, 0x00,
|
||||
0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x80, 0x00, 0x00, 0x07, 0xb0,
|
||||
0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x80, 0x00, 0x00, 0x0f, 0x90,
|
||||
0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x90, 0x00, 0x08, 0x0f, 0xa0,
|
||||
0x42, 0x00, 0x00, 0x03, 0x00, 0x00, 0x0f, 0x80, 0x00, 0x00, 0xe4, 0xb0,
|
||||
0x00, 0x08, 0xe4, 0xa0, 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x0f, 0x80,
|
||||
0x00, 0x00, 0xe4, 0x80, 0x00, 0x00, 0xe4, 0x90, 0x01, 0x00, 0x00, 0x02,
|
||||
0x01, 0x00, 0x07, 0x80, 0x00, 0x00, 0xe4, 0xa0, 0x04, 0x00, 0x00, 0x04,
|
||||
0x00, 0x00, 0x07, 0x80, 0x00, 0x00, 0xe4, 0x80, 0x01, 0x00, 0xe4, 0xa0,
|
||||
0x01, 0x00, 0xe4, 0x81, 0x05, 0x00, 0x00, 0x03, 0x01, 0x00, 0x08, 0x80,
|
||||
0x00, 0x00, 0xff, 0x80, 0x01, 0x00, 0xff, 0xa0, 0x04, 0x00, 0x00, 0x04,
|
||||
0x01, 0x00, 0x07, 0x80, 0x00, 0x00, 0xaa, 0xb0, 0x00, 0x00, 0xe4, 0x80,
|
||||
0x00, 0x00, 0xe4, 0xa0, 0x01, 0x00, 0x00, 0x02, 0x00, 0x08, 0x0f, 0x80,
|
||||
0x01, 0x00, 0xe4, 0x80, 0xff, 0xff, 0x00, 0x00
|
||||
};
|
20
src/extras/shaders/scale_fs_gl.inc
Normal file
20
src/extras/shaders/scale_fs_gl.inc
Normal file
@ -0,0 +1,20 @@
|
||||
const char *scale_frag_src =
|
||||
"uniform sampler2D tex0;\n"
|
||||
"uniform vec4 u_colorscale;\n"
|
||||
|
||||
"FSIN vec4 v_color;\n"
|
||||
"FSIN vec2 v_tex0;\n"
|
||||
"FSIN float v_fog;\n"
|
||||
|
||||
"void\n"
|
||||
"main(void)\n"
|
||||
"{\n"
|
||||
" vec4 color;\n"
|
||||
" color = v_color*texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y))*u_colorscale;\n"
|
||||
" color.rgb = mix(u_fogColor.rgb, color.rgb, v_fog);\n"
|
||||
" DoAlphaTest(color.a);\n"
|
||||
|
||||
" FRAGCOLOR(color);\n"
|
||||
"}\n"
|
||||
|
||||
;
|
Reference in New Issue
Block a user