Strip support for VK_NV_glsl_shader. nvidia drivers no longer support it anyway, and it was never recommended.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5881 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
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commit
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3 changed files with 4 additions and 587 deletions
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@ -505,573 +505,6 @@ static void VK_FinishProg(program_t *prog, const char *name)
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}
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}
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static const char *vulkan_glsl_hdrs[] =
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{
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"sys/defs.h",
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"#define DEFS_DEFINED\n"
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"#undef texture2D\n" //nvidia is fucking us over
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"#undef textureCube\n" //nvidia is fucking us over
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"#define texture2D texture\n"
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"#define textureCube texture\n"
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"#define e_lmscale e_lmscales[0]\n"
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,
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"sys/skeletal.h",
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"#ifdef SKELETAL\n"
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"vec4 skeletaltransform()"
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"{"
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"mat3x4 wmat;\n"
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"wmat = m_bones[int(v_bone.x)] * v_weight.x;\n"
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"wmat += m_bones[int(v_bone.y)] * v_weight.y;\n"
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"wmat += m_bones[int(v_bone.z)] * v_weight.z;\n"
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"wmat += m_bones[int(v_bone.w)] * v_weight.w;\n"
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"return m_modelviewprojection * vec4(vec4(v_position.xyz, 1.0) * wmat, 1.0);"
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"}\n"
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"vec4 skeletaltransform_nst(out vec3 n, out vec3 t, out vec3 b)"
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"{"
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"mat3x4 wmat;\n"
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"wmat = m_bones[int(v_bone.x)] * v_weight.x;"
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"wmat += m_bones[int(v_bone.y)] * v_weight.y;"
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"wmat += m_bones[int(v_bone.z)] * v_weight.z;"
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"wmat += m_bones[int(v_bone.w)] * v_weight.w;"
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"n = vec4(v_normal.xyz, 0.0) * wmat;"
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"t = vec4(v_svector.xyz, 0.0) * wmat;"
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"b = vec4(v_tvector.xyz, 0.0) * wmat;"
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"return m_modelviewprojection * vec4(vec4(v_position.xyz, 1.0) * wmat, 1.0);"
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"}\n"
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"vec4 skeletaltransform_wnst(out vec3 w, out vec3 n, out vec3 t, out vec3 b)"
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"{"
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"mat3x4 wmat;\n"
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"wmat = m_bones[int(v_bone.x)] * v_weight.x;"
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"wmat += m_bones[int(v_bone.y)] * v_weight.y;"
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"wmat += m_bones[int(v_bone.z)] * v_weight.z;"
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"wmat += m_bones[int(v_bone.w)] * v_weight.w;"
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"n = vec4(v_normal.xyz, 0.0) * wmat;"
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"t = vec4(v_svector.xyz, 0.0) * wmat;"
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"b = vec4(v_tvector.xyz, 0.0) * wmat;"
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"w = vec4(v_position.xyz, 1.0) * wmat;"
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"return m_modelviewprojection * vec4(w, 1.0);"
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"}\n"
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"vec4 skeletaltransform_n(out vec3 n)"
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"{"
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"mat3x4 wmat;\n"
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"wmat = m_bones[int(v_bone.x)] * v_weight.x;"
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"wmat += m_bones[int(v_bone.y)] * v_weight.y;"
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"wmat += m_bones[int(v_bone.z)] * v_weight.z;"
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"wmat += m_bones[int(v_bone.w)] * v_weight.w;"
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"n = vec4(v_normal.xyz, 0.0) * wmat;"
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"return m_modelviewprojection * vec4(vec4(v_position.xyz, 1.0) * wmat, 1.0);"
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"}\n"
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"#else\n"
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"#define skeletaltransform ftetransform\n"
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"vec4 skeletaltransform_wnst(out vec3 w, out vec3 n, out vec3 t, out vec3 b)"
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"{"
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"n = v_normal;"
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"t = v_svector;"
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"b = v_tvector;"
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"w = v_position.xyz;"
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"return ftetransform();"
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"}\n"
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"vec4 skeletaltransform_nst(out vec3 n, out vec3 t, out vec3 b)"
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"{"
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"n = v_normal;"
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"t = v_svector;"
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"b = v_tvector;"
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"return ftetransform();"
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"}\n"
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"vec4 skeletaltransform_n(out vec3 n)"
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"{"
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"n = v_normal;"
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"return ftetransform();"
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"}\n"
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"#endif\n"
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,
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"sys/fog.h",
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"#ifdef FRAGMENT_SHADER\n"
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"#ifdef FOG\n"
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"vec3 fog3(in vec3 regularcolour)"
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"{"
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"float z = w_fogdensity * gl_FragCoord.z / gl_FragCoord.w;\n"
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"z = max(0.0,z-w_fogdepthbias);\n"
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"#if #include \"cvar/r_fog_exp2\"\n"
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"z *= z;\n"
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"#endif\n"
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"float fac = exp2(-(z * 1.442695));\n"
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"fac = (1.0-w_fogalpha) + (clamp(fac, 0.0, 1.0)*w_fogalpha);\n"
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"return mix(w_fogcolour, regularcolour, fac);\n"
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"}\n"
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"vec3 fog3additive(in vec3 regularcolour)"
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"{"
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"float z = w_fogdensity * gl_FragCoord.z / gl_FragCoord.w;\n"
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"z = max(0.0,z-w_fogdepthbias);\n"
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"#if #include \"cvar/r_fog_exp2\"\n"
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"z *= z;\n"
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"#endif\n"
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"float fac = exp2(-(z * 1.442695));\n"
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"fac = (1.0-w_fogalpha) + (clamp(fac, 0.0, 1.0)*w_fogalpha);\n"
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"return regularcolour * fac;\n"
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"}\n"
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"vec4 fog4(in vec4 regularcolour)"
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"{"
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"return vec4(fog3(regularcolour.rgb), 1.0) * regularcolour.a;\n"
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"}\n"
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"vec4 fog4additive(in vec4 regularcolour)"
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"{"
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"float z = w_fogdensity * gl_FragCoord.z / gl_FragCoord.w;\n"
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"z = max(0.0,z-w_fogdepthbias);\n"
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"#if #include \"cvar/r_fog_exp2\"\n"
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"z *= z;\n"
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"#endif\n"
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"float fac = exp2(-(z * 1.442695));\n"
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"fac = (1.0-w_fogalpha) + (clamp(fac, 0.0, 1.0)*w_fogalpha);\n"
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"return regularcolour * vec4(fac, fac, fac, 1.0);\n"
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"}\n"
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"vec4 fog4blend(in vec4 regularcolour)"
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"{"
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"float z = w_fogdensity * gl_FragCoord.z / gl_FragCoord.w;\n"
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"z = max(0.0,z-w_fogdepthbias);\n"
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"#if #include \"cvar/r_fog_exp2\"\n"
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"z *= z;\n"
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"#endif\n"
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"float fac = exp2(-(z * 1.442695));\n"
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"fac = (1.0-w_fogalpha) + (clamp(fac, 0.0, 1.0)*w_fogalpha);\n"
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"return regularcolour * vec4(1.0, 1.0, 1.0, fac);\n"
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"}\n"
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"#else\n"
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/*don't use macros for this - mesa bugs out*/
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"vec3 fog3(in vec3 regularcolour) { return regularcolour; }\n"
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"vec3 fog3additive(in vec3 regularcolour) { return regularcolour; }\n"
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"vec4 fog4(in vec4 regularcolour) { return regularcolour; }\n"
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"vec4 fog4additive(in vec4 regularcolour) { return regularcolour; }\n"
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"vec4 fog4blend(in vec4 regularcolour) { return regularcolour; }\n"
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"#endif\n"
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"#endif\n"
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,
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"sys/offsetmapping.h",
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"uniform float cvar_r_glsl_offsetmapping_scale;\n"
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"vec2 offsetmap(sampler2D normtex, vec2 base, vec3 eyevector)\n"
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"{\n"
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"#if !defined(OFFSETMAPPING_SCALE)\n"
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"#define OFFSETMAPPING_SCALE 1.0\n"
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"#endif\n"
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"#if defined(RELIEFMAPPING) && !defined(GL_ES)\n"
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"float i, f;\n"
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"vec3 OffsetVector = vec3(normalize(eyevector.xyz).xy * cvar_r_glsl_offsetmapping_scale * OFFSETMAPPING_SCALE * vec2(-1.0, 1.0), -1.0);\n"
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"vec3 RT = vec3(vec2(base.xy"/* - OffsetVector.xy*OffsetMapping_Bias*/"), 1.0);\n"
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"OffsetVector /= 10.0;\n"
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"for(i = 1.0; i < 10.0; ++i)\n"
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"RT += OffsetVector * step(texture2D(normtex, RT.xy).a, RT.z);\n"
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"for(i = 0.0, f = 1.0; i < 5.0; ++i, f *= 0.5)\n"
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"RT += OffsetVector * (step(texture2D(normtex, RT.xy).a, RT.z) * f - 0.5 * f);\n"
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"return RT.xy;\n"
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"#elif defined(OFFSETMAPPING)\n"
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"vec2 OffsetVector = normalize(eyevector).xy * cvar_r_glsl_offsetmapping_scale * OFFSETMAPPING_SCALE * vec2(-1.0, 1.0);\n"
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"vec2 tc = base;\n"
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"tc += OffsetVector;\n"
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"OffsetVector *= 0.333;\n"
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"tc -= OffsetVector * texture2D(normtex, tc).w;\n"
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"tc -= OffsetVector * texture2D(normtex, tc).w;\n"
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"tc -= OffsetVector * texture2D(normtex, tc).w;\n"
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"return tc;\n"
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"#else\n"
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"return base;\n"
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"#endif\n"
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"}\n"
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,
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"sys/pcf.h",
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"#ifndef r_glsl_pcf\n"
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"#define r_glsl_pcf 9\n"
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"#endif\n"
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"#if r_glsl_pcf < 1\n"
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"#undef r_glsl_pcf\n"
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"#define r_glsl_pcf 9\n"
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"#endif\n"
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"vec3 ShadowmapCoord(void)\n"
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"{\n"
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"#ifdef SPOT\n"
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//bias it. don't bother figuring out which side or anything, its not needed
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//l_projmatrix contains the light's projection matrix so no other magic needed
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"return ((vtexprojcoord.xyz-vec3(0.0,0.0,0.015))/vtexprojcoord.w + vec3(1.0, 1.0, 1.0)) * vec3(0.5, 0.5, 0.5);\n"
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//"#elif defined(CUBESHADOW)\n"
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// vec3 shadowcoord = vshadowcoord.xyz / vshadowcoord.w;
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// #define dosamp(x,y) shadowCube(s_t4, shadowcoord + vec2(x,y)*texscale.xy).r
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"#else\n"
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//figure out which axis to use
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//texture is arranged thusly:
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//forward left up
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//back right down
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"vec3 dir = abs(vtexprojcoord.xyz);\n"
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//assume z is the major axis (ie: forward from the light)
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"vec3 t = vtexprojcoord.xyz;\n"
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"float ma = dir.z;\n"
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"vec3 axis = vec3(0.5/3.0, 0.5/2.0, 0.5);\n"
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"if (dir.x > ma)\n"
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"{\n"
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"ma = dir.x;\n"
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"t = vtexprojcoord.zyx;\n"
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"axis.x = 0.5;\n"
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"}\n"
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"if (dir.y > ma)\n"
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"{\n"
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"ma = dir.y;\n"
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"t = vtexprojcoord.xzy;\n"
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"axis.x = 2.5/3.0;\n"
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"}\n"
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//if the axis is negative, flip it.
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"if (t.z > 0.0)\n"
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"{\n"
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"axis.y = 1.5/2.0;\n"
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"t.z = -t.z;\n"
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"}\n"
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//we also need to pass the result through the light's projection matrix too
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//the 'matrix' we need only contains 5 actual values. and one of them is a -1. So we might as well just use a vec4.
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//note: the projection matrix also includes scalers to pinch the image inwards to avoid sampling over borders, as well as to cope with non-square source image
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//the resulting z is prescaled to result in a value between -0.5 and 0.5.
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//also make sure we're in the right quadrant type thing
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"return axis + ((l_shadowmapproj.xyz*t.xyz + vec3(0.0, 0.0, l_shadowmapproj.w)) / -t.z);\n"
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"#endif\n"
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"}\n"
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"float ShadowmapFilter(sampler2DShadow smap)\n"
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"{\n"
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"vec3 shadowcoord = ShadowmapCoord();\n"
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"#if 0\n"//def GL_ARB_texture_gather
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"vec2 ipart, fpart;\n"
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"#define dosamp(x,y) textureGatherOffset(smap, ipart.xy, vec2(x,y)))\n"
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"vec4 tl = step(shadowcoord.z, dosamp(-1.0, -1.0));\n"
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"vec4 bl = step(shadowcoord.z, dosamp(-1.0, 1.0));\n"
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"vec4 tr = step(shadowcoord.z, dosamp(1.0, -1.0));\n"
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"vec4 br = step(shadowcoord.z, dosamp(1.0, 1.0));\n"
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//we now have 4*4 results, woo
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//we can just average them for 1/16th precision, but that's still limited graduations
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//the middle four pixels are 'full strength', but we interpolate the sides to effectively give 3*3
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"vec4 col = vec4(tl.ba, tr.ba) + vec4(bl.rg, br.rg) + " //middle two rows are full strength
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"mix(vec4(tl.rg, tr.rg), vec4(bl.ba, br.ba), fpart.y);\n" //top+bottom rows
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"return dot(mix(col.rgb, col.agb, fpart.x), vec3(1.0/9.0));\n" //blend r+a, gb are mixed because its pretty much free and gives a nicer dot instruction instead of lots of adds.
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"#else\n"
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"#define dosamp(x,y) shadow2D(smap, shadowcoord.xyz + (vec3(x,y,0.0)*l_shadowmapscale.xyx)).r\n"
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"float s = 0.0;\n"
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"#if r_glsl_pcf >= 1 && r_glsl_pcf < 5\n"
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"s += dosamp(0.0, 0.0);\n"
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"return s;\n"
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"#elif r_glsl_pcf >= 5 && r_glsl_pcf < 9\n"
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"s += dosamp(-1.0, 0.0);\n"
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"s += dosamp(0.0, -1.0);\n"
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"s += dosamp(0.0, 0.0);\n"
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"s += dosamp(0.0, 1.0);\n"
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"s += dosamp(1.0, 0.0);\n"
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"return s/5.0;\n"
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"#else\n"
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"s += dosamp(-1.0, -1.0);\n"
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"s += dosamp(-1.0, 0.0);\n"
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"s += dosamp(-1.0, 1.0);\n"
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"s += dosamp(0.0, -1.0);\n"
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"s += dosamp(0.0, 0.0);\n"
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"s += dosamp(0.0, 1.0);\n"
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"s += dosamp(1.0, -1.0);\n"
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"s += dosamp(1.0, 0.0);\n"
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"s += dosamp(1.0, 1.0);\n"
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"return s/9.0;\n"
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"#endif\n"
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"#endif\n"
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"}\n"
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,
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NULL
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};
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//glsl doesn't officially support #include, this might be vulkan, but don't push things.
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qboolean Vulkan_GenerateIncludes(int maxstrings, int *strings, const char *prstrings[], int length[], const char *shadersource)
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{
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int i;
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char *incline, *inc;
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char incname[256];
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while((incline=strstr(shadersource, "#include")))
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{
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if (*strings == maxstrings)
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return false;
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/*emit up to the include*/
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if (incline - shadersource)
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{
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prstrings[*strings] = shadersource;
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length[*strings] = incline - shadersource;
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*strings += 1;
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}
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incline += 8;
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incline = COM_ParseOut (incline, incname, sizeof(incname));
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if (!strncmp(incname, "cvar/", 5))
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{
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cvar_t *var = Cvar_Get(incname+5, "0", 0, "shader cvars");
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if (var)
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{
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var->flags |= CVAR_SHADERSYSTEM;
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if (!Vulkan_GenerateIncludes(maxstrings, strings, prstrings, length, var->string))
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return false;
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}
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else
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{
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/*dump something if the cvar doesn't exist*/
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if (*strings == maxstrings)
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return false;
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prstrings[*strings] = "0";
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length[*strings] = strlen("0");
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*strings += 1;
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}
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}
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else
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{
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for (i = 0; vulkan_glsl_hdrs[i]; i += 2)
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{
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if (!strcmp(incname, vulkan_glsl_hdrs[i]))
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{
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if (!Vulkan_GenerateIncludes(maxstrings, strings, prstrings, length, vulkan_glsl_hdrs[i+1]))
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return false;
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break;
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}
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}
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if (!vulkan_glsl_hdrs[i])
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{
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if (FS_LoadFile(incname, (void**)&inc) != (qofs_t)-1)
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{
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if (!Vulkan_GenerateIncludes(maxstrings, strings, prstrings, length, inc))
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{
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FS_FreeFile(inc);
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return false;
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}
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FS_FreeFile(inc);
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}
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}
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}
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/*move the pointer past the include*/
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shadersource = incline;
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}
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if (*shadersource)
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{
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if (*strings == maxstrings)
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return false;
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/*dump the remaining shader string*/
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prstrings[*strings] = shadersource;
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length[*strings] = strlen(prstrings[*strings]);
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*strings += 1;
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}
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return true;
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}
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//assumes VK_NV_glsl_shader for raw glsl
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VkShaderModule VK_CreateGLSLModule(program_t *prog, const char *name, int ver, const char **precompilerconstants, const char *body, int isfrag)
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{
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VkShaderModuleCreateInfo info = {VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO};
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VkShaderModule mod;
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const char *strings[256];
|
||||
int lengths[256];
|
||||
unsigned int numstrings = 0;
|
||||
char *blob;
|
||||
size_t blobsize;
|
||||
unsigned int i;
|
||||
|
||||
strings[numstrings++] = "#version 450 core\n";
|
||||
strings[numstrings++] = "#define ENGINE_"DISTRIBUTION"\n";
|
||||
|
||||
strings[numstrings++] =
|
||||
"layout(std140, binding=0) uniform entityblock"
|
||||
"{\n"
|
||||
"mat4 m_modelviewproj;"
|
||||
"mat4 m_model;"
|
||||
"mat4 m_modelinv;"
|
||||
"vec3 e_eyepos;"
|
||||
"float e_time;"
|
||||
"vec3 e_light_ambient; float epad1;"
|
||||
"vec3 e_light_dir; float epad2;"
|
||||
"vec3 e_light_mul; float epad3;"
|
||||
"vec4 e_lmscales[4];"
|
||||
"vec3 e_uppercolour; float epad4;"
|
||||
"vec3 e_lowercolour; float epad5;"
|
||||
"vec4 e_colourident;"
|
||||
"vec4 w_fogcolours;"
|
||||
"float w_fogdensity; float w_fogdepthbias; vec2 epad6;"
|
||||
"};\n"
|
||||
|
||||
"layout(std140, binding=1) uniform lightblock"
|
||||
"{\n"
|
||||
"mat4 l_cubematrix;"
|
||||
"vec3 l_lightposition; float lpad1;"
|
||||
"vec3 l_lightcolour; float lpad2;"
|
||||
"vec3 l_lightcolourscale; float l_lightradius;"
|
||||
"vec4 l_shadowmapproj;"
|
||||
"vec2 l_shadowmapscale; vec2 lpad3;"
|
||||
"};\n"
|
||||
;
|
||||
|
||||
if (isfrag)
|
||||
{
|
||||
int bindloc = 0;
|
||||
const char *bindlocations[] =
|
||||
{
|
||||
"layout(set=0, binding=2) ",
|
||||
"layout(set=0, binding=3) ",
|
||||
"layout(set=0, binding=4) ",
|
||||
"layout(set=0, binding=5) ",
|
||||
"layout(set=0, binding=6) ",
|
||||
"layout(set=0, binding=7) ",
|
||||
"layout(set=0, binding=8) ",
|
||||
"layout(set=0, binding=9) ",
|
||||
"layout(set=0, binding=10) ",
|
||||
"layout(set=0, binding=11) ",
|
||||
"layout(set=0, binding=12) ",
|
||||
"layout(set=0, binding=13) ",
|
||||
"layout(set=0, binding=14) ",
|
||||
"layout(set=0, binding=15) ",
|
||||
"layout(set=0, binding=16) ",
|
||||
"layout(set=0, binding=17) ",
|
||||
"layout(set=0, binding=18) ",
|
||||
"layout(set=0, binding=19) ",
|
||||
"layout(set=0, binding=20) ",
|
||||
"layout(set=0, binding=21) ",
|
||||
"layout(set=0, binding=22) ",
|
||||
"layout(set=0, binding=23) ",
|
||||
"layout(set=0, binding=24) ",
|
||||
"layout(set=0, binding=25) ",
|
||||
};
|
||||
const char *numberedsamplernames[] =
|
||||
{
|
||||
"uniform sampler2D s_t0;\n",
|
||||
"uniform sampler2D s_t1;\n",
|
||||
"uniform sampler2D s_t2;\n",
|
||||
"uniform sampler2D s_t3;\n",
|
||||
"uniform sampler2D s_t4;\n",
|
||||
"uniform sampler2D s_t5;\n",
|
||||
"uniform sampler2D s_t6;\n",
|
||||
"uniform sampler2D s_t7;\n",
|
||||
};
|
||||
const char *defaultsamplernames[] =
|
||||
{
|
||||
"uniform sampler2D s_shadowmap;\n",
|
||||
"uniform samplerCube s_projectionmap;\n",
|
||||
"uniform sampler2D s_diffuse;\n",
|
||||
"uniform sampler2D s_normalmap;\n",
|
||||
"uniform sampler2D s_specular;\n",
|
||||
"uniform sampler2D s_upper;\n",
|
||||
"uniform sampler2D s_lower;\n",
|
||||
"uniform sampler2D s_fullbright;\n",
|
||||
"uniform sampler2D s_paletted;\n",
|
||||
"uniform samplerCube s_reflectcube;\n",
|
||||
"uniform sampler2D s_reflectmask;\n",
|
||||
"uniform sampler2D s_displacement;\n",
|
||||
"uniform sampler2D s_occlusion;\n",
|
||||
"uniform sampler2D s_lightmap;\n#define s_lightmap0 s_lightmap\n",
|
||||
"uniform sampler2D s_deluxmap;\n#define s_deluxmap0 s_deluxmap\n",
|
||||
|
||||
"uniform sampler2D s_lightmap1;\n",
|
||||
"uniform sampler2D s_lightmap2;\n",
|
||||
"uniform sampler2D s_lightmap3;\n",
|
||||
"uniform sampler2D s_deluxmap1;\n",
|
||||
"uniform sampler2D s_deluxmap2;\n",
|
||||
"uniform sampler2D s_deluxmap3;\n",
|
||||
};
|
||||
|
||||
strings[numstrings++] = "#define FRAGMENT_SHADER\n"
|
||||
"#define varying in\n"
|
||||
"layout(location=0) out vec4 outcolour;\n"
|
||||
"#define gl_FragColor outcolour\n"
|
||||
;
|
||||
|
||||
for (i = 0; i < countof(defaultsamplernames); i++)
|
||||
{
|
||||
if (prog->defaulttextures & (1u<<i))
|
||||
{
|
||||
strings[numstrings++] = bindlocations[bindloc++];
|
||||
strings[numstrings++] = defaultsamplernames[i];
|
||||
}
|
||||
}
|
||||
for (i = 0; i < prog->numsamplers && i < countof(numberedsamplernames); i++)
|
||||
{
|
||||
strings[numstrings++] = bindlocations[bindloc++];
|
||||
strings[numstrings++] = numberedsamplernames[i];
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
strings[numstrings++] = "#define VERTEX_SHADER\n"
|
||||
"#define attribute in\n"
|
||||
"#define varying out\n"
|
||||
"out gl_PerVertex"
|
||||
"{"
|
||||
"vec4 gl_Position;"
|
||||
"};"
|
||||
|
||||
|
||||
"layout(location=0) attribute vec3 v_position;"
|
||||
"layout(location=1) attribute vec2 v_texcoord;"
|
||||
"layout(location=2) attribute vec4 v_colour;"
|
||||
"layout(location=3) attribute vec2 v_lmcoord;"
|
||||
"layout(location=4) attribute vec3 v_normal;"
|
||||
"layout(location=5) attribute vec3 v_svector;"
|
||||
"layout(location=6) attribute vec3 v_tvector;"
|
||||
//"layout(location=7) attribute vec4 v_boneweights;"
|
||||
//"layout(location=8) attribute ivec4 v_bonenums;"
|
||||
|
||||
"\n"
|
||||
|
||||
"vec4 ftetransform()"
|
||||
"{"
|
||||
"vec4 proj = (m_modelviewproj*vec4(v_position,1.0));"
|
||||
"proj.y *= -1;"
|
||||
"proj.z = (proj.z + proj.w) / 2.0;"
|
||||
"return proj;"
|
||||
"}\n"
|
||||
;
|
||||
}
|
||||
|
||||
while (*precompilerconstants)
|
||||
strings[numstrings++] = *precompilerconstants++;
|
||||
|
||||
for (i = 0, blobsize = 0; i < numstrings; i++)
|
||||
lengths[i] = strlen(strings[i]);
|
||||
Vulkan_GenerateIncludes(countof(strings), &numstrings, strings, lengths, body);
|
||||
|
||||
//now glue it all together into a single blob
|
||||
for (i = 0, blobsize = 0; i < numstrings; i++)
|
||||
blobsize += lengths[i];
|
||||
blobsize++;
|
||||
blob = malloc(blobsize);
|
||||
for (i = 0, blobsize = 0; i < numstrings; i++)
|
||||
{
|
||||
memcpy(blob+blobsize, strings[i], lengths[i]);
|
||||
blobsize += lengths[i];
|
||||
}
|
||||
blob[blobsize] = 0;
|
||||
|
||||
//and submit it.
|
||||
info.flags = 0;
|
||||
info.codeSize = blobsize;
|
||||
info.pCode = (void*)blob;
|
||||
VkAssert(vkCreateShaderModule(vk.device, &info, vkallocationcb, &mod));
|
||||
return mod;
|
||||
}
|
||||
|
||||
qboolean VK_LoadGLSL(program_t *prog, struct programpermu_s *permu, int ver, const char **precompilerconstants, const char *vert, const char *tcs, const char *tes, const char *geom, const char *frag, qboolean noerrors, vfsfile_t *blobfile)
|
||||
{
|
||||
if (permu->permutation) //FIXME...
|
||||
return false;
|
||||
|
||||
// prog->supportedpermutations = 0;
|
||||
prog->cvardata = NULL;
|
||||
prog->cvardatasize = 0;
|
||||
prog->pipelines = NULL;
|
||||
prog->vert = VK_CreateGLSLModule(prog, prog->name, ver, precompilerconstants, vert, false);
|
||||
prog->frag = VK_CreateGLSLModule(prog, prog->name, ver, precompilerconstants, frag, true);
|
||||
|
||||
VK_FinishProg(prog, prog->name);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
qboolean VK_LoadBlob(program_t *prog, void *blobdata, const char *name)
|
||||
{
|
||||
//fixme: should validate that the offset+lengths are within the blobdata.
|
||||
|
@ -1081,7 +514,7 @@ qboolean VK_LoadBlob(program_t *prog, void *blobdata, const char *name)
|
|||
unsigned char *cvardata;
|
||||
|
||||
if (blob->blobmagic[0] != 0xff || blob->blobmagic[1] != 'S' || blob->blobmagic[2] != 'P' || blob->blobmagic[3] != 'V')
|
||||
return false; //assume its glsl. this is going to be 'fun'.
|
||||
return false; //bad magic.
|
||||
if (blob->blobversion != 1)
|
||||
{
|
||||
Con_Printf("Blob %s is outdated\n", name);
|
||||
|
@ -3082,10 +2515,7 @@ static void BE_CreatePipeline(program_t *p, unsigned int shaderflags, unsigned i
|
|||
{ //valid err values are VK_ERROR_OUT_OF_HOST_MEMORY, VK_ERROR_OUT_OF_DEVICE_MEMORY, VK_ERROR_INVALID_SHADER_NV
|
||||
//VK_INCOMPLETE is a Qualcom bug with certain spirv-opt optimisations.
|
||||
shaderstate.rc.activepipeline = VK_NULL_HANDLE;
|
||||
if (err != VK_ERROR_INVALID_SHADER_NV)
|
||||
Sys_Error("%s creating pipeline %s for material %s. Check spir-v modules / drivers.\n", VK_VKErrorToString(err), p->name, shaderstate.curshader->name);
|
||||
else
|
||||
Con_Printf("Error creating pipeline %s for material %s. Check glsl / spir-v modules / drivers.\n", p->name, shaderstate.curshader->name);
|
||||
Sys_Error("%s creating pipeline %s for material %s. Check spir-v modules / drivers.\n", VK_VKErrorToString(err), p->name, shaderstate.curshader->name);
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
|
@ -16,7 +16,6 @@ static cvar_t vk_dualqueue = CVARFD("vk_dualqueue", "", CVAR_VIDEOLATCH,
|
|||
static cvar_t vk_busywait = CVARD ("vk_busywait", "", "Force busy waiting until the GPU finishes doing its thing.");
|
||||
static cvar_t vk_waitfence = CVARD ("vk_waitfence", "", "Waits on fences, instead of semaphores. This is more likely to result in gpu stalls while the cpu waits.");
|
||||
static cvar_t vk_usememorypools = CVARFD("vk_usememorypools", "", CVAR_VIDEOLATCH, "Allocates memory pools for sub allocations. Vulkan has a limit to the number of memory allocations allowed so this should always be enabled, however at this time FTE is unable to reclaim pool memory, and would require periodic vid_restarts to flush them.");
|
||||
static cvar_t vk_nv_glsl_shader = CVARFD("vk_loadglsl", "", CVAR_VIDEOLATCH, "Enable direct loading of glsl, where supported by drivers. Do not use in combination with vk_debug 2 (vk_debug should be 1 if you want to see any glsl compile errors). Don't forget to do a vid_restart after.");
|
||||
static cvar_t vk_khr_get_memory_requirements2 = CVARFD("vk_khr_get_memory_requirements2", "", CVAR_VIDEOLATCH, "Enable extended memory info querires");
|
||||
static cvar_t vk_khr_dedicated_allocation = CVARFD("vk_khr_dedicated_allocation", "", CVAR_VIDEOLATCH, "Flag vulkan memory allocations as dedicated, where applicable.");
|
||||
static cvar_t vk_khr_push_descriptor = CVARFD("vk_khr_push_descriptor", "", CVAR_VIDEOLATCH, "Enables better descriptor streaming.");
|
||||
|
@ -40,7 +39,6 @@ void VK_RegisterVulkanCvars(void)
|
|||
Cvar_Register (&vk_waitfence, VKRENDEREROPTIONS);
|
||||
Cvar_Register (&vk_usememorypools, VKRENDEREROPTIONS);
|
||||
|
||||
Cvar_Register (&vk_nv_glsl_shader, VKRENDEREROPTIONS);
|
||||
Cvar_Register (&vk_khr_get_memory_requirements2,VKRENDEREROPTIONS);
|
||||
Cvar_Register (&vk_khr_dedicated_allocation,VKRENDEREROPTIONS);
|
||||
Cvar_Register (&vk_khr_push_descriptor, VKRENDEREROPTIONS);
|
||||
|
@ -4560,7 +4558,6 @@ qboolean VK_Init(rendererstate_t *info, const char **sysextnames, qboolean (*cre
|
|||
} knowndevexts[] =
|
||||
{
|
||||
{&vk.khr_swapchain, VK_KHR_SWAPCHAIN_EXTENSION_NAME, NULL, true, NULL, " Nothing will be drawn!"},
|
||||
{&vk.nv_glsl_shader, VK_NV_GLSL_SHADER_EXTENSION_NAME, &vk_nv_glsl_shader, false, NULL, " Direct use of glsl is not supported."},
|
||||
{&vk.khr_get_memory_requirements2, VK_KHR_GET_MEMORY_REQUIREMENTS_2_EXTENSION_NAME,&vk_khr_get_memory_requirements2,true, NULL, NULL},
|
||||
{&vk.khr_dedicated_allocation, VK_KHR_DEDICATED_ALLOCATION_EXTENSION_NAME, &vk_khr_dedicated_allocation, true, NULL, NULL},
|
||||
{&vk.khr_push_descriptor, VK_KHR_PUSH_DESCRIPTOR_EXTENSION_NAME, &vk_khr_push_descriptor, true, NULL, NULL},
|
||||
|
@ -5202,15 +5199,9 @@ qboolean VK_Init(rendererstate_t *info, const char **sysextnames, qboolean (*cre
|
|||
|
||||
|
||||
sh_config.progpath = "vulkan/%s.fvb";
|
||||
sh_config.blobpath = "spirv";
|
||||
sh_config.blobpath = NULL; //just use general pipeline cache instead.
|
||||
sh_config.shadernamefmt = NULL;//"_vulkan";
|
||||
|
||||
if (vk.nv_glsl_shader)
|
||||
{
|
||||
sh_config.progpath = "glsl/%s.glsl";
|
||||
sh_config.shadernamefmt = "%s_glsl";
|
||||
}
|
||||
|
||||
sh_config.progs_supported = true;
|
||||
sh_config.progs_required = true;
|
||||
sh_config.minver = -1;
|
||||
|
@ -5232,10 +5223,7 @@ qboolean VK_Init(rendererstate_t *info, const char **sysextnames, qboolean (*cre
|
|||
|
||||
sh_config.pDeleteProg = NULL;
|
||||
sh_config.pLoadBlob = NULL;
|
||||
if (vk.nv_glsl_shader)
|
||||
sh_config.pCreateProgram = VK_LoadGLSL;
|
||||
else
|
||||
sh_config.pCreateProgram = NULL;
|
||||
sh_config.pCreateProgram = NULL;
|
||||
sh_config.pValidateProgram = NULL;
|
||||
sh_config.pProgAutoFields = NULL;
|
||||
|
||||
|
|
|
@ -275,7 +275,6 @@ extern struct vulkaninfo_s
|
|||
qboolean allowsubmissionthread;
|
||||
|
||||
qboolean khr_swapchain; //aka: not headless. we're actually rendering stuff!
|
||||
qboolean nv_glsl_shader; //we can load glsl shaders. probably missing lots of reflection info though, so this is probably too limited.
|
||||
qboolean khr_get_memory_requirements2; //slightly richer info
|
||||
qboolean khr_dedicated_allocation; //standardised version of the above where the driver decides whether a resource is worth a dedicated allocation.
|
||||
qboolean khr_push_descriptor; //more efficient descriptor streaming
|
||||
|
|
Loading…
Reference in a new issue