Updated embedded HLSL shaders

This commit is contained in:
Robert Beckebans 2019-10-14 19:37:01 +02:00
parent 5ca8a97e10
commit 17d34d8562

View file

@ -1910,11 +1910,11 @@ static const cgShaderDef_t cg_renderprogs[] =
"\n"
"#include \"global.inc.hlsl\"\n"
"\n"
"uniform sampler2D samp0 : register(s0); // texture 1 is the per-surface bump map\n"
"uniform sampler2D samp1 : register(s1); // texture 2 is the light falloff texture\n"
"uniform sampler2D samp2 : register(s2); // texture 3 is the light projection texture\n"
"uniform sampler2D samp3 : register(s3); // texture 4 is the per-surface diffuse map\n"
"uniform sampler2D samp4 : register(s4); // texture 5 is the per-surface specular map\n"
"uniform sampler2D samp0 : register(s0); // texture 1 is the per-surface normal map\n"
"uniform sampler2D samp1 : register(s1); // texture 3 is the per-surface specular or roughness/metallic/AO mixer map\n"
"uniform sampler2D samp2 : register(s2); // texture 2 is the per-surface baseColor map \n"
"uniform sampler2D samp3 : register(s3); // texture 4 is the light falloff texture\n"
"uniform sampler2D samp4 : register(s4); // texture 5 is the light projection texture\n"
"\n"
"struct PS_IN {\n"
" half4 position : VPOS;\n"
@ -1936,8 +1936,8 @@ static const cgShaderDef_t cg_renderprogs[] =
" half4 bumpMap = tex2D( samp0, fragment.texcoord1.xy );\n"
"// half4 lightFalloff = idtex2Dproj( samp1, fragment.texcoord2 );\n"
"// half4 lightProj = idtex2Dproj( samp2, fragment.texcoord3 );\n"
" half4 YCoCG = tex2D( samp3, fragment.texcoord4.xy );\n"
" half4 specMap = sRGBAToLinearRGBA( tex2D( samp4, fragment.texcoord5.xy ) );\n"
" half4 YCoCG = tex2D( samp2, fragment.texcoord4.xy );\n"
" half4 specMap = sRGBAToLinearRGBA( tex2D( samp1, fragment.texcoord5.xy ) );\n"
"\n"
" half3 lightVector = normalize( fragment.texcoord0.xyz );\n"
" half3 diffuseMap = sRGBToLinearRGB( ConvertYCoCgToRGB( YCoCG ) );\n"
@ -8206,11 +8206,11 @@ static const cgShaderDef_t cg_renderprogs[] =
"#include \"global.inc.hlsl\"\n"
"#include \"BRDF.inc.hlsl\"\n"
"\n"
"uniform sampler2D samp0 : register(s0); // texture 1 is the per-surface bump map\n"
"uniform sampler2D samp1 : register(s1); // texture 2 is the light falloff texture\n"
"uniform sampler2D samp2 : register(s2); // texture 3 is the light projection texture\n"
"uniform sampler2D samp3 : register(s3); // texture 4 is the per-surface diffuse map\n"
"uniform sampler2D samp4 : register(s4); // texture 5 is the per-surface specular map\n"
"uniform sampler2D samp0 : register(s0); // texture 1 is the per-surface normal map\n"
"uniform sampler2D samp1 : register(s1); // texture 3 is the per-surface specular or roughness/metallic/AO mixer map\n"
"uniform sampler2D samp2 : register(s2); // texture 2 is the per-surface baseColor map \n"
"uniform sampler2D samp3 : register(s3); // texture 4 is the light falloff texture\n"
"uniform sampler2D samp4 : register(s4); // texture 5 is the light projection texture\n"
"\n"
"struct PS_IN\n"
"{\n"
@ -8233,10 +8233,10 @@ static const cgShaderDef_t cg_renderprogs[] =
"void main( PS_IN fragment, out PS_OUT result )\n"
"{\n"
" half4 bumpMap = tex2D( samp0, fragment.texcoord1.xy );\n"
" half4 lightFalloff = ( idtex2Dproj( samp1, fragment.texcoord2 ) );\n"
" half4 lightProj = ( idtex2Dproj( samp2, fragment.texcoord3 ) );\n"
" half4 YCoCG = tex2D( samp3, fragment.texcoord4.xy );\n"
" half4 specMapSRGB = tex2D( samp4, fragment.texcoord5.xy );\n"
" half4 lightFalloff = ( idtex2Dproj( samp3, fragment.texcoord2 ) );\n"
" half4 lightProj = ( idtex2Dproj( samp4, fragment.texcoord3 ) );\n"
" half4 YCoCG = tex2D( samp2, fragment.texcoord4.xy );\n"
" half4 specMapSRGB = tex2D( samp1, fragment.texcoord5.xy );\n"
" half4 specMap = sRGBAToLinearRGBA( specMapSRGB );\n"
"\n"
" half3 lightVector = normalize( fragment.texcoord0.xyz );\n"
@ -8605,11 +8605,11 @@ static const cgShaderDef_t cg_renderprogs[] =
"\n"
"#include \"global.inc.hlsl\"\n"
"\n"
"uniform sampler2D samp0 : register(s0); // texture 1 is the per-surface bump map\n"
"uniform sampler2D samp1 : register(s1); // texture 2 is the light falloff texture\n"
"uniform sampler2D samp2 : register(s2); // texture 3 is the light projection texture\n"
"uniform sampler2D samp3 : register(s3); // texture 4 is the per-surface diffuse map\n"
"uniform sampler2D samp4 : register(s4); // texture 5 is the per-surface specular map\n"
"uniform sampler2D samp0 : register(s0); // texture 1 is the per-surface normal map\n"
"uniform sampler2D samp1 : register(s1); // texture 3 is the per-surface specular or roughness/metallic/AO mixer map\n"
"uniform sampler2D samp2 : register(s2); // texture 2 is the per-surface baseColor map \n"
"uniform sampler2D samp3 : register(s3); // texture 4 is the light falloff texture\n"
"uniform sampler2D samp4 : register(s4); // texture 5 is the light projection texture\n"
"\n"
"struct PS_IN {\n"
" half4 position : VPOS;\n"
@ -8628,10 +8628,10 @@ static const cgShaderDef_t cg_renderprogs[] =
"\n"
"void main( PS_IN fragment, out PS_OUT result ) {\n"
" half4 bumpMap = tex2D( samp0, fragment.texcoord1.xy );\n"
" half4 lightFalloff = idtex2Dproj( samp1, fragment.texcoord2 );\n"
" half4 lightProj = idtex2Dproj( samp2, fragment.texcoord3 );\n"
" half4 YCoCG = tex2D( samp3, fragment.texcoord4.xy );\n"
" half4 specMap = sRGBAToLinearRGBA( tex2D( samp4, fragment.texcoord5.xy ) );\n"
" half4 lightFalloff = idtex2Dproj( samp3, fragment.texcoord2 );\n"
" half4 lightProj = idtex2Dproj( samp4, fragment.texcoord3 );\n"
" half4 YCoCG = tex2D( samp2, fragment.texcoord4.xy );\n"
" half4 specMap = sRGBAToLinearRGBA( tex2D( samp1, fragment.texcoord5.xy ) );\n"
"\n"
" const half3 ambientLightVector = half3( 0.5f, 9.5f - 0.385f, 0.8925f );\n"
" half3 lightVector = normalize( ambientLightVector );\n"
@ -8828,11 +8828,11 @@ static const cgShaderDef_t cg_renderprogs[] =
"\n"
"#include \"global.inc.hlsl\"\n"
"\n"
"uniform sampler2D samp0 : register(s0); // texture 1 is the per-surface bump map\n"
"uniform sampler2D samp1 : register(s1); // texture 2 is the light falloff texture\n"
"uniform sampler2D samp2 : register(s2); // texture 3 is the light projection texture\n"
"uniform sampler2D samp3 : register(s3); // texture 4 is the per-surface diffuse map\n"
"uniform sampler2D samp4 : register(s4); // texture 5 is the per-surface specular map\n"
"uniform sampler2D samp0 : register(s0); // texture 1 is the per-surface normal map\n"
"uniform sampler2D samp1 : register(s1); // texture 3 is the per-surface specular or roughness/metallic/AO mixer map\n"
"uniform sampler2D samp2 : register(s2); // texture 2 is the per-surface baseColor map \n"
"uniform sampler2D samp3 : register(s3); // texture 4 is the light falloff texture\n"
"uniform sampler2D samp4 : register(s4); // texture 5 is the light projection texture\n"
"\n"
"struct PS_IN {\n"
" half4 position : VPOS;\n"
@ -8851,10 +8851,10 @@ static const cgShaderDef_t cg_renderprogs[] =
"\n"
"void main( PS_IN fragment, out PS_OUT result ) {\n"
" half4 bumpMap = tex2D( samp0, fragment.texcoord1.xy );\n"
" half4 lightFalloff = idtex2Dproj( samp1, fragment.texcoord2 );\n"
" half4 lightProj = idtex2Dproj( samp2, fragment.texcoord3 );\n"
" half4 YCoCG = tex2D( samp3, fragment.texcoord4.xy );\n"
" half4 specMap = tex2D( samp4, fragment.texcoord5.xy );\n"
" half4 lightFalloff = idtex2Dproj( samp3, fragment.texcoord2 );\n"
" half4 lightProj = idtex2Dproj( samp4, fragment.texcoord3 );\n"
" half4 YCoCG = tex2D( samp2, fragment.texcoord4.xy );\n"
" half4 specMap = tex2D( samp1, fragment.texcoord5.xy );\n"
"\n"
" const half3 ambientLightVector = half3( 0.5f, 9.5f - 0.385f, 0.8925f );\n"
" half3 lightVector = normalize( ambientLightVector );\n"
@ -9111,11 +9111,11 @@ static const cgShaderDef_t cg_renderprogs[] =
"#include \"global.inc.hlsl\"\n"
"#include \"BRDF.inc.hlsl\"\n"
"\n"
"uniform sampler2D samp0 : register(s0); // texture 1 is the per-surface bump map\n"
"uniform sampler2D samp1 : register(s1); // texture 2 is the light falloff texture\n"
"uniform sampler2D samp2 : register(s2); // texture 3 is the light projection texture\n"
"uniform sampler2D samp3 : register(s3); // texture 4 is the per-surface diffuse map\n"
"uniform sampler2D samp4 : register(s4); // texture 5 is the per-surface specular map\n"
"uniform sampler2D samp0 : register(s0); // texture 1 is the per-surface normal map\n"
"uniform sampler2D samp1 : register(s1); // texture 3 is the per-surface specular or roughness/metallic/AO mixer map\n"
"uniform sampler2D samp2 : register(s2); // texture 2 is the per-surface baseColor map \n"
"uniform sampler2D samp3 : register(s3); // texture 4 is the light falloff texture\n"
"uniform sampler2D samp4 : register(s4); // texture 5 is the light projection texture\n"
"uniform sampler2DArrayShadow samp5 : register(s5); // texture 6 is the shadowmap array\n"
"uniform sampler2D samp6 : register(s6); // texture 7 is the jitter texture \n"
"\n"
@ -9145,10 +9145,10 @@ static const cgShaderDef_t cg_renderprogs[] =
"void main( PS_IN fragment, out PS_OUT result )\n"
"{\n"
" half4 bumpMap = tex2D( samp0, fragment.texcoord1.xy );\n"
" half4 lightFalloff = ( idtex2Dproj( samp1, fragment.texcoord2 ) );\n"
" half4 lightProj = ( idtex2Dproj( samp2, fragment.texcoord3 ) );\n"
" half4 YCoCG = tex2D( samp3, fragment.texcoord4.xy );\n"
" half4 specMapSRGB = tex2D( samp4, fragment.texcoord5.xy );\n"
" half4 lightFalloff = ( idtex2Dproj( samp3, fragment.texcoord2 ) );\n"
" half4 lightProj = ( idtex2Dproj( samp4, fragment.texcoord3 ) );\n"
" half4 YCoCG = tex2D( samp2, fragment.texcoord4.xy );\n"
" half4 specMapSRGB = tex2D( samp1, fragment.texcoord5.xy );\n"
" half4 specMap = sRGBAToLinearRGBA( specMapSRGB );\n"
"\n"
" half3 lightVector = normalize( fragment.texcoord0.xyz );\n"