Updated embedded HLSL shaders generated by premake

This commit is contained in:
Robert Beckebans 2020-03-22 15:44:52 +01:00
parent fb37d719d5
commit 3485c680aa

View file

@ -5194,6 +5194,7 @@ static const cgShaderDef_t cg_renderprogs[] =
" float4 normal : NORMAL;\n" " float4 normal : NORMAL;\n"
" float4 tangent : TANGENT;\n" " float4 tangent : TANGENT;\n"
" float4 color : COLOR0;\n" " float4 color : COLOR0;\n"
" float4 color2 : COLOR1;\n"
"};\n" "};\n"
"\n" "\n"
"struct VS_OUT {\n" "struct VS_OUT {\n"
@ -6563,6 +6564,9 @@ static const cgShaderDef_t cg_renderprogs[] =
"\n" "\n"
"struct VS_IN {\n" "struct VS_IN {\n"
" float4 position : POSITION;\n" " float4 position : POSITION;\n"
" float2 texcoord : TEXCOORD0;\n"
" float4 normal : NORMAL;\n"
" float4 tangent : TANGENT;\n"
" float4 color : COLOR0;\n" " float4 color : COLOR0;\n"
" float4 color2 : COLOR1;\n" " float4 color2 : COLOR1;\n"
"};\n" "};\n"
@ -6974,6 +6978,7 @@ static const cgShaderDef_t cg_renderprogs[] =
" float4 position : POSITION;\n" " float4 position : POSITION;\n"
" float2 texcoord : TEXCOORD0;\n" " float2 texcoord : TEXCOORD0;\n"
" float4 normal : NORMAL;\n" " float4 normal : NORMAL;\n"
" float4 tangent : TANGENT;\n"
" float4 color : COLOR0;\n" " float4 color : COLOR0;\n"
" float4 color2 : COLOR1;\n" " float4 color2 : COLOR1;\n"
"};\n" "};\n"
@ -7253,6 +7258,8 @@ static const cgShaderDef_t cg_renderprogs[] =
"struct VS_IN {\n" "struct VS_IN {\n"
" float4 position : POSITION;\n" " float4 position : POSITION;\n"
" float2 texcoord : TEXCOORD0;\n" " float2 texcoord : TEXCOORD0;\n"
" float4 normal : NORMAL;\n"
" float4 tangent : TANGENT;\n"
" float4 color : COLOR0;\n" " float4 color : COLOR0;\n"
" float4 color2 : COLOR1;\n" " float4 color2 : COLOR1;\n"
"};\n" "};\n"
@ -8653,7 +8660,7 @@ static const cgShaderDef_t cg_renderprogs[] =
" half3 halfAngleVector = normalize( lightVector + viewVector );\n" " half3 halfAngleVector = normalize( lightVector + viewVector );\n"
" half hdotN = clamp( dot3( halfAngleVector, localNormal ), 0.0, 1.0 );\n" " half hdotN = clamp( dot3( halfAngleVector, localNormal ), 0.0, 1.0 );\n"
"\n" "\n"
"#if 0 //defined(USE_PBR)\n" "#if 1 //defined(USE_PBR)\n"
" \n" " \n"
"#if 0 //defined(USE_METALNESS)\n" "#if 0 //defined(USE_METALNESS)\n"
" const half metallic = specMapSRGB.g;\n" " const half metallic = specMapSRGB.g;\n"
@ -8722,7 +8729,7 @@ static const cgShaderDef_t cg_renderprogs[] =
" //half3 diffuseColor = mix( diffuseMap, F0, metal ) * rpDiffuseModifier.xyz;\n" " //half3 diffuseColor = mix( diffuseMap, F0, metal ) * rpDiffuseModifier.xyz;\n"
" half3 diffuseBRDF = diffuseColor * lambert * sRGBToLinearRGB( rpDiffuseModifier.xyz );\n" " half3 diffuseBRDF = diffuseColor * lambert * sRGBToLinearRGB( rpDiffuseModifier.xyz );\n"
" \n" " \n"
" result.color.xyz = ( diffuseBRDF + specularBRDF ) * lightColor * fragment.color.rgb * shadow;\n" " result.color.xyz = ( diffuseBRDF + specularBRDF ) * lightColor * fragment.color.rgb;\n"
" result.color.w = 1.0;\n" " result.color.w = 1.0;\n"
" \n" " \n"
"#else\n" "#else\n"
@ -9686,7 +9693,7 @@ static const cgShaderDef_t cg_renderprogs[] =
" }\n" " }\n"
" \n" " \n"
" shadow *= stepSize;\n" " shadow *= stepSize;\n"
"#else\n" "#elif 1\n"
" \n" " \n"
" const float2 poissonDisk[12] = float2[](\n" " const float2 poissonDisk[12] = float2[](\n"
" float2(0.6111618, 0.1050905),\n" " float2(0.6111618, 0.1050905),\n"
@ -9731,14 +9738,16 @@ static const cgShaderDef_t cg_renderprogs[] =
"\n" "\n"
" shadow *= stepSize;\n" " shadow *= stepSize;\n"
"\n" "\n"
" //float shadow = texture( samp5, shadowTexcoord.xywz );\n" "#else\n"
"\n"
" float shadow = texture( samp5, shadowTexcoord.xywz );\n"
"#endif\n" "#endif\n"
"\n" "\n"
"\n" "\n"
" half3 halfAngleVector = normalize( lightVector + viewVector );\n" " half3 halfAngleVector = normalize( lightVector + viewVector );\n"
" half hdotN = clamp( dot3( halfAngleVector, localNormal ), 0.0, 1.0 );\n" " half hdotN = clamp( dot3( halfAngleVector, localNormal ), 0.0, 1.0 );\n"
"\n" "\n"
"#if 0 //defined(USE_PBR)\n" "#if 1 //defined(USE_PBR)\n"
" \n" " \n"
"#if 0 //defined(USE_METALNESS)\n" "#if 0 //defined(USE_METALNESS)\n"
" const half metallic = specMapSRGB.g;\n" " const half metallic = specMapSRGB.g;\n"
@ -12379,6 +12388,8 @@ static const cgShaderDef_t cg_renderprogs[] =
"struct VS_IN {\n" "struct VS_IN {\n"
" float4 position : POSITION;\n" " float4 position : POSITION;\n"
" float2 texcoord : TEXCOORD0;\n" " float2 texcoord : TEXCOORD0;\n"
" float4 normal : NORMAL;\n"
" float4 tangent : TANGENT;\n"
" float4 color : COLOR0;\n" " float4 color : COLOR0;\n"
" float4 color2 : COLOR1;\n" " float4 color2 : COLOR1;\n"
"};\n" "};\n"