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Updated embedded HLSL shaders generated by premake
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fb37d719d5
commit
3485c680aa
1 changed files with 480 additions and 469 deletions
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@ -5194,6 +5194,7 @@ static const cgShaderDef_t cg_renderprogs[] =
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" float4 normal : NORMAL;\n"
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" float4 tangent : TANGENT;\n"
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" float4 color : COLOR0;\n"
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" float4 color2 : COLOR1;\n"
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"};\n"
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"\n"
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"struct VS_OUT {\n"
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@ -6563,6 +6564,9 @@ static const cgShaderDef_t cg_renderprogs[] =
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"\n"
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"struct VS_IN {\n"
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" float4 position : POSITION;\n"
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" float2 texcoord : TEXCOORD0;\n"
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" float4 normal : NORMAL;\n"
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" float4 tangent : TANGENT;\n"
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" float4 color : COLOR0;\n"
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" float4 color2 : COLOR1;\n"
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"};\n"
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@ -6974,6 +6978,7 @@ static const cgShaderDef_t cg_renderprogs[] =
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" float4 position : POSITION;\n"
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" float2 texcoord : TEXCOORD0;\n"
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" float4 normal : NORMAL;\n"
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" float4 tangent : TANGENT;\n"
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" float4 color : COLOR0;\n"
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" float4 color2 : COLOR1;\n"
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"};\n"
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@ -7253,6 +7258,8 @@ static const cgShaderDef_t cg_renderprogs[] =
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"struct VS_IN {\n"
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" float4 position : POSITION;\n"
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" float2 texcoord : TEXCOORD0;\n"
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" float4 normal : NORMAL;\n"
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" float4 tangent : TANGENT;\n"
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" float4 color : COLOR0;\n"
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" float4 color2 : COLOR1;\n"
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"};\n"
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@ -8653,7 +8660,7 @@ static const cgShaderDef_t cg_renderprogs[] =
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" half3 halfAngleVector = normalize( lightVector + viewVector );\n"
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" half hdotN = clamp( dot3( halfAngleVector, localNormal ), 0.0, 1.0 );\n"
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"\n"
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"#if 0 //defined(USE_PBR)\n"
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"#if 1 //defined(USE_PBR)\n"
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" \n"
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"#if 0 //defined(USE_METALNESS)\n"
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" const half metallic = specMapSRGB.g;\n"
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@ -8722,7 +8729,7 @@ static const cgShaderDef_t cg_renderprogs[] =
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" //half3 diffuseColor = mix( diffuseMap, F0, metal ) * rpDiffuseModifier.xyz;\n"
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" half3 diffuseBRDF = diffuseColor * lambert * sRGBToLinearRGB( rpDiffuseModifier.xyz );\n"
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" \n"
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" result.color.xyz = ( diffuseBRDF + specularBRDF ) * lightColor * fragment.color.rgb * shadow;\n"
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" result.color.xyz = ( diffuseBRDF + specularBRDF ) * lightColor * fragment.color.rgb;\n"
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" result.color.w = 1.0;\n"
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" \n"
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"#else\n"
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@ -9686,7 +9693,7 @@ static const cgShaderDef_t cg_renderprogs[] =
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" }\n"
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" \n"
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" shadow *= stepSize;\n"
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"#else\n"
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"#elif 1\n"
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" \n"
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" const float2 poissonDisk[12] = float2[](\n"
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" float2(0.6111618, 0.1050905),\n"
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@ -9731,14 +9738,16 @@ static const cgShaderDef_t cg_renderprogs[] =
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"\n"
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" shadow *= stepSize;\n"
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"\n"
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" //float shadow = texture( samp5, shadowTexcoord.xywz );\n"
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"#else\n"
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"\n"
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" float shadow = texture( samp5, shadowTexcoord.xywz );\n"
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"#endif\n"
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"\n"
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"\n"
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" half3 halfAngleVector = normalize( lightVector + viewVector );\n"
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" half hdotN = clamp( dot3( halfAngleVector, localNormal ), 0.0, 1.0 );\n"
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"\n"
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"#if 0 //defined(USE_PBR)\n"
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"#if 1 //defined(USE_PBR)\n"
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" \n"
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"#if 0 //defined(USE_METALNESS)\n"
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" const half metallic = specMapSRGB.g;\n"
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@ -12379,6 +12388,8 @@ static const cgShaderDef_t cg_renderprogs[] =
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"struct VS_IN {\n"
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" float4 position : POSITION;\n"
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" float2 texcoord : TEXCOORD0;\n"
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" float4 normal : NORMAL;\n"
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" float4 tangent : TANGENT;\n"
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" float4 color : COLOR0;\n"
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" float4 color2 : COLOR1;\n"
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"};\n"
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