.vertex and .pixel shaders renamed for VS syntax highlighting

This commit is contained in:
Robert Beckebans 2018-10-28 11:03:54 +01:00
parent b8ffe6f6c0
commit ce0f6ff258
124 changed files with 298 additions and 297 deletions

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@ -29,7 +29,7 @@
*/
#include "renderprogs/global.inc"
#include "global.inc.hlsl"

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@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "renderprogs/global.inc"
#include "global.inc.hlsl"
struct VS_IN
{

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@ -16,7 +16,7 @@
Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#include "renderprogs/global.inc"
#include "global.inc.hlsl"
// *INDENT-OFF*
uniform sampler2D samp0 : register( s0 ); // view normals

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@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "renderprogs/global.inc"
#include "global.inc.hlsl"
struct VS_IN
{

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@ -15,7 +15,7 @@
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#include "renderprogs/global.inc"
#include "global.inc.hlsl"
// *INDENT-OFF*
uniform sampler2D samp0 : register( s0 ); // zbuffer

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@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "renderprogs/global.inc"
#include "global.inc.hlsl"
struct VS_IN
{

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@ -16,7 +16,7 @@
Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#include "renderprogs/global.inc"
#include "global.inc.hlsl"
// *INDENT-OFF*
uniform sampler2D samp0 : register( s0 ); // view normals

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@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "renderprogs/global.inc"
#include "global.inc.hlsl"
struct VS_IN
{

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@ -1,5 +1,5 @@
#include "renderprogs/global.inc"
#include "global.inc.hlsl"
// #version 120 // -*- c++ -*-
// #extension GL_EXT_gpu_shader4 : require

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@ -1,47 +0,0 @@
/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "renderprogs/global.inc"
struct VS_IN
{
float4 position : POSITION;
float2 texcoord : TEXCOORD0;
};
struct VS_OUT
{
float4 position : POSITION;
float2 texcoord0 : TEXCOORD0;
};
void main( VS_IN vertex, out VS_OUT result )
{
result.position = vertex.position;
result.texcoord0 = vertex.texcoord;
}

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@ -0,0 +1,47 @@
/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "global.inc.hlsl"
struct VS_IN
{
float4 position : POSITION;
float2 texcoord : TEXCOORD0;
};
struct VS_OUT
{
float4 position : POSITION;
float2 texcoord0 : TEXCOORD0;
};
void main( VS_IN vertex, out VS_OUT result )
{
result.position = vertex.position;
result.texcoord0 = vertex.texcoord;
}

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@ -27,11 +27,12 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "renderprogs/global.inc"
#include "global.inc.hlsl"
#define SMAA_INCLUDE_VS 0
#define SMAA_INCLUDE_PS 1
#include "renderprogs/SMAA.inc"
#include "SMAA.inc.hlsl"
// *INDENT-OFF*
uniform sampler2D samp0 : register(s0); // _smaaEdges

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@ -27,11 +27,11 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "renderprogs/global.inc"
#include "global.inc.hlsl"
#define SMAA_INCLUDE_VS 1
#define SMAA_INCLUDE_PS 0
#include "renderprogs/SMAA.inc"
#include "SMAA.inc.hlsl"
struct VS_IN
{

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@ -27,11 +27,11 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "renderprogs/global.inc"
#include "global.inc.hlsl"
#define SMAA_INCLUDE_VS 0
#define SMAA_INCLUDE_PS 1
#include "renderprogs/SMAA.inc"
#include "SMAA.inc.hlsl"
// *INDENT-OFF*
uniform sampler2D samp0 : register(s0); // _currentColor

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@ -27,11 +27,11 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "renderprogs/global.inc"
#include "global.inc.hlsl"
#define SMAA_INCLUDE_VS 1
#define SMAA_INCLUDE_PS 0
#include "renderprogs/SMAA.inc"
#include "SMAA.inc.hlsl"
struct VS_IN
{

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@ -27,11 +27,11 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "renderprogs/global.inc"
#include "global.inc.hlsl"
#define SMAA_INCLUDE_VS 0
#define SMAA_INCLUDE_PS 1
#include "renderprogs/SMAA.inc"
#include "SMAA.inc.hlsl"
// *INDENT-OFF*
uniform sampler2D samp0 : register(s0); // _currentColor

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@ -27,11 +27,11 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "renderprogs/global.inc"
#include "global.inc.hlsl"
#define SMAA_INCLUDE_VS 1
#define SMAA_INCLUDE_PS 0
#include "renderprogs/SMAA.inc"
#include "SMAA.inc.hlsl"
struct VS_IN
{

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@ -1,130 +1,130 @@
return
{
-- includes
"global.inc",
"skinning.inc",
"SMAA.inc",
"BRDF.inc",
"global.inc.hlsl",
"skinning.inc.hlsl",
"SMAA.inc.hlsl",
"BRDF.inc.hlsl",
-- shaders
"ambient_lighting.pixel",
"ambient_lighting.vertex",
"AmbientOcclusion_AO.pixel",
"AmbientOcclusion_AO.vertex",
"AmbientOcclusion_blur.pixel",
"AmbientOcclusion_blur.vertex",
"AmbientOcclusion_minify.pixel",
"AmbientOcclusion_minify.vertex",
"bink.pixel",
"bink.vertex",
"bink_gui.pixel",
"bink_gui.vertex",
"blendLight.pixel",
"blendLight.vertex",
"bloodorb1_capture.pixel",
"bloodorb1_capture.vertex",
"bloodorb2_capture.pixel",
"bloodorb2_capture.vertex",
"bloodorb3_capture.pixel",
"bloodorb3_capture.vertex",
"bloodorb_draw.pixel",
"bloodorb_draw.vertex",
"bumpyenvironment.pixel",
"bumpyenvironment.vertex",
"bumpyenvironment_skinned.pixel",
"bumpyenvironment_skinned.vertex",
"color.pixel",
"color.vertex",
"colorProcess.pixel",
"colorProcess.vertex",
"DeepGBufferRadiosity_radiosity.pixel",
"DeepGBufferRadiosity_radiosity.vertex",
"DeepGBufferRadiosity_blur.pixel",
"DeepGBufferRadiosity_blur.vertex",
"debug_shadowmap.pixel",
"debug_shadowmap.vertex",
"depth.pixel",
"depth.vertex",
"depth_skinned.pixel",
"depth_skinned.vertex",
"enviroSuit.pixel",
"enviroSuit.vertex",
"environment.pixel",
"environment.vertex",
"environment_skinned.pixel",
"environment_skinned.vertex",
"fog.pixel",
"fog.vertex",
"fog_skinned.pixel",
"fog_skinned.vertex",
"fxaa.pixel",
"fxaa.vertex",
"gbuffer.pixel",
"gbuffer.vertex",
"gui.pixel",
"gui.vertex",
"hdr_glare_chromatic.pixel",
"hdr_glare_chromatic.vertex",
"heatHazeWithMask.pixel",
"heatHazeWithMask.vertex",
"heatHazeWithMaskAndVertex.pixel",
"heatHazeWithMaskAndVertex.vertex",
"heathaze.pixel",
"heathaze.vertex",
"interaction.pixel",
"interaction.vertex",
"interactionAmbient.pixel",
"interactionAmbient.vertex",
"interactionAmbient_skinned.pixel",
"interactionAmbient_skinned.vertex",
"interactionSM.pixel",
"interactionSM.vertex",
"motionBlur.pixel",
"motionBlur.vertex",
"postprocess.pixel",
"postprocess.vertex",
"screen.pixel",
"screen.vertex",
"shadow.pixel",
"shadow.vertex",
"shadowDebug.pixel",
"shadowDebug.vertex",
"shadowDebug_skinned.pixel",
"shadowDebug_skinned.vertex",
"shadow_skinned.pixel",
"shadow_skinned.vertex",
"simpleshade.pixel",
"simpleshade.vertex",
"skybox.pixel",
"skybox.vertex",
"SMAA_blending_weight_calc.pixel",
"SMAA_blending_weight_calc.vertex",
"SMAA_edge_detection.pixel",
"SMAA_edge_detection.vertex",
"SMAA_final.pixel",
"SMAA_final.vertex",
"stereoDeGhost.pixel",
"stereoDeGhost.vertex",
"stereoInterlace.pixel",
"stereoInterlace.vertex",
"stereoWarp.pixel",
"stereoWarp.vertex",
"texture.pixel",
"texture.vertex",
"texture_color.pixel",
"texture_color.vertex",
"texture_color_skinned.pixel",
"texture_color_skinned.vertex",
"texture_color_texgen.pixel",
"texture_color_texgen.vertex",
"tonemap.pixel",
"tonemap.vertex",
"vertex_color.pixel",
"vertex_color.vertex",
"wobblesky.pixel",
"wobblesky.vertex",
"zcullReconstruct.pixel",
"zcullReconstruct.vertex",
"ambient_lighting.ps.hlsl",
"ambient_lighting.vs.hlsl",
"AmbientOcclusion_AO.ps.hlsl",
"AmbientOcclusion_AO.vs.hlsl",
"AmbientOcclusion_blur.ps.hlsl",
"AmbientOcclusion_blur.vs.hlsl",
"AmbientOcclusion_minify.ps.hlsl",
"AmbientOcclusion_minify.vs.hlsl",
"bink.ps.hlsl",
"bink.vs.hlsl",
"bink_gui.ps.hlsl",
"bink_gui.vs.hlsl",
"blendLight.ps.hlsl",
"blendLight.vs.hlsl",
"bloodorb1_capture.ps.hlsl",
"bloodorb1_capture.vs.hlsl",
"bloodorb2_capture.ps.hlsl",
"bloodorb2_capture.vs.hlsl",
"bloodorb3_capture.ps.hlsl",
"bloodorb3_capture.vs.hlsl",
"bloodorb_draw.ps.hlsl",
"bloodorb_draw.vs.hlsl",
"bumpyenvironment.ps.hlsl",
"bumpyenvironment.vs.hlsl",
"bumpyenvironment_skinned.ps.hlsl",
"bumpyenvironment_skinned.vs.hlsl",
"color.ps.hlsl",
"color.vs.hlsl",
"colorProcess.ps.hlsl",
"colorProcess.vs.hlsl",
"DeepGBufferRadiosity_radiosity.ps.hlsl",
"DeepGBufferRadiosity_radiosity.vs.hlsl",
"DeepGBufferRadiosity_blur.ps.hlsl",
"DeepGBufferRadiosity_blur.vs.hlsl",
"debug_shadowmap.ps.hlsl",
"debug_shadowmap.vs.hlsl",
"depth.ps.hlsl",
"depth.vs.hlsl",
"depth_skinned.ps.hlsl",
"depth_skinned.vs.hlsl",
"enviroSuit.ps.hlsl",
"enviroSuit.vs.hlsl",
"environment.ps.hlsl",
"environment.vs.hlsl",
"environment_skinned.ps.hlsl",
"environment_skinned.vs.hlsl",
"fog.ps.hlsl",
"fog.vs.hlsl",
"fog_skinned.ps.hlsl",
"fog_skinned.vs.hlsl",
"fxaa.ps.hlsl",
"fxaa.vs.hlsl",
"gbuffer.ps.hlsl",
"gbuffer.vs.hlsl",
"gui.ps.hlsl",
"gui.vs.hlsl",
"hdr_glare_chromatic.ps.hlsl",
"hdr_glare_chromatic.vs.hlsl",
"heatHazeWithMask.ps.hlsl",
"heatHazeWithMask.vs.hlsl",
"heatHazeWithMaskAndVertex.ps.hlsl",
"heatHazeWithMaskAndVertex.vs.hlsl",
"heathaze.ps.hlsl",
"heathaze.vs.hlsl",
"interaction.ps.hlsl",
"interaction.vs.hlsl",
"interactionAmbient.ps.hlsl",
"interactionAmbient.vs.hlsl",
"interactionAmbient_skinned.ps.hlsl",
"interactionAmbient_skinned.vs.hlsl",
"interactionSM.ps.hlsl",
"interactionSM.vs.hlsl",
"motionBlur.ps.hlsl",
"motionBlur.vs.hlsl",
"postprocess.ps.hlsl",
"postprocess.vs.hlsl",
"screen.ps.hlsl",
"screen.vs.hlsl",
"shadow.ps.hlsl",
"shadow.vs.hlsl",
"shadowDebug.ps.hlsl",
"shadowDebug.vs.hlsl",
"shadowDebug_skinned.ps.hlsl",
"shadowDebug_skinned.vs.hlsl",
"shadow_skinned.ps.hlsl",
"shadow_skinned.vs.hlsl",
"simpleshade.ps.hlsl",
"simpleshade.vs.hlsl",
"skybox.ps.hlsl",
"skybox.vs.hlsl",
"SMAA_blending_weight_calc.ps.hlsl",
"SMAA_blending_weight_calc.vs.hlsl",
"SMAA_edge_detection.ps.hlsl",
"SMAA_edge_detection.vs.hlsl",
"SMAA_final.ps.hlsl",
"SMAA_final.vs.hlsl",
"stereoDeGhost.ps.hlsl",
"stereoDeGhost.vs.hlsl",
"stereoInterlace.ps.hlsl",
"stereoInterlace.vs.hlsl",
"stereoWarp.ps.hlsl",
"stereoWarp.vs.hlsl",
"texture.ps.hlsl",
"texture.vs.hlsl",
"texture_color.ps.hlsl",
"texture_color.vs.hlsl",
"texture_color_skinned.ps.hlsl",
"texture_color_skinned.vs.hlsl",
"texture_color_texgen.ps.hlsl",
"texture_color_texgen.vs.hlsl",
"tonemap.ps.hlsl",
"tonemap.vs.hlsl",
"vertex_color.ps.hlsl",
"vertex_color.vs.hlsl",
"wobblesky.ps.hlsl",
"wobblesky.vs.hlsl",
"zcullReconstruct.ps.hlsl",
"zcullReconstruct.vs.hlsl",
}

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@ -27,7 +27,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "renderprogs/global.inc"
#include "global.inc.hlsl"
uniform sampler2D samp0 : register(s0); // texture 1 is the per-surface bump map
uniform sampler2D samp1 : register(s1); // texture 2 is the light falloff texture

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@ -27,7 +27,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "renderprogs/global.inc"
#include "global.inc.hlsl"
#if defined( USE_GPU_SKINNING )
uniform matrices_ubo { float4 matrices[408]; };

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@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "renderprogs/global.inc"
#include "global.inc.hlsl"
uniform sampler2D samp0 : register(s0); // Y
uniform sampler2D samp1 : register(s1); // Cr

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@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "renderprogs/global.inc"
#include "global.inc.hlsl"
struct VS_IN {
float4 position : POSITION;

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@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "renderprogs/global.inc"
#include "global.inc.hlsl"
uniform sampler2D samp0 : register(s0); // Y
uniform sampler2D samp1 : register(s1); // Cr

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@ -27,7 +27,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "renderprogs/global.inc"
#include "global.inc.hlsl"
struct VS_IN {
float4 position : POSITION;

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@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "renderprogs/global.inc"
#include "global.inc.hlsl"
uniform sampler2D samp0 : register(s0);
uniform sampler2D samp1 : register(s1);

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@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "renderprogs/global.inc"
#include "global.inc.hlsl"
struct VS_IN {
float4 position : POSITION;

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@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc"
#include "global.inc.hlsl"
uniform sampler2D samp0 : register(s0); //_accum
uniform sampler2D samp1 : register(s1); //_currentRender

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@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc"
#include "global.inc.hlsl"
uniform float4 rpUser0 : register( c128 ); //rpCenterScale

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@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc"
#include "global.inc.hlsl"
uniform sampler2D samp0 : register(s0); //_accum
uniform sampler2D samp1 : register(s1); //_currentRender

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@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc"
#include "global.inc.hlsl"
uniform float4 rpUser0 : register( c128 ); //rpCenterScaleTex0
uniform float4 rpUser1 : register( c129 ); //rpRotateTex0

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@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc"
#include "global.inc.hlsl"
uniform sampler2D samp0 : register(s0); //_accum
uniform sampler2D samp1 : register(s1); //_currentRender

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@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc"
#include "global.inc.hlsl"
uniform float4 rpUser0 : register( c128 ); //rpCenterScaleTex
uniform float4 rpUser1 : register( c129 ); //rpRotateTex

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@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc"
#include "global.inc.hlsl"
uniform sampler2D samp0 : register(s0); //_accum
uniform sampler2D samp1 : register(s1); //_currentRender

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@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc"
#include "global.inc.hlsl"
struct VS_IN {
float4 position : POSITION;

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@ -27,7 +27,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "renderprogs/global.inc"
#include "global.inc.hlsl"
uniform samplerCUBE samp0 : register(s0); // texture 0 is the cube map
uniform sampler2D samp1 : register(s1); // normal map

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@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "renderprogs/global.inc"
#include "global.inc.hlsl"
struct VS_IN {
float4 position : POSITION;

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@ -27,7 +27,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "renderprogs/global.inc"
#include "global.inc.hlsl"
uniform samplerCUBE samp0 : register(s0); // texture 0 is the cube map
uniform sampler2D samp1 : register(s1); // normal map

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@ -27,7 +27,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "renderprogs/global.inc"
#include "global.inc.hlsl"
uniform matrices_ubo { float4 matrices[408]; };

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@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "renderprogs/global.inc"
#include "global.inc.hlsl"
uniform sampler2D samp0 : register(s0);

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@ -27,7 +27,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "renderprogs/global.inc"
#include "global.inc.hlsl"
#if defined(USE_GPU_SKINNING)
uniform matrices_ubo { float4 matrices[408]; };

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@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc"
#include "global.inc.hlsl"
uniform sampler2D samp0 : register(s0);

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@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc"
#include "global.inc.hlsl"
uniform float4 rpUser0 : register(c128); //rpFraction
uniform float4 rpUser1 : register(c129); //rpTargetHue

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@ -27,7 +27,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "renderprogs/global.inc"
#include "global.inc.hlsl"
uniform sampler2DArray samp0 : register(s0);

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@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "renderprogs/global.inc"
#include "global.inc.hlsl"
struct VS_IN {
float4 position : POSITION;

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@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "renderprogs/global.inc"
#include "global.inc.hlsl"
uniform sampler2D samp0 : register(s0);
struct PS_OUT {

View file

@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "renderprogs/global.inc"
#include "global.inc.hlsl"
struct VS_IN {
float4 position : POSITION;

View file

@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "renderprogs/global.inc"
#include "global.inc.hlsl"
uniform sampler2D samp0 : register(s0);
struct PS_OUT {

View file

@ -27,7 +27,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "renderprogs/global.inc"
#include "global.inc.hlsl"
uniform matrices_ubo { float4 matrices[408]; };

View file

@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc"
#include "global.inc.hlsl"
uniform sampler2D samp0 : register(s0); // texture 0 is _current Render
uniform sampler2D samp1 : register(s1); // texture 1 is the per-surface bump map

View file

@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc"
#include "global.inc.hlsl"
// User Renderparms start at 128 as per renderprogs.h

View file

@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "renderprogs/global.inc"
#include "global.inc.hlsl"
uniform samplerCUBE samp0 : register(s0); // texture 0 is the cube map

View file

@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "renderprogs/global.inc"
#include "global.inc.hlsl"
struct VS_IN {
float4 position : POSITION;

View file

@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "renderprogs/global.inc"
#include "global.inc.hlsl"
uniform samplerCUBE samp0 : register(s0); // texture 0 is the cube map

View file

@ -27,7 +27,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "renderprogs/global.inc"
#include "global.inc.hlsl"
uniform matrices_ubo { float4 matrices[408]; };

View file

@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "renderprogs/global.inc"
#include "global.inc.hlsl"
uniform sampler2D samp0 : register(s0);
uniform sampler2D samp1 : register(s1);

View file

@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "renderprogs/global.inc"
#include "global.inc.hlsl"
struct VS_IN {
float4 position : POSITION;

View file

@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "renderprogs/global.inc"
#include "global.inc.hlsl"
uniform sampler2D samp0 : register(s0);
uniform sampler2D samp1 : register(s1);

View file

@ -27,7 +27,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "renderprogs/global.inc"
#include "global.inc.hlsl"
uniform matrices_ubo { float4 matrices[408]; };

View file

@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "renderprogs/global.inc"
#include "global.inc.hlsl"
#define FXAA_GREEN_AS_LUMA 1
#define FXAA_EARLY_EXIT 0
#include "Fxaa3_11.h"

View file

@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "renderprogs/global.inc"
#include "global.inc.hlsl"
struct VS_IN {
float4 position : POSITION;

View file

@ -27,7 +27,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "renderprogs/global.inc"
#include "global.inc.hlsl"
uniform sampler2D samp0 : register(s0); // normal map

View file

@ -27,7 +27,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "renderprogs/global.inc"
#include "global.inc.hlsl"
#if defined( USE_GPU_SKINNING )
uniform matrices_ubo { float4 matrices[408]; };

View file

@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "renderprogs/global.inc"
#include "global.inc.hlsl"
uniform sampler2D samp0 : register(s0);

View file

@ -27,7 +27,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "renderprogs/global.inc"
#include "global.inc.hlsl"
struct VS_IN {
float4 position : POSITION;

View file

@ -27,7 +27,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "renderprogs/global.inc"
#include "global.inc.hlsl"
uniform sampler2D samp0 : register(s0);

View file

@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "renderprogs/global.inc"
#include "global.inc.hlsl"
struct VS_IN {
float4 position : POSITION;

View file

@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc"
#include "global.inc.hlsl"
uniform sampler2D samp0 : register(s0); // texture 0 is _current Render
uniform sampler2D samp1 : register(s1); // texture 1 is the per-surface bump map

View file

@ -27,7 +27,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc"
#include "global.inc.hlsl"
// RB: no GPU skinning with ES 2.0
#if defined(USE_GPU_SKINNING)
@ -56,7 +56,7 @@ struct VS_OUT {
void main( VS_IN vertex, out VS_OUT result ) {
#include "skinning.inc"
#include "skinning.inc.hlsl"
// texture 0 takes the texture coordinates unmodified
result.texcoord0 = float4( vertex.texcoord.xy, 0, 0 );

View file

@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc"
#include "global.inc.hlsl"
uniform sampler2D samp0 : register(s0); // texture 0 is _current Render
uniform sampler2D samp1 : register(s1); // texture 1 is the per-surface bump map

View file

@ -27,7 +27,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc"
#include "global.inc.hlsl"
// RB: no GPU skinning with ES 2.0
#if defined(USE_GPU_SKINNING)
@ -57,7 +57,7 @@ struct VS_OUT {
void main( VS_IN vertex, out VS_OUT result ) {
#include "skinning.inc"
#include "skinning.inc.hlsl"
// texture 0 takes the texture coordinates unmodified
result.texcoord0 = float4( vertex.texcoord, 0 , 0 );

View file

@ -27,7 +27,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc"
#include "global.inc.hlsl"
uniform sampler2D samp0 : register(s0); // texture 0 is _current Render
uniform sampler2D samp1 : register(s1); // texture 1 is the per-surface bump map

View file

@ -27,7 +27,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "global.inc"
#include "global.inc.hlsl"
// User Renderparms start at 128 as per renderprogs.h
@ -57,7 +57,7 @@ struct VS_OUT {
void main( VS_IN vertex, out VS_OUT result ) {
#include "skinning.inc"
#include "skinning.inc.hlsl"
//texture 0 takes the texture coordinates and adds a scroll
const float4 textureScroll = rpUser0;

View file

@ -27,8 +27,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "renderprogs/global.inc"
#include "renderprogs/BRDF.inc"
#include "global.inc.hlsl"
#include "BRDF.inc.hlsl"
uniform sampler2D samp0 : register(s0); // texture 1 is the per-surface bump map
uniform sampler2D samp1 : register(s1); // texture 2 is the light falloff texture

View file

@ -27,7 +27,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "renderprogs/global.inc"
#include "global.inc.hlsl"
#if defined( USE_GPU_SKINNING )
uniform matrices_ubo { float4 matrices[408]; };

View file

@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "renderprogs/global.inc"
#include "global.inc.hlsl"
uniform sampler2D samp0 : register(s0); // texture 1 is the per-surface bump map
uniform sampler2D samp1 : register(s1); // texture 2 is the light falloff texture

View file

@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "renderprogs/global.inc"
#include "global.inc.hlsl"
struct VS_IN {
float4 position : POSITION;

View file

@ -27,7 +27,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "renderprogs/global.inc"
#include "global.inc.hlsl"
uniform sampler2D samp0 : register(s0); // texture 1 is the per-surface bump map
uniform sampler2D samp1 : register(s1); // texture 2 is the light falloff texture

View file

@ -27,7 +27,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "renderprogs/global.inc"
#include "global.inc.hlsl"
uniform matrices_ubo { float4 matrices[408]; };

View file

@ -27,8 +27,8 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "renderprogs/global.inc"
#include "renderprogs/BRDF.inc"
#include "global.inc.hlsl"
#include "BRDF.inc.hlsl"
uniform sampler2D samp0 : register(s0); // texture 1 is the per-surface bump map
uniform sampler2D samp1 : register(s1); // texture 2 is the light falloff texture

View file

@ -27,7 +27,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "renderprogs/global.inc"
#include "global.inc.hlsl"
#if defined( USE_GPU_SKINNING )
uniform matrices_ubo { float4 matrices[408]; };

View file

@ -27,7 +27,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "renderprogs/global.inc"
#include "global.inc.hlsl"
uniform sampler2D samp0 : register(s0); // view color
uniform sampler2D samp1 : register(s1); // view depth

View file

@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "renderprogs/global.inc"
#include "global.inc.hlsl"
struct VS_IN {
float4 position : POSITION;

View file

@ -27,7 +27,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "renderprogs/global.inc"
#include "global.inc.hlsl"
// *INDENT-OFF*
uniform sampler2D samp0 : register(s0);

View file

@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "renderprogs/global.inc"
#include "global.inc.hlsl"
struct VS_IN {
float4 position : POSITION;

View file

@ -27,7 +27,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "renderprogs/global.inc"
#include "global.inc.hlsl"
uniform sampler2D samp0 : register(s0);

View file

@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "renderprogs/global.inc"
#include "global.inc.hlsl"
struct VS_IN {
float4 position : POSITION;

View file

@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "renderprogs/global.inc"
#include "global.inc.hlsl"
uniform sampler2D samp0 : register(s0);
struct PS_OUT {

View file

@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "renderprogs/global.inc"
#include "global.inc.hlsl"
struct VS_IN {
float4 position : POSITION;

View file

@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "renderprogs/global.inc"
#include "global.inc.hlsl"
uniform sampler2D samp0 : register(s0);
struct PS_OUT {

View file

@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "renderprogs/global.inc"
#include "global.inc.hlsl"
struct VS_IN {
float4 position : POSITION;

View file

@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "renderprogs/global.inc"
#include "global.inc.hlsl"
uniform sampler2D samp0 : register(s0);
struct PS_OUT {

View file

@ -27,7 +27,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "renderprogs/global.inc"
#include "global.inc.hlsl"
uniform matrices_ubo { float4 matrices[408]; };

View file

@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "renderprogs/global.inc"
#include "global.inc.hlsl"
uniform sampler2D samp0 : register(s0);
struct PS_OUT {

View file

@ -27,7 +27,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "renderprogs/global.inc"
#include "global.inc.hlsl"
uniform matrices_ubo { float4 matrices[408]; };

View file

@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "renderprogs/global.inc"
#include "global.inc.hlsl"
struct PS_IN {
float4 position : VPOS;

View file

@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
===========================================================================
*/
#include "renderprogs/global.inc"
#include "global.inc.hlsl"
struct VS_IN {
float4 position : POSITION;

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