mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2025-04-22 09:40:46 +00:00
Shadersync from private project
This commit is contained in:
parent
f86bc286f6
commit
f7e3f4b34d
67 changed files with 106 additions and 74 deletions
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@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
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===========================================================================
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*/
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#include "global.inc"
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#include "renderprogs/global.inc"
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uniform sampler2D samp0 : register(s0); // Y
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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
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===========================================================================
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*/
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#include "global.inc"
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#include "renderprogs/global.inc"
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struct VS_IN {
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float4 position : POSITION;
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@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
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===========================================================================
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*/
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#include "global.inc"
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#include "renderprogs/global.inc"
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uniform sampler2D samp0 : register(s0); // Y
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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
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===========================================================================
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*/
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#include "global.inc"
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#include "renderprogs/global.inc"
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struct VS_IN {
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float4 position : POSITION;
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@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
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===========================================================================
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*/
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#include "global.inc"
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#include "renderprogs/global.inc"
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uniform sampler2D samp0 : register(s0);
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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
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|||
===========================================================================
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*/
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#include "global.inc"
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#include "renderprogs/global.inc"
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struct VS_IN {
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float4 position : POSITION;
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@ -3,6 +3,7 @@
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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Copyright (C) 2013 Robert Beckebans
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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||||
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@ -26,7 +27,7 @@ If you have questions concerning this license or the applicable additional terms
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|||
===========================================================================
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*/
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#include "global.inc"
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#include "renderprogs/global.inc"
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uniform samplerCUBE samp0 : register(s0); // texture 0 is the cube map
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uniform sampler2D samp1 : register(s1); // normal map
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@ -48,7 +49,14 @@ struct PS_OUT {
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void main( PS_IN fragment, out PS_OUT result ) {
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float4 bump = tex2D( samp1, fragment.texcoord0 ) * 2.0f - 1.0f;
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float3 localNormal = float3( bump.wy, 0.0f );
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// RB begin
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float3 localNormal;
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#if defined(USE_NORMAL_FMT_RGB8)
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localNormal = float3( bump.rg, 0.0f );
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#else
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localNormal = float3( bump.wy, 0.0f );
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#endif
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// RB end
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localNormal.z = sqrt( 1.0f - dot3( localNormal, localNormal ) );
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float3 globalNormal;
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@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
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===========================================================================
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*/
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#include "global.inc"
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#include "renderprogs/global.inc"
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struct VS_IN {
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float4 position : POSITION;
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@ -3,6 +3,7 @@
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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Copyright (C) 2013 Robert Beckebans
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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@ -26,7 +27,7 @@ If you have questions concerning this license or the applicable additional terms
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===========================================================================
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*/
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#include "global.inc"
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#include "renderprogs/global.inc"
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uniform samplerCUBE samp0 : register(s0); // texture 0 is the cube map
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uniform sampler2D samp1 : register(s1); // normal map
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@ -48,7 +49,15 @@ struct PS_OUT {
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void main( PS_IN fragment, out PS_OUT result ) {
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float4 bump = tex2D( samp1, fragment.texcoord0 ) * 2.0f - 1.0f;
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float3 localNormal = float3( bump.wy, 0.0f );
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// RB begin
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float3 localNormal;
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#if defined(GLES2)
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localNormal = float3( bump.rg, 0.0f );
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#else
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localNormal = float3( bump.wy, 0.0f );
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#endif
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// RB end
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localNormal.z = sqrt( 1.0f - dot3( localNormal, localNormal ) );
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float3 globalNormal;
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@ -27,7 +27,7 @@ If you have questions concerning this license or the applicable additional terms
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===========================================================================
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*/
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#include "global.inc"
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#include "renderprogs/global.inc"
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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
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===========================================================================
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*/
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#include "global.inc"
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#include "renderprogs/global.inc"
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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
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===========================================================================
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*/
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#include "global.inc"
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#include "renderprogs/global.inc"
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#if defined(USE_GPU_SKINNING)
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uniform matrices_ubo { float4 matrices[408]; };
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@ -60,22 +60,22 @@ void main( VS_IN vertex, out VS_OUT result )
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const float w3 = vertex.color2.w;
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float4 matX, matY, matZ; // must be float4 for vec4
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float joint = vertex.color.x * 255.1 * 3;
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int joint = int(vertex.color.x * 255.1 * 3.0);
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matX = matrices[int(joint+0)] * w0;
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matY = matrices[int(joint+1)] * w0;
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matZ = matrices[int(joint+2)] * w0;
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joint = vertex.color.y * 255.1 * 3;
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joint = int(vertex.color.y * 255.1 * 3.0);
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matX += matrices[int(joint+0)] * w1;
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matY += matrices[int(joint+1)] * w1;
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matZ += matrices[int(joint+2)] * w1;
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joint = vertex.color.z * 255.1 * 3;
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joint = int(vertex.color.z * 255.1 * 3.0);
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matX += matrices[int(joint+0)] * w2;
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matY += matrices[int(joint+1)] * w2;
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matZ += matrices[int(joint+2)] * w2;
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joint = vertex.color.w * 255.1 * 3;
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joint = int(vertex.color.w * 255.1 * 3.0);
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matX += matrices[int(joint+0)] * w3;
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matY += matrices[int(joint+1)] * w3;
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matZ += matrices[int(joint+2)] * w3;
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@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
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===========================================================================
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*/
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#include "global.inc"
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#include "renderprogs/global.inc"
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uniform sampler2D samp0 : register(s0);
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struct PS_OUT {
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@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
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===========================================================================
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*/
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#include "global.inc"
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#include "renderprogs/global.inc"
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struct VS_IN {
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float4 position : POSITION;
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@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
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===========================================================================
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*/
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#include "global.inc"
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#include "renderprogs/global.inc"
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uniform sampler2D samp0 : register(s0);
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struct PS_OUT {
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@ -27,7 +27,7 @@ If you have questions concerning this license or the applicable additional terms
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===========================================================================
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*/
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#include "global.inc"
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#include "renderprogs/global.inc"
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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
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===========================================================================
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*/
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#include "global.inc"
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#include "renderprogs/global.inc"
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uniform samplerCUBE samp0 : register(s0); // texture 0 is the cube map
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@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
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===========================================================================
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*/
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#include "global.inc"
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#include "renderprogs/global.inc"
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struct VS_IN {
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float4 position : POSITION;
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@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
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===========================================================================
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*/
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#include "global.inc"
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#include "renderprogs/global.inc"
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uniform samplerCUBE samp0 : register(s0); // texture 0 is the cube map
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@ -27,7 +27,7 @@ If you have questions concerning this license or the applicable additional terms
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===========================================================================
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*/
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#include "global.inc"
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#include "renderprogs/global.inc"
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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
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===========================================================================
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*/
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#include "global.inc"
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#include "renderprogs/global.inc"
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uniform sampler2D samp0 : register(s0);
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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
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|||
===========================================================================
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*/
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#include "global.inc"
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#include "renderprogs/global.inc"
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struct VS_IN {
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float4 position : POSITION;
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@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
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===========================================================================
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*/
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#include "global.inc"
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#include "renderprogs/global.inc"
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uniform sampler2D samp0 : register(s0);
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uniform sampler2D samp1 : register(s1);
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@ -27,7 +27,7 @@ If you have questions concerning this license or the applicable additional terms
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===========================================================================
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*/
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#include "global.inc"
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#include "renderprogs/global.inc"
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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
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===========================================================================
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*/
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#include "global.inc"
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#include "renderprogs/global.inc"
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#define FXAA_GREEN_AS_LUMA 1
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#define FXAA_EARLY_EXIT 0
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#include "Fxaa3_11.h"
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@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
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===========================================================================
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*/
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#include "global.inc"
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#include "renderprogs/global.inc"
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struct VS_IN {
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float4 position : POSITION;
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@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
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===========================================================================
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*/
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#include "global.inc"
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#include "renderprogs/global.inc"
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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
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===========================================================================
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*/
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#include "global.inc"
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#include "renderprogs/global.inc"
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struct VS_IN {
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float4 position : POSITION;
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@ -2,7 +2,8 @@
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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Copyright (C) 2013-2014 Robert Beckebans
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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|
|
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@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
|
|||
===========================================================================
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*/
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#include "global.inc"
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#include "renderprogs/global.inc"
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uniform sampler2D samp0 : register(s0); // texture 1 is the per-surface bump map
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uniform sampler2D samp1 : register(s1); // texture 2 is the light falloff texture
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@ -61,13 +61,20 @@ void main( PS_IN fragment, out PS_OUT result ) {
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half3 diffuseMap = ConvertYCoCgToRGB( YCoCG );
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half3 localNormal;
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// RB begin
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#if defined(USE_NORMAL_FMT_RGB8)
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localNormal.xy = bumpMap.rg - 0.5;
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#else
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localNormal.xy = bumpMap.wy - 0.5;
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#endif
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// RB end
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localNormal.z = sqrt( abs( dot( localNormal.xy, localNormal.xy ) - 0.25 ) );
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localNormal = normalize( localNormal );
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const half specularPower = 10.0f;
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half hDotN = dot3( normalize( fragment.texcoord6.xyz ), localNormal );
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half3 specularContribution = _half3( pow( hDotN, specularPower ) );
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// RB: added abs
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half3 specularContribution = _half3( pow( abs( hDotN ), specularPower ) );
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half3 diffuseColor = diffuseMap * rpDiffuseModifier.xyz;
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half3 specularColor = specMap.xyz * specularContribution * rpSpecularModifier.xyz;
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@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
|
|||
===========================================================================
|
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*/
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|
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#include "global.inc"
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#include "renderprogs/global.inc"
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struct VS_IN {
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float4 position : POSITION;
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|
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@ -3,6 +3,7 @@
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Doom 3 BFG Edition GPL Source Code
|
||||
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
|
||||
Copyright (C) 2013 Robert Beckebans
|
||||
|
||||
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
|
||||
|
||||
|
@ -26,7 +27,7 @@ If you have questions concerning this license or the applicable additional terms
|
|||
===========================================================================
|
||||
*/
|
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|
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#include "global.inc"
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#include "renderprogs/global.inc"
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uniform sampler2D samp0 : register(s0); // texture 1 is the per-surface bump map
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uniform sampler2D samp1 : register(s1); // texture 2 is the light falloff texture
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@ -61,7 +62,13 @@ void main( PS_IN fragment, out PS_OUT result ) {
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half3 diffuseMap = ConvertYCoCgToRGB( YCoCG );
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half3 localNormal;
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// RB begin
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#if defined(USE_NORMAL_FMT_RGB8)
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localNormal.xy = bumpMap.rg - 0.5;
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#else
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localNormal.xy = bumpMap.wy - 0.5;
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#endif
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// RB end
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localNormal.z = sqrt( abs( dot( localNormal.xy, localNormal.xy ) - 0.25 ) );
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localNormal = normalize( localNormal );
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@ -27,7 +27,7 @@ If you have questions concerning this license or the applicable additional terms
|
|||
===========================================================================
|
||||
*/
|
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|
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#include "global.inc"
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#include "renderprogs/global.inc"
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uniform matrices_ubo { float4 matrices[408]; };
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@ -27,7 +27,7 @@ If you have questions concerning this license or the applicable additional terms
|
|||
===========================================================================
|
||||
*/
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#include "global.inc"
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#include "renderprogs/global.inc"
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uniform sampler2D samp0 : register(s0); // view color
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uniform sampler2D samp1 : register(s1); // view depth
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@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
|
|||
===========================================================================
|
||||
*/
|
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|
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#include "global.inc"
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#include "renderprogs/global.inc"
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struct VS_IN {
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float4 position : POSITION;
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@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
|
|||
===========================================================================
|
||||
*/
|
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|
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#include "global.inc"
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#include "renderprogs/global.inc"
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uniform sampler2D samp0 : register(s0);
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|
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|
@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
|
|||
===========================================================================
|
||||
*/
|
||||
|
||||
#include "global.inc"
|
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#include "renderprogs/global.inc"
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|
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struct VS_IN {
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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"
|
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#include "renderprogs/global.inc"
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uniform sampler2D samp0 : register(s0);
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struct PS_OUT {
|
||||
|
|
|
@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
|
|||
===========================================================================
|
||||
*/
|
||||
|
||||
#include "global.inc"
|
||||
#include "renderprogs/global.inc"
|
||||
|
||||
struct VS_IN {
|
||||
float4 position : POSITION;
|
||||
|
|
|
@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
|
|||
===========================================================================
|
||||
*/
|
||||
|
||||
#include "global.inc"
|
||||
#include "renderprogs/global.inc"
|
||||
|
||||
uniform sampler2D samp0 : register(s0);
|
||||
struct PS_OUT {
|
||||
|
|
|
@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
|
|||
===========================================================================
|
||||
*/
|
||||
|
||||
#include "global.inc"
|
||||
#include "renderprogs/global.inc"
|
||||
|
||||
struct VS_IN {
|
||||
float4 position : POSITION;
|
||||
|
|
|
@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
|
|||
===========================================================================
|
||||
*/
|
||||
|
||||
#include "global.inc"
|
||||
#include "renderprogs/global.inc"
|
||||
|
||||
uniform sampler2D samp0 : register(s0);
|
||||
struct PS_OUT {
|
||||
|
|
|
@ -27,7 +27,7 @@ If you have questions concerning this license or the applicable additional terms
|
|||
===========================================================================
|
||||
*/
|
||||
|
||||
#include "global.inc"
|
||||
#include "renderprogs/global.inc"
|
||||
|
||||
uniform matrices_ubo { float4 matrices[408]; };
|
||||
|
||||
|
|
|
@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
|
|||
===========================================================================
|
||||
*/
|
||||
|
||||
#include "global.inc"
|
||||
#include "renderprogs/global.inc"
|
||||
|
||||
uniform sampler2D samp0 : register(s0);
|
||||
struct PS_OUT {
|
||||
|
|
|
@ -27,7 +27,7 @@ If you have questions concerning this license or the applicable additional terms
|
|||
===========================================================================
|
||||
*/
|
||||
|
||||
#include "global.inc"
|
||||
#include "renderprogs/global.inc"
|
||||
|
||||
uniform matrices_ubo { float4 matrices[408]; };
|
||||
|
||||
|
|
|
@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
|
|||
===========================================================================
|
||||
*/
|
||||
|
||||
#include "global.inc"
|
||||
#include "renderprogs/global.inc"
|
||||
|
||||
struct PS_IN {
|
||||
float4 position : VPOS;
|
||||
|
|
|
@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
|
|||
===========================================================================
|
||||
*/
|
||||
|
||||
#include "global.inc"
|
||||
#include "renderprogs/global.inc"
|
||||
|
||||
struct VS_IN {
|
||||
float4 position : POSITION;
|
||||
|
|
|
@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
|
|||
===========================================================================
|
||||
*/
|
||||
|
||||
#include "global.inc"
|
||||
#include "renderprogs/global.inc"
|
||||
|
||||
uniform samplerCUBE samp0 : register(s0);
|
||||
|
||||
|
|
|
@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
|
|||
===========================================================================
|
||||
*/
|
||||
|
||||
#include "global.inc"
|
||||
#include "renderprogs/global.inc"
|
||||
|
||||
struct VS_IN {
|
||||
float4 position : POSITION;
|
||||
|
|
|
@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
|
|||
===========================================================================
|
||||
*/
|
||||
|
||||
#include "global.inc"
|
||||
#include "renderprogs/global.inc"
|
||||
|
||||
uniform sampler2D samp0 : register(s0);
|
||||
|
||||
|
|
|
@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
|
|||
===========================================================================
|
||||
*/
|
||||
|
||||
#include "global.inc"
|
||||
#include "renderprogs/global.inc"
|
||||
|
||||
struct VS_IN {
|
||||
float4 position : POSITION;
|
||||
|
|
|
@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
|
|||
===========================================================================
|
||||
*/
|
||||
|
||||
#include "global.inc"
|
||||
#include "renderprogs/global.inc"
|
||||
|
||||
uniform sampler2D samp0 : register(s0);
|
||||
uniform sampler2D samp1 : register(s1);
|
||||
|
|
|
@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
|
|||
===========================================================================
|
||||
*/
|
||||
|
||||
#include "global.inc"
|
||||
#include "renderprogs/global.inc"
|
||||
|
||||
struct VS_IN {
|
||||
float4 position : POSITION;
|
||||
|
|
|
@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
|
|||
===========================================================================
|
||||
*/
|
||||
|
||||
#include "global.inc"
|
||||
#include "renderprogs/global.inc"
|
||||
|
||||
/*
|
||||
|
||||
|
|
|
@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
|
|||
===========================================================================
|
||||
*/
|
||||
|
||||
#include "global.inc"
|
||||
#include "renderprogs/global.inc"
|
||||
|
||||
struct VS_IN {
|
||||
float4 position : POSITION;
|
||||
|
|
|
@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
|
|||
===========================================================================
|
||||
*/
|
||||
|
||||
#include "global.inc"
|
||||
#include "renderprogs/global.inc"
|
||||
|
||||
uniform sampler2D samp0 : register(s0);
|
||||
|
||||
|
|
|
@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
|
|||
===========================================================================
|
||||
*/
|
||||
|
||||
#include "global.inc"
|
||||
#include "renderprogs/global.inc"
|
||||
|
||||
struct VS_IN {
|
||||
float4 position : POSITION;
|
||||
|
|
|
@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
|
|||
===========================================================================
|
||||
*/
|
||||
|
||||
#include "global.inc"
|
||||
#include "renderprogs/global.inc"
|
||||
|
||||
uniform sampler2D samp0 : register(s0);
|
||||
|
||||
|
|
|
@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
|
|||
===========================================================================
|
||||
*/
|
||||
|
||||
#include "global.inc"
|
||||
#include "renderprogs/global.inc"
|
||||
|
||||
struct VS_IN {
|
||||
float4 position : POSITION;
|
||||
|
|
|
@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
|
|||
===========================================================================
|
||||
*/
|
||||
|
||||
#include "global.inc"
|
||||
#include "renderprogs/global.inc"
|
||||
|
||||
uniform sampler2D samp0 : register(s0);
|
||||
|
||||
|
|
|
@ -27,7 +27,7 @@ If you have questions concerning this license or the applicable additional terms
|
|||
===========================================================================
|
||||
*/
|
||||
|
||||
#include "global.inc"
|
||||
#include "renderprogs/global.inc"
|
||||
|
||||
uniform matrices_ubo { float4 matrices[408]; };
|
||||
|
||||
|
|
|
@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
|
|||
===========================================================================
|
||||
*/
|
||||
|
||||
#include "global.inc"
|
||||
#include "renderprogs/global.inc"
|
||||
|
||||
uniform sampler2D samp0 : register(s0);
|
||||
|
||||
|
|
|
@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
|
|||
===========================================================================
|
||||
*/
|
||||
|
||||
#include "global.inc"
|
||||
#include "renderprogs/global.inc"
|
||||
|
||||
struct VS_IN {
|
||||
float4 position : POSITION;
|
||||
|
|
|
@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
|
|||
===========================================================================
|
||||
*/
|
||||
|
||||
#include "global.inc"
|
||||
#include "renderprogs/global.inc"
|
||||
|
||||
uniform samplerCUBE samp0 : register(s0);
|
||||
|
||||
|
|
|
@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
|
|||
===========================================================================
|
||||
*/
|
||||
|
||||
#include "global.inc"
|
||||
#include "renderprogs/global.inc"
|
||||
|
||||
struct VS_IN {
|
||||
float4 position : POSITION;
|
||||
|
|
|
@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
|
|||
===========================================================================
|
||||
*/
|
||||
|
||||
#include "global.inc"
|
||||
#include "renderprogs/global.inc"
|
||||
|
||||
struct PS_OUT {
|
||||
float depth : DEPTH;
|
||||
|
|
|
@ -26,7 +26,7 @@ If you have questions concerning this license or the applicable additional terms
|
|||
===========================================================================
|
||||
*/
|
||||
|
||||
#include "global.inc"
|
||||
#include "renderprogs/global.inc"
|
||||
|
||||
struct VS_IN {
|
||||
float4 position : POSITION;
|
||||
|
|
Loading…
Reference in a new issue