mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-11 13:11:47 +00:00
7334 lines
317 KiB
C
7334 lines
317 KiB
C
// Cg shaders, as static data buffers for release mode builds
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// DO NOT EDIT - this file is autogenerated - see BUILD.txt
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// To regenerate this file, run: premake4 embed
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struct cgShaderDef_t
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{
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const char* name;
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const char* shaderText;
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};
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static const cgShaderDef_t cg_renderprogs[] =
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{
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{
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"renderprogs/global.inc",
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"/*\n"
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"===========================================================================\n"
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"\n"
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"Doom 3 BFG Edition GPL Source Code\n"
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"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
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"Copyright (C) 2013-2014 Robert Beckebans\n"
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"\n"
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"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
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"\n"
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"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
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"it under the terms of the GNU General Public License as published by\n"
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"the Free Software Foundation, either version 3 of the License, or\n"
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"(at your option) any later version.\n"
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"\n"
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"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
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"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
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"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
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"GNU General Public License for more details.\n"
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"\n"
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"You should have received a copy of the GNU General Public License\n"
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"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
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"\n"
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"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.\n"
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"\n"
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"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.\n"
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"\n"
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"===========================================================================\n"
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"*/\n"
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"\n"
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"uniform float4 rpScreenCorrectionFactor : register(c0);\n"
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"uniform float4 rpWindowCoord : register(c1);\n"
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"uniform float4 rpDiffuseModifier : register(c2);\n"
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"uniform float4 rpSpecularModifier : register(c3);\n"
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"\n"
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"uniform float4 rpLocalLightOrigin : register(c4);\n"
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"uniform float4 rpLocalViewOrigin : register(c5);\n"
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"\n"
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"uniform float4 rpLightProjectionS : register(c6);\n"
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"uniform float4 rpLightProjectionT : register(c7);\n"
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"uniform float4 rpLightProjectionQ : register(c8);\n"
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"uniform float4 rpLightFalloffS : register(c9);\n"
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"\n"
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"uniform float4 rpBumpMatrixS : register(c10);\n"
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"uniform float4 rpBumpMatrixT : register(c11);\n"
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"\n"
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"uniform float4 rpDiffuseMatrixS : register(c12);\n"
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"uniform float4 rpDiffuseMatrixT : register(c13);\n"
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"\n"
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"uniform float4 rpSpecularMatrixS : register(c14);\n"
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"uniform float4 rpSpecularMatrixT : register(c15);\n"
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"\n"
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"uniform float4 rpVertexColorModulate : register(c16);\n"
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"uniform float4 rpVertexColorAdd : register(c17);\n"
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"\n"
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"uniform float4 rpColor : register(c18);\n"
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"uniform float4 rpViewOrigin : register(c19);\n"
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"uniform float4 rpGlobalEyePos : register(c20);\n"
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"\n"
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"uniform float4 rpMVPmatrixX : register(c21);\n"
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"uniform float4 rpMVPmatrixY : register(c22);\n"
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"uniform float4 rpMVPmatrixZ : register(c23);\n"
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"uniform float4 rpMVPmatrixW : register(c24);\n"
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"\n"
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"uniform float4 rpModelMatrixX : register(c25);\n"
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"uniform float4 rpModelMatrixY : register(c26);\n"
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"uniform float4 rpModelMatrixZ : register(c27);\n"
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"uniform float4 rpModelMatrixW : register(c28);\n"
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"\n"
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"uniform float4 rpProjectionMatrixX : register(c29);\n"
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"uniform float4 rpProjectionMatrixY : register(c30);\n"
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"uniform float4 rpProjectionMatrixZ : register(c31);\n"
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"uniform float4 rpProjectionMatrixW : register(c32);\n"
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"\n"
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"uniform float4 rpModelViewMatrixX : register(c33);\n"
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"uniform float4 rpModelViewMatrixY : register(c34);\n"
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"uniform float4 rpModelViewMatrixZ : register(c35);\n"
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"uniform float4 rpModelViewMatrixW : register(c36);\n"
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"\n"
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"uniform float4 rpTextureMatrixS : register(c37);\n"
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"uniform float4 rpTextureMatrixT : register(c38);\n"
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"\n"
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"uniform float4 rpTexGen0S : register(c39);\n"
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"uniform float4 rpTexGen0T : register(c40);\n"
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"uniform float4 rpTexGen0Q : register(c41);\n"
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"uniform float4 rpTexGen0Enabled : register(c42);\n"
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"\n"
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"uniform float4 rpTexGen1S : register(c43);\n"
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"uniform float4 rpTexGen1T : register(c44);\n"
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"uniform float4 rpTexGen1Q : register(c45);\n"
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"uniform float4 rpTexGen1Enabled : register(c46);\n"
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"\n"
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"uniform float4 rpWobbleSkyX : register(c47);\n"
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"uniform float4 rpWobbleSkyY : register(c48);\n"
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"uniform float4 rpWobbleSkyZ : register(c49);\n"
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"\n"
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"uniform float4 rpOverbright : register(c50);\n"
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"uniform float4 rpEnableSkinning : register(c51);\n"
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"uniform float4 rpAlphaTest : register(c52);\n"
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"\n"
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"// RB begin\n"
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"uniform float4 rpAmbientColor : register(c53);\n"
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"uniform float4 rpGlobalLightOrigin : register(c54);\n"
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"uniform float4 rpJitterTexScale : register(c55);\n"
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"uniform float4 rpJitterTexOffset : register(c56);\n"
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"uniform float4 rpCascadeDistances : register(c57);\n"
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"\n"
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"#if defined( USE_UNIFORM_ARRAYS )\n"
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"uniform float4 rpShadowMatrices : register(c58);\n"
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"#else\n"
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"uniform float4 rpShadowMatrices[6*4] : register(c59);\n"
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"#endif\n"
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"// RB end\n"
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"\n"
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"static float dot2( float2 a, float2 b ) { return dot( a, b ); }\n"
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"static float dot3( float3 a, float3 b ) { return dot( a, b ); }\n"
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"static float dot3( float3 a, float4 b ) { return dot( a, b.xyz ); }\n"
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"static float dot3( float4 a, float3 b ) { return dot( a.xyz, b ); }\n"
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"static float dot3( float4 a, float4 b ) { return dot( a.xyz, b.xyz ); }\n"
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"static float dot4( float4 a, float4 b ) { return dot( a, b ); }\n"
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"static float dot4( float2 a, float4 b ) { return dot( float4( a, 0, 1 ), b ); }\n"
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"\n"
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"// ----------------------\n"
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"// YCoCg Color Conversion\n"
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"// ----------------------\n"
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"static const half4 matrixRGB1toCoCg1YX = half4( 0.50, 0.0, -0.50, 0.50196078 ); // Co\n"
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"static const half4 matrixRGB1toCoCg1YY = half4( -0.25, 0.5, -0.25, 0.50196078 ); // Cg\n"
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"static const half4 matrixRGB1toCoCg1YZ = half4( 0.0, 0.0, 0.0, 1.0 ); // 1.0\n"
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"static const half4 matrixRGB1toCoCg1YW = half4( 0.25, 0.5, 0.25, 0.0 ); // Y\n"
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"\n"
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"static const half4 matrixCoCg1YtoRGB1X = half4( 1.0, -1.0, 0.0, 1.0 );\n"
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"static const half4 matrixCoCg1YtoRGB1Y = half4( 0.0, 1.0, -0.50196078, 1.0 ); // -0.5 * 256.0 / 255.0\n"
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"static const half4 matrixCoCg1YtoRGB1Z = half4( -1.0, -1.0, 1.00392156, 1.0 ); // +1.0 * 256.0 / 255.0\n"
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"\n"
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"static half3 ConvertYCoCgToRGB( half4 YCoCg ) {\n"
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" half3 rgbColor;\n"
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"\n"
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" YCoCg.z = ( YCoCg.z * 31.875 ) + 1.0; //z = z * 255.0/8.0 + 1.0\n"
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" YCoCg.z = 1.0 / YCoCg.z;\n"
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" YCoCg.xy *= YCoCg.z;\n"
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" rgbColor.x = dot4( YCoCg, matrixCoCg1YtoRGB1X );\n"
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" rgbColor.y = dot4( YCoCg, matrixCoCg1YtoRGB1Y );\n"
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" rgbColor.z = dot4( YCoCg, matrixCoCg1YtoRGB1Z );\n"
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" return rgbColor;\n"
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"}\n"
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"\n"
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"static float2 CenterScale( float2 inTC, float2 centerScale ) {\n"
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" float scaleX = centerScale.x;\n"
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" float scaleY = centerScale.y;\n"
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" float4 tc0 = float4( scaleX, 0, 0, 0.5 - ( 0.5f * scaleX ) );\n"
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" float4 tc1 = float4( 0, scaleY, 0, 0.5 - ( 0.5f * scaleY ) );\n"
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"\n"
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" float2 finalTC;\n"
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" finalTC.x = dot4( inTC, tc0 );\n"
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" finalTC.y = dot4( inTC, tc1 );\n"
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" return finalTC;\n"
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"}\n"
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"\n"
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"static float2 Rotate2D( float2 inTC, float2 cs ) {\n"
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" float sinValue = cs.y;\n"
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" float cosValue = cs.x;\n"
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"\n"
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" float4 tc0 = float4( cosValue, -sinValue, 0, ( -0.5f * cosValue ) + ( 0.5f * sinValue ) + 0.5f );\n"
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" float4 tc1 = float4( sinValue, cosValue, 0, ( -0.5f * sinValue ) + ( -0.5f * cosValue ) + 0.5f );\n"
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"\n"
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" float2 finalTC;\n"
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" finalTC.x = dot4( inTC, tc0 );\n"
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" finalTC.y = dot4( inTC, tc1 );\n"
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" return finalTC;\n"
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"}\n"
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"\n"
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"// better noise function available at https://github.com/ashima/webgl-noise\n"
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"float rand( float2 co ) {\n"
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" return frac( sin( dot( co.xy, float2( 12.9898, 78.233 ) ) ) * 43758.5453 );\n"
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"}\n"
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"\n"
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"// RB begin\n"
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"#ifndef PI\n"
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"#define PI 3.14159265358979323846\n"
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"#endif\n"
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"\n"
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"#define DEG2RAD( a ) ( ( a ) * PI / 180.0f )\n"
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"#define RAD2DEG( a ) ( ( a ) * 180.0f / PI )\n"
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"// RB end\n"
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"\n"
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"#define _half2( x ) half2( x )\n"
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"#define _half3( x ) half3( x )\n"
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"#define _half4( x ) half4( x )\n"
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"#define _float2( x ) float2( x )\n"
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"#define _float3( x ) float3( x )\n"
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"#define _float4( x ) float4( x )\n"
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"\n"
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"#define VPOS WPOS\n"
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"static float4 idtex2Dproj( sampler2D samp, float4 texCoords ) { return tex2Dproj( samp, texCoords.xyw ); }\n"
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"static float4 swizzleColor( float4 c ) { return c; }\n"
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"static float2 vposToScreenPosTexCoord( float2 vpos ) { return vpos.xy * rpWindowCoord.xy; }\n"
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"\n"
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"#define BRANCH\n"
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"#define IFANY\n"
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"\n"
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},
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{
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"renderprogs/skinning.inc",
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"/*\n"
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"===========================================================================\n"
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"\n"
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"Doom 3 BFG Edition GPL Source Code\n"
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"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
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"Copyright (C) 2013-2014 Robert Beckebans\n"
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"\n"
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"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
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"\n"
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"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
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"it under the terms of the GNU General Public License as published by\n"
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"the Free Software Foundation, either version 3 of the License, or\n"
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"(at your option) any later version.\n"
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"\n"
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"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
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"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
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"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
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"GNU General Public License for more details.\n"
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"\n"
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"You should have received a copy of the GNU General Public License\n"
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"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
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"\n"
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"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.\n"
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"\n"
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"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.\n"
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"\n"
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"===========================================================================\n"
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"*/\n"
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"\n"
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"float4 modelPosition = vertex.position;\n"
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"\n"
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"// RB: no GPU skinning with ES 2.0\n"
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"#if defined(USE_GPU_SKINNING)\n"
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"BRANCH if ( rpEnableSkinning.x > 0.0 ) {\n"
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" //--------------------------------------------------------------\n"
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" // GPU transformation of the normal / binormal / bitangent\n"
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" //\n"
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" // multiplying with 255.1 give us the same result and is faster than floor( w * 255 + 0.5 )\n"
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" //--------------------------------------------------------------\n"
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" const float w0 = vertex.color2.x;\n"
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" const float w1 = vertex.color2.y;\n"
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" const float w2 = vertex.color2.z;\n"
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" const float w3 = vertex.color2.w;\n"
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"\n"
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" float4 matX, matY, matZ; // must be float4 for vec4\n"
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" int joint = int(vertex.color.x * 255.1 * 3.0);\n"
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" matX = matrices[int(joint+0)] * w0;\n"
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" matY = matrices[int(joint+1)] * w0;\n"
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" matZ = matrices[int(joint+2)] * w0;\n"
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"\n"
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" joint = int(vertex.color.y * 255.1 * 3.0);\n"
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" matX += matrices[int(joint+0)] * w1;\n"
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" matY += matrices[int(joint+1)] * w1;\n"
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" matZ += matrices[int(joint+2)] * w1;\n"
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"\n"
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" joint = int(vertex.color.z * 255.1 * 3.0);\n"
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" matX += matrices[int(joint+0)] * w2;\n"
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" matY += matrices[int(joint+1)] * w2;\n"
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" matZ += matrices[int(joint+2)] * w2;\n"
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"\n"
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" joint = int(vertex.color.w * 255.1 * 3.0);\n"
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" matX += matrices[int(joint+0)] * w3;\n"
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" matY += matrices[int(joint+1)] * w3;\n"
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" matZ += matrices[int(joint+2)] * w3;\n"
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"\n"
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" modelPosition.x = dot4( matX, vertex.position );\n"
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" modelPosition.y = dot4( matY, vertex.position );\n"
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" modelPosition.z = dot4( matZ, vertex.position );\n"
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" modelPosition.w = 1.0;\n"
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"}\n"
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"#endif\n"
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"// RB end\n"
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"\n"
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"result.position.x = dot4( modelPosition, rpMVPmatrixX );\n"
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"result.position.y = dot4( modelPosition, rpMVPmatrixY );\n"
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"result.position.z = dot4( modelPosition, rpMVPmatrixZ );\n"
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"result.position.w = dot4( modelPosition, rpMVPmatrixW );\n"
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},
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{
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"renderprogs/bink.pixel",
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"/*\n"
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"===========================================================================\n"
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"\n"
|
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"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
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"===========================================================================\n"
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"*/\n"
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"\n"
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"#include \"global.inc\"\n"
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"\n"
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"uniform sampler2D samp0 : register(s0); // Y\n"
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"uniform sampler2D samp1 : register(s1); // Cr\n"
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"uniform sampler2D samp2 : register(s2); // Cb\n"
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"\n"
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"struct PS_IN {\n"
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" float4 position : VPOS;\n"
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" float2 texcoord0 : TEXCOORD0_centroid;\n"
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"};\n"
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"\n"
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"struct PS_OUT {\n"
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" float4 color : COLOR;\n"
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"};\n"
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"\n"
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"void main( PS_IN fragment, out PS_OUT result ) {\n"
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" const float3 crc = float3( 1.595794678, -0.813476563, 0 );\n"
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" const float3 crb = float3( 0, -0.391448975, 2.017822266 );\n"
|
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" const float3 adj = float3( -0.87065506, 0.529705048f, -1.081668854f );\n"
|
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" const float3 YScalar = float3( 1.164123535f, 1.164123535f, 1.164123535f );\n"
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"\n"
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" float Y = tex2D( samp0, fragment.texcoord0.xy ).x;\n"
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" float Cr = tex2D( samp1, fragment.texcoord0.xy ).x;\n"
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" float Cb = tex2D( samp2, fragment.texcoord0.xy ).x;\n"
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"\n"
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" float3 p = ( YScalar * Y );\n"
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" p += ( crc * Cr ) + ( crb * Cb ) + adj;\n"
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"\n"
|
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" result.color.xyz = p;\n"
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" result.color.w = 1.0;\n"
|
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" result.color *= rpColor;\n"
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"}\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/bink.vertex",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"global.inc\"\n"
|
|
"\n"
|
|
"struct VS_IN {\n"
|
|
" float4 position : POSITION;\n"
|
|
" float2 texcoord : TEXCOORD0;\n"
|
|
" float4 normal : NORMAL;\n"
|
|
" float4 tangent : TANGENT;\n"
|
|
" float4 color : COLOR0;\n"
|
|
"};\n"
|
|
"\n"
|
|
"struct VS_OUT {\n"
|
|
" float4 position : POSITION;\n"
|
|
" float2 texcoord0 : TEXCOORD0;\n"
|
|
"};\n"
|
|
"\n"
|
|
"void main( VS_IN vertex, out VS_OUT result ) {\n"
|
|
" result.position.x = dot4( vertex.position, rpMVPmatrixX );\n"
|
|
" result.position.y = dot4( vertex.position, rpMVPmatrixY );\n"
|
|
" result.position.z = dot4( vertex.position, rpMVPmatrixZ );\n"
|
|
" result.position.w = dot4( vertex.position, rpMVPmatrixW );\n"
|
|
"\n"
|
|
" result.texcoord0 = vertex.texcoord;\n"
|
|
"}\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/bink_gui.pixel",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"global.inc\"\n"
|
|
"\n"
|
|
"uniform sampler2D samp0 : register(s0); // Y\n"
|
|
"uniform sampler2D samp1 : register(s1); // Cr\n"
|
|
"uniform sampler2D samp2 : register(s2); // Cb\n"
|
|
"\n"
|
|
"struct PS_IN {\n"
|
|
" float4 position : VPOS;\n"
|
|
" float2 texcoord0 : TEXCOORD0_centroid;\n"
|
|
" float4 texcoord1 : TEXCOORD1_centroid;\n"
|
|
" float4 color : COLOR0;\n"
|
|
"};\n"
|
|
"\n"
|
|
"struct PS_OUT {\n"
|
|
" float4 color : COLOR;\n"
|
|
"};\n"
|
|
"\n"
|
|
"void main( PS_IN fragment, out PS_OUT result ) {\n"
|
|
" const float3 crc = float3( 1.595794678, -0.813476563, 0 );\n"
|
|
" const float3 crb = float3( 0, -0.391448975, 2.017822266 );\n"
|
|
" const float3 adj = float3( -0.87065506, 0.529705048f, -1.081668854f );\n"
|
|
" const float3 YScalar = float3( 1.164123535f, 1.164123535f, 1.164123535f );\n"
|
|
"\n"
|
|
" float Y = tex2D( samp0, fragment.texcoord0.xy ).x;\n"
|
|
" float Cr = tex2D( samp1, fragment.texcoord0.xy ).x;\n"
|
|
" float Cb = tex2D( samp2, fragment.texcoord0.xy ).x;\n"
|
|
"\n"
|
|
" float3 p = ( YScalar * Y );\n"
|
|
" p += ( crc * Cr ) + ( crb * Cb ) + adj;\n"
|
|
"\n"
|
|
" float4 binkImage;\n"
|
|
" binkImage.xyz = p;\n"
|
|
" binkImage.w = 1.0;\n"
|
|
"\n"
|
|
" float4 color = ( binkImage * fragment.color ) + fragment.texcoord1;\n"
|
|
" result.color.xyz = color.xyz * color.w;\n"
|
|
" result.color.w = color.w;\n"
|
|
"}\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/bink_gui.vertex",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"Copyright (C) 2013 Robert Beckebans\n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"global.inc\"\n"
|
|
"\n"
|
|
"struct VS_IN {\n"
|
|
" float4 position : POSITION;\n"
|
|
" float2 texcoord : TEXCOORD0;\n"
|
|
" float4 normal : NORMAL;\n"
|
|
" float4 tangent : TANGENT;\n"
|
|
" float4 color : COLOR0;\n"
|
|
" float4 color2 : COLOR1;\n"
|
|
"};\n"
|
|
"\n"
|
|
"struct VS_OUT {\n"
|
|
" float4 position : POSITION;\n"
|
|
" float2 texcoord0 : TEXCOORD0;\n"
|
|
" float4 texcoord1 : TEXCOORD1;\n"
|
|
" float4 color : COLOR0;\n"
|
|
"};\n"
|
|
"\n"
|
|
"void main( VS_IN vertex, out VS_OUT result ) {\n"
|
|
" result.position.x = dot4( vertex.position, rpMVPmatrixX );\n"
|
|
" result.position.y = dot4( vertex.position, rpMVPmatrixY );\n"
|
|
" result.position.z = dot4( vertex.position, rpMVPmatrixZ );\n"
|
|
" result.position.w = dot4( vertex.position, rpMVPmatrixW );\n"
|
|
"\n"
|
|
" result.texcoord0.xy = vertex.texcoord.xy;\n"
|
|
" result.texcoord1 = ( swizzleColor( vertex.color2 ) * 2.0 ) - 1.0;\n"
|
|
" result.color = swizzleColor( vertex.color );\n"
|
|
"}\n"
|
|
"\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/blendLight.pixel",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"global.inc\"\n"
|
|
"\n"
|
|
"uniform sampler2D samp0 : register(s0);\n"
|
|
"uniform sampler2D samp1 : register(s1);\n"
|
|
"\n"
|
|
"struct PS_IN {\n"
|
|
" float4 position : VPOS;\n"
|
|
" float4 texcoord0 : TEXCOORD0_centroid;\n"
|
|
" float2 texcoord1 : TEXCOORD1_centroid;\n"
|
|
"};\n"
|
|
"\n"
|
|
"struct PS_OUT {\n"
|
|
" float4 color : COLOR;\n"
|
|
"};\n"
|
|
"\n"
|
|
"void main( PS_IN fragment, out PS_OUT result ) {\n"
|
|
" result.color = idtex2Dproj( samp0, fragment.texcoord0 ) * tex2D( samp1, fragment.texcoord1 ) * rpColor;\n"
|
|
"}\n"
|
|
"\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/blendLight.vertex",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"global.inc\"\n"
|
|
"\n"
|
|
"struct VS_IN {\n"
|
|
" float4 position : POSITION;\n"
|
|
" float2 texcoord : TEXCOORD0;\n"
|
|
" float4 normal : NORMAL;\n"
|
|
" float4 tangent : TANGENT;\n"
|
|
" float4 binormal : BINORMAL;\n"
|
|
" float4 color : COLOR0;\n"
|
|
"};\n"
|
|
"\n"
|
|
"struct VS_OUT {\n"
|
|
" float4 position : POSITION;\n"
|
|
" float4 texcoord0 : TEXCOORD0;\n"
|
|
" float2 texcoord1 : TEXCOORD1;\n"
|
|
"};\n"
|
|
"\n"
|
|
"void main( VS_IN vertex, out VS_OUT result ) {\n"
|
|
" result.position.x = dot4( vertex.position, rpMVPmatrixX );\n"
|
|
" result.position.y = dot4( vertex.position, rpMVPmatrixY );\n"
|
|
" result.position.z = dot4( vertex.position, rpMVPmatrixZ );\n"
|
|
" result.position.w = dot4( vertex.position, rpMVPmatrixW );\n"
|
|
"\n"
|
|
" result.texcoord0.x = dot4( vertex.position, rpTexGen0S );\n"
|
|
" result.texcoord0.y = dot4( vertex.position, rpTexGen0T );\n"
|
|
" result.texcoord0.z = 0.0;\n"
|
|
" result.texcoord0.w = dot4( vertex.position, rpTexGen0Q );\n"
|
|
"\n"
|
|
" result.texcoord1.x = dot4( vertex.position, rpTexGen1S );\n"
|
|
" result.texcoord1.y = 0.5;\n"
|
|
"}\n"
|
|
"\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/bloodorb1_capture.pixel",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"global.inc\"\n"
|
|
"\n"
|
|
"uniform sampler2D samp0 : register(s0); //_accum\n"
|
|
"uniform sampler2D samp1 : register(s1); //_currentRender\n"
|
|
"uniform sampler2D samp2 : register(s2); //mask\n"
|
|
"\n"
|
|
"struct PS_IN {\n"
|
|
" float4 position : VPOS;\n"
|
|
" float2 texcoord0 : TEXCOORD0_centroid;\n"
|
|
" float2 texcoord1 : TEXCOORD1_centroid;\n"
|
|
"};\n"
|
|
"\n"
|
|
"struct PS_OUT {\n"
|
|
" float4 color : COLOR;\n"
|
|
"};\n"
|
|
"\n"
|
|
"void main( PS_IN fragment, out PS_OUT result ) {\n"
|
|
"\n"
|
|
" float4 accumSample = tex2D( samp0, fragment.texcoord0 );\n"
|
|
" float4 maskSample = tex2D( samp2, fragment.texcoord1 );\n"
|
|
" float4 currentRenderSample = tex2D( samp1, fragment.texcoord1 );\n"
|
|
"\n"
|
|
" result.color = lerp( accumSample, currentRenderSample, maskSample.a );\n"
|
|
"}\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/bloodorb1_capture.vertex",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"global.inc\"\n"
|
|
"\n"
|
|
"uniform float4 rpUser0 : register( c128 ); //rpCenterScale\n"
|
|
"\n"
|
|
"struct VS_IN {\n"
|
|
" float4 position : POSITION;\n"
|
|
" float2 texcoord : TEXCOORD0;\n"
|
|
" float4 normal : NORMAL;\n"
|
|
" float4 tangent : TANGENT;\n"
|
|
" float4 color : COLOR0;\n"
|
|
"};\n"
|
|
"\n"
|
|
"struct VS_OUT {\n"
|
|
" float4 position : POSITION;\n"
|
|
" float2 texcoord0 : TEXCOORD0;\n"
|
|
" float2 texcoord1 : TEXCOORD1;\n"
|
|
"};\n"
|
|
"\n"
|
|
"void main( VS_IN vertex, out VS_OUT result ) {\n"
|
|
" result.position.x = dot4( vertex.position, rpMVPmatrixX );\n"
|
|
" result.position.y = dot4( vertex.position, rpMVPmatrixY );\n"
|
|
" result.position.z = dot4( vertex.position, rpMVPmatrixZ );\n"
|
|
" result.position.w = dot4( vertex.position, rpMVPmatrixW );\n"
|
|
"\n"
|
|
" //center scale\n"
|
|
" const float4 centerScale = rpUser0;\n"
|
|
" result.texcoord0 = CenterScale( vertex.texcoord, centerScale.xy );\n"
|
|
"\n"
|
|
" // pass through texcoords \n"
|
|
" result.texcoord1 = vertex.texcoord;\n"
|
|
"}\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/bloodorb2_capture.pixel",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"global.inc\"\n"
|
|
"\n"
|
|
"uniform sampler2D samp0 : register(s0); //_accum\n"
|
|
"uniform sampler2D samp1 : register(s1); //_currentRender\n"
|
|
"uniform sampler2D samp2 : register(s2); //mask\n"
|
|
"\n"
|
|
"struct PS_IN {\n"
|
|
" float4 position : VPOS;\n"
|
|
" float2 texcoord0 : TEXCOORD0_centroid;\n"
|
|
" float2 texcoord1 : TEXCOORD1_centroid;\n"
|
|
" float2 texcoord2 : TEXCOORD2_centroid;\n"
|
|
" //float4 color : COLOR0;\n"
|
|
"};\n"
|
|
"\n"
|
|
"struct PS_OUT {\n"
|
|
" float4 color : COLOR;\n"
|
|
"};\n"
|
|
"\n"
|
|
"void main( PS_IN fragment, out PS_OUT result ) {\n"
|
|
"\n"
|
|
" float4 redTint = float4( 1, 0.98, 0.98, 1 );\n"
|
|
" float4 accumSample = tex2D( samp0, fragment.texcoord0 ) * redTint;\n"
|
|
"\n"
|
|
" float4 maskSample = tex2D( samp2, fragment.texcoord1 );\n"
|
|
"\n"
|
|
" float4 tint = float4( 1.0, 0.8, 0.8, 1 );\n"
|
|
" float4 currentRenderSample = tex2D( samp1, fragment.texcoord2 ) * tint;\n"
|
|
"\n"
|
|
" result.color = lerp( accumSample, currentRenderSample, maskSample.a );\n"
|
|
"}\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/bloodorb2_capture.vertex",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"global.inc\"\n"
|
|
"\n"
|
|
"uniform float4 rpUser0 : register( c128 ); //rpCenterScaleTex0\n"
|
|
"uniform float4 rpUser1 : register( c129 ); //rpRotateTex0\n"
|
|
"uniform float4 rpUser2 : register( c130 ); //rpCenterScaleTex1\n"
|
|
"\n"
|
|
"struct VS_IN {\n"
|
|
" float4 position : POSITION;\n"
|
|
" float2 texcoord : TEXCOORD0;\n"
|
|
" float4 normal : NORMAL;\n"
|
|
" float4 tangent : TANGENT;\n"
|
|
" float4 color : COLOR0;\n"
|
|
"};\n"
|
|
"\n"
|
|
"struct VS_OUT {\n"
|
|
" float4 position : POSITION;\n"
|
|
" float2 texcoord0 : TEXCOORD0;\n"
|
|
" float2 texcoord1 : TEXCOORD1;\n"
|
|
" float2 texcoord2 : TEXCOORD2;\n"
|
|
"};\n"
|
|
"\n"
|
|
"void main( VS_IN vertex, out VS_OUT result ) {\n"
|
|
" result.position.x = dot4( vertex.position, rpMVPmatrixX );\n"
|
|
" result.position.y = dot4( vertex.position, rpMVPmatrixY );\n"
|
|
" result.position.z = dot4( vertex.position, rpMVPmatrixZ );\n"
|
|
" result.position.w = dot4( vertex.position, rpMVPmatrixW );\n"
|
|
"\n"
|
|
" const float4 centerScaleTex0 = rpUser0;\n"
|
|
" const float4 rotateTex0 = rpUser1;\n"
|
|
" const float4 centerScaleTex1 = rpUser2;\n"
|
|
"\n"
|
|
" //center scale and rotate for _accum\n"
|
|
" float2 tc0 = CenterScale( vertex.texcoord, centerScaleTex0.xy );\n"
|
|
" result.texcoord0 = Rotate2D( tc0, rotateTex0.xy );\n"
|
|
"\n"
|
|
" //center scale for mask\n"
|
|
" result.texcoord1 = CenterScale( vertex.texcoord, centerScaleTex1.xy );\n"
|
|
"\n"
|
|
" // pass through for currentrender\n"
|
|
" result.texcoord2 = vertex.texcoord;\n"
|
|
"}\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/bloodorb3_capture.pixel",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"global.inc\"\n"
|
|
"\n"
|
|
"uniform sampler2D samp0 : register(s0); //_accum\n"
|
|
"uniform sampler2D samp1 : register(s1); //_currentRender\n"
|
|
"uniform sampler2D samp2 : register(s2); //mask\n"
|
|
"\n"
|
|
"struct PS_IN {\n"
|
|
" float4 position : VPOS;\n"
|
|
" float2 texcoord0 : TEXCOORD0_centroid;\n"
|
|
" float2 texcoord1 : TEXCOORD1_centroid;\n"
|
|
" float2 texcoord2 : TEXCOORD2_centroid;\n"
|
|
" float2 texcoord3 : TEXCOORD3_centroid;\n"
|
|
" float2 texcoord4 : TEXCOORD4;\n"
|
|
"};\n"
|
|
"\n"
|
|
"struct PS_OUT {\n"
|
|
" float4 color : COLOR;\n"
|
|
"};\n"
|
|
"\n"
|
|
"void main( PS_IN fragment, out PS_OUT result ) {\n"
|
|
" float colorFactor = fragment.texcoord4.x;\n"
|
|
"\n"
|
|
" float4 color0 = float4( 1.0f - colorFactor, 1.0f - colorFactor, 1.0f, 1.0f );\n"
|
|
" float4 color1 = float4( 1.0f, 0.95f - colorFactor, 0.95f, 0.5f );\n"
|
|
" float4 color2 = float4( 0.015f, 0.015f, 0.015f, 0.01f );\n"
|
|
"\n"
|
|
" float4 accumSample0 = tex2D( samp0, fragment.texcoord0 ) * color0;\n"
|
|
" float4 accumSample1 = tex2D( samp0, fragment.texcoord1 ) * color1;\n"
|
|
" float4 accumSample2 = tex2D( samp0, fragment.texcoord2 ) * color2;\n"
|
|
" float4 maskSample = tex2D( samp2, fragment.texcoord3 );\n"
|
|
"\n"
|
|
" float4 tint = float4( 0.8, 0.5, 0.5, 1 );\n"
|
|
" float4 currentRenderSample = tex2D( samp1, fragment.texcoord3 ) * tint;\n"
|
|
"\n"
|
|
" // blend of the first 2 accumulation samples\n"
|
|
" float4 accumColor = lerp( accumSample0, accumSample1, 0.5f );\n"
|
|
" // add thrid sample\n"
|
|
" accumColor += accumSample2;\n"
|
|
"\n"
|
|
" accumColor = lerp( accumColor, currentRenderSample, maskSample.a );\n"
|
|
" result.color = accumColor;\n"
|
|
"}\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/bloodorb3_capture.vertex",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"global.inc\"\n"
|
|
"\n"
|
|
"uniform float4 rpUser0 : register( c128 ); //rpCenterScaleTex\n"
|
|
"uniform float4 rpUser1 : register( c129 ); //rpRotateTex\n"
|
|
"uniform float4 rpUser2 : register( c130 ); //rpColorFactor\n"
|
|
"\n"
|
|
"struct VS_IN {\n"
|
|
" float4 position : POSITION;\n"
|
|
" float2 texcoord : TEXCOORD0;\n"
|
|
" float4 normal : NORMAL;\n"
|
|
" float4 tangent : TANGENT;\n"
|
|
" float4 color : COLOR0;\n"
|
|
"};\n"
|
|
"\n"
|
|
"struct VS_OUT {\n"
|
|
" float4 position : POSITION;\n"
|
|
" float2 texcoord0 : TEXCOORD0;\n"
|
|
" float2 texcoord1 : TEXCOORD1;\n"
|
|
" float2 texcoord2 : TEXCOORD2;\n"
|
|
" float2 texcoord3 : TEXCOORD3;\n"
|
|
" float2 texcoord4 : TEXCOORD4;\n"
|
|
"};\n"
|
|
"\n"
|
|
"void main( VS_IN vertex, out VS_OUT result ) {\n"
|
|
" result.position.x = dot4( vertex.position, rpMVPmatrixX );\n"
|
|
" result.position.y = dot4( vertex.position, rpMVPmatrixY );\n"
|
|
" result.position.z = dot4( vertex.position, rpMVPmatrixZ );\n"
|
|
" result.position.w = dot4( vertex.position, rpMVPmatrixW );\n"
|
|
"\n"
|
|
" //_accum 1\n"
|
|
" const float4 centerScaleTex = rpUser0;\n"
|
|
" const float4 rotateTex = rpUser1;\n"
|
|
" float2 tc0 = CenterScale( vertex.texcoord, centerScaleTex.xy );\n"
|
|
" result.texcoord0 = Rotate2D( tc0, rotateTex.xy );\n"
|
|
"\n"
|
|
" // accum 2\n"
|
|
" result.texcoord1 = Rotate2D( tc0, float2( rotateTex.z, -rotateTex.w ) );\n"
|
|
"\n"
|
|
" // accum 3\n"
|
|
" result.texcoord2 = Rotate2D( tc0, rotateTex.zw );\n"
|
|
"\n"
|
|
" // pass through for currentrender\n"
|
|
" result.texcoord3 = vertex.texcoord;\n"
|
|
"\n"
|
|
" // pass through the color fator\n"
|
|
" const float4 colorFactor = rpUser2;\n"
|
|
" result.texcoord4 = colorFactor.xx;\n"
|
|
"}\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/bloodorb_draw.pixel",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"global.inc\"\n"
|
|
"\n"
|
|
"uniform sampler2D samp0 : register(s0); //_accum\n"
|
|
"uniform sampler2D samp1 : register(s1); //_currentRender\n"
|
|
"uniform sampler2D samp2 : register(s2); //mask\n"
|
|
"\n"
|
|
"struct PS_IN {\n"
|
|
" float4 position : VPOS;\n"
|
|
" float2 texcoord0 : TEXCOORD0_centroid;\n"
|
|
"};\n"
|
|
"\n"
|
|
"struct PS_OUT {\n"
|
|
" float4 color : COLOR;\n"
|
|
"};\n"
|
|
"\n"
|
|
"void main( PS_IN fragment, out PS_OUT result ) {\n"
|
|
"\n"
|
|
" float4 accumSample = tex2D( samp0, fragment.texcoord0 );\n"
|
|
" float4 currentRenderSample = tex2D( samp1, fragment.texcoord0 );\n"
|
|
" float4 maskSample = tex2D( samp2, fragment.texcoord0 );\n"
|
|
"\n"
|
|
" result.color = lerp( accumSample, currentRenderSample, maskSample.a );\n"
|
|
"}\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/bloodorb_draw.vertex",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"global.inc\"\n"
|
|
"\n"
|
|
"struct VS_IN {\n"
|
|
" float4 position : POSITION;\n"
|
|
" float2 texcoord : TEXCOORD0;\n"
|
|
" float4 normal : NORMAL;\n"
|
|
" float4 tangent : TANGENT;\n"
|
|
" float4 color : COLOR0;\n"
|
|
"};\n"
|
|
"\n"
|
|
"struct VS_OUT {\n"
|
|
" float4 position : POSITION;\n"
|
|
" float2 texcoord0 : TEXCOORD0;\n"
|
|
"};\n"
|
|
"\n"
|
|
"void main( VS_IN vertex, out VS_OUT result ) {\n"
|
|
" result.position.x = dot4( vertex.position, rpMVPmatrixX );\n"
|
|
" result.position.y = dot4( vertex.position, rpMVPmatrixY );\n"
|
|
" result.position.z = dot4( vertex.position, rpMVPmatrixZ );\n"
|
|
" result.position.w = dot4( vertex.position, rpMVPmatrixW );\n"
|
|
"\n"
|
|
" // pass through texcoords\n"
|
|
" result.texcoord0 = vertex.texcoord;\n"
|
|
"}\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/bumpyenvironment.pixel",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"global.inc\"\n"
|
|
"\n"
|
|
"uniform samplerCUBE samp0 : register(s0); // texture 0 is the cube map\n"
|
|
"uniform sampler2D samp1 : register(s1); // normal map\n"
|
|
"\n"
|
|
"struct PS_IN {\n"
|
|
" float4 position : VPOS;\n"
|
|
" float2 texcoord0 : TEXCOORD0_centroid;\n"
|
|
" float3 texcoord1 : TEXCOORD1_centroid;\n"
|
|
" float3 texcoord2 : TEXCOORD2_centroid;\n"
|
|
" float3 texcoord3 : TEXCOORD3_centroid;\n"
|
|
" float3 texcoord4 : TEXCOORD4_centroid;\n"
|
|
" float4 color : COLOR0;\n"
|
|
"};\n"
|
|
"\n"
|
|
"struct PS_OUT {\n"
|
|
" float4 color : COLOR;\n"
|
|
"};\n"
|
|
"\n"
|
|
"void main( PS_IN fragment, out PS_OUT result ) {\n"
|
|
"\n"
|
|
" float4 bump = tex2D( samp1, fragment.texcoord0 ) * 2.0f - 1.0f;\n"
|
|
" float3 localNormal = float3( bump.wy, 0.0f );\n"
|
|
" localNormal.z = sqrt( 1.0f - dot3( localNormal, localNormal ) );\n"
|
|
"\n"
|
|
" float3 globalNormal;\n"
|
|
" globalNormal.x = dot3( localNormal, fragment.texcoord2 );\n"
|
|
" globalNormal.y = dot3( localNormal, fragment.texcoord3 );\n"
|
|
" globalNormal.z = dot3( localNormal, fragment.texcoord4 );\n"
|
|
"\n"
|
|
" float3 globalEye = normalize( fragment.texcoord1 );\n"
|
|
"\n"
|
|
" float3 reflectionVector = globalNormal * dot3( globalEye, globalNormal );\n"
|
|
" reflectionVector = ( reflectionVector * 2.0f ) - globalEye;\n"
|
|
"\n"
|
|
" float4 envMap = texCUBE( samp0, reflectionVector );\n"
|
|
"\n"
|
|
" result.color = float4( envMap.xyz, 1.0f ) * fragment.color;\n"
|
|
"}\n"
|
|
"\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/bumpyenvironment.vertex",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"global.inc\"\n"
|
|
"\n"
|
|
"struct VS_IN {\n"
|
|
" float4 position : POSITION;\n"
|
|
" float2 texcoord : TEXCOORD0;\n"
|
|
" float4 normal : NORMAL;\n"
|
|
" float4 tangent : TANGENT;\n"
|
|
" float4 color : COLOR0;\n"
|
|
"};\n"
|
|
"\n"
|
|
"struct VS_OUT {\n"
|
|
" float4 position : POSITION;\n"
|
|
" float2 texcoord0 : TEXCOORD0;\n"
|
|
" float3 texcoord1 : TEXCOORD1;\n"
|
|
" float3 texcoord2 : TEXCOORD2;\n"
|
|
" float3 texcoord3 : TEXCOORD3;\n"
|
|
" float3 texcoord4 : TEXCOORD4;\n"
|
|
" float4 color : COLOR0;\n"
|
|
"};\n"
|
|
"\n"
|
|
"void main( VS_IN vertex, out VS_OUT result ) {\n"
|
|
"\n"
|
|
" float4 normal = vertex.normal * 2.0 - 1.0;\n"
|
|
" float4 tangent = vertex.tangent * 2.0 - 1.0;\n"
|
|
" float3 binormal = cross( normal.xyz, tangent.xyz ) * tangent.w;\n"
|
|
"\n"
|
|
" result.position.x = dot4( vertex.position, rpMVPmatrixX );\n"
|
|
" result.position.y = dot4( vertex.position, rpMVPmatrixY );\n"
|
|
" result.position.z = dot4( vertex.position, rpMVPmatrixZ );\n"
|
|
" result.position.w = dot4( vertex.position, rpMVPmatrixW );\n"
|
|
"\n"
|
|
" result.texcoord0 = vertex.texcoord.xy;\n"
|
|
"\n"
|
|
" float4 toEye = rpLocalViewOrigin - vertex.position;\n"
|
|
" result.texcoord1.x = dot3( toEye, rpModelMatrixX );\n"
|
|
" result.texcoord1.y = dot3( toEye, rpModelMatrixY );\n"
|
|
" result.texcoord1.z = dot3( toEye, rpModelMatrixZ );\n"
|
|
"\n"
|
|
" result.texcoord2.x = dot3( tangent, rpModelMatrixX );\n"
|
|
" result.texcoord3.x = dot3( tangent, rpModelMatrixY );\n"
|
|
" result.texcoord4.x = dot3( tangent, rpModelMatrixZ );\n"
|
|
"\n"
|
|
" result.texcoord2.y = dot3( binormal, rpModelMatrixX );\n"
|
|
" result.texcoord3.y = dot3( binormal, rpModelMatrixY );\n"
|
|
" result.texcoord4.y = dot3( binormal, rpModelMatrixZ );\n"
|
|
"\n"
|
|
" result.texcoord2.z = dot3( normal, rpModelMatrixX );\n"
|
|
" result.texcoord3.z = dot3( normal, rpModelMatrixY );\n"
|
|
" result.texcoord4.z = dot3( normal, rpModelMatrixZ );\n"
|
|
"\n"
|
|
" result.color = rpColor;\n"
|
|
"}\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/bumpyenvironment_skinned.pixel",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"global.inc\"\n"
|
|
"\n"
|
|
"uniform samplerCUBE samp0 : register(s0); // texture 0 is the cube map\n"
|
|
"uniform sampler2D samp1 : register(s1); // normal map\n"
|
|
"\n"
|
|
"struct PS_IN {\n"
|
|
" float4 position : VPOS;\n"
|
|
" float2 texcoord0 : TEXCOORD0_centroid;\n"
|
|
" float3 texcoord1 : TEXCOORD1_centroid;\n"
|
|
" float3 texcoord2 : TEXCOORD2_centroid;\n"
|
|
" float3 texcoord3 : TEXCOORD3_centroid;\n"
|
|
" float3 texcoord4 : TEXCOORD4_centroid;\n"
|
|
" float4 color : COLOR0;\n"
|
|
"};\n"
|
|
"\n"
|
|
"struct PS_OUT {\n"
|
|
" float4 color : COLOR;\n"
|
|
"};\n"
|
|
"\n"
|
|
"void main( PS_IN fragment, out PS_OUT result ) {\n"
|
|
"\n"
|
|
" float4 bump = tex2D( samp1, fragment.texcoord0 ) * 2.0f - 1.0f;\n"
|
|
" float3 localNormal = float3( bump.wy, 0.0f );\n"
|
|
" localNormal.z = sqrt( 1.0f - dot3( localNormal, localNormal ) );\n"
|
|
"\n"
|
|
" float3 globalNormal;\n"
|
|
" globalNormal.x = dot3( localNormal, fragment.texcoord2 );\n"
|
|
" globalNormal.y = dot3( localNormal, fragment.texcoord3 );\n"
|
|
" globalNormal.z = dot3( localNormal, fragment.texcoord4 );\n"
|
|
"\n"
|
|
" float3 globalEye = normalize( fragment.texcoord1 );\n"
|
|
"\n"
|
|
" float3 reflectionVector = globalNormal * dot3( globalEye, globalNormal );\n"
|
|
" reflectionVector = ( reflectionVector * 2.0f ) - globalEye;\n"
|
|
"\n"
|
|
" float4 envMap = texCUBE( samp0, reflectionVector );\n"
|
|
"\n"
|
|
" result.color = float4( envMap.xyz, 1.0f ) * fragment.color;\n"
|
|
"}\n"
|
|
"\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/bumpyenvironment_skinned.vertex",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"Copyright (C) 2014 Robert Beckebans\n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"global.inc\"\n"
|
|
"\n"
|
|
"uniform matrices_ubo { float4 matrices[408]; };\n"
|
|
"\n"
|
|
"struct VS_IN {\n"
|
|
" float4 position : POSITION;\n"
|
|
" float2 texcoord : TEXCOORD0;\n"
|
|
" float4 normal : NORMAL;\n"
|
|
" float4 tangent : TANGENT;\n"
|
|
" float4 color : COLOR0;\n"
|
|
" float4 color2 : COLOR1;\n"
|
|
"};\n"
|
|
"\n"
|
|
"struct VS_OUT {\n"
|
|
" float4 position : POSITION;\n"
|
|
" float2 texcoord0 : TEXCOORD0;\n"
|
|
" float3 texcoord1 : TEXCOORD1;\n"
|
|
" float3 texcoord2 : TEXCOORD2;\n"
|
|
" float3 texcoord3 : TEXCOORD3;\n"
|
|
" float3 texcoord4 : TEXCOORD4;\n"
|
|
" float4 color : COLOR0;\n"
|
|
"};\n"
|
|
"\n"
|
|
"void main( VS_IN vertex, out VS_OUT result ) {\n"
|
|
" float4 vNormal = vertex.normal * 2.0 - 1.0;\n"
|
|
" float4 vTangent = vertex.tangent * 2.0 - 1.0;\n"
|
|
" float3 vBinormal = cross( vNormal.xyz, vTangent.xyz ) * vTangent.w;\n"
|
|
"\n"
|
|
" //--------------------------------------------------------------\n"
|
|
" // GPU transformation of the normal / binormal / bitangent\n"
|
|
" //\n"
|
|
" // multiplying with 255.1 give us the same result and is faster than floor( w * 255 + 0.5 )\n"
|
|
" //--------------------------------------------------------------\n"
|
|
" const float w0 = vertex.color2.x;\n"
|
|
" const float w1 = vertex.color2.y;\n"
|
|
" const float w2 = vertex.color2.z;\n"
|
|
" const float w3 = vertex.color2.w;\n"
|
|
"\n"
|
|
" float4 matX, matY, matZ; // must be float4 for vec4\n"
|
|
" int joint = int(vertex.color.x * 255.1 * 3.0);\n"
|
|
" matX = matrices[int(joint+0)] * w0;\n"
|
|
" matY = matrices[int(joint+1)] * w0;\n"
|
|
" matZ = matrices[int(joint+2)] * w0;\n"
|
|
"\n"
|
|
" joint = int(vertex.color.y * 255.1 * 3.0);\n"
|
|
" matX += matrices[int(joint+0)] * w1;\n"
|
|
" matY += matrices[int(joint+1)] * w1;\n"
|
|
" matZ += matrices[int(joint+2)] * w1;\n"
|
|
"\n"
|
|
" joint = int(vertex.color.z * 255.1 * 3.0);\n"
|
|
" matX += matrices[int(joint+0)] * w2;\n"
|
|
" matY += matrices[int(joint+1)] * w2;\n"
|
|
" matZ += matrices[int(joint+2)] * w2;\n"
|
|
"\n"
|
|
" joint = int(vertex.color.w * 255.1 * 3.0);\n"
|
|
" matX += matrices[int(joint+0)] * w3;\n"
|
|
" matY += matrices[int(joint+1)] * w3;\n"
|
|
" matZ += matrices[int(joint+2)] * w3;\n"
|
|
"\n"
|
|
" float3 normal;\n"
|
|
" normal.x = dot3( matX, vNormal );\n"
|
|
" normal.y = dot3( matY, vNormal );\n"
|
|
" normal.z = dot3( matZ, vNormal );\n"
|
|
" normal = normalize( normal );\n"
|
|
"\n"
|
|
" float3 tangent;\n"
|
|
" tangent.x = dot3( matX, vTangent );\n"
|
|
" tangent.y = dot3( matY, vTangent );\n"
|
|
" tangent.z = dot3( matZ, vTangent );\n"
|
|
" tangent = normalize( tangent );\n"
|
|
"\n"
|
|
" float3 binormal;\n"
|
|
" binormal.x = dot3( matX, vBinormal );\n"
|
|
" binormal.y = dot3( matY, vBinormal );\n"
|
|
" binormal.z = dot3( matZ, vBinormal );\n"
|
|
" binormal = normalize( binormal );\n"
|
|
"\n"
|
|
" float4 modelPosition;\n"
|
|
" modelPosition.x = dot4( matX, vertex.position );\n"
|
|
" modelPosition.y = dot4( matY, vertex.position );\n"
|
|
" modelPosition.z = dot4( matZ, vertex.position );\n"
|
|
" modelPosition.w = 1.0;\n"
|
|
"\n"
|
|
" result.position.x = dot4( modelPosition, rpMVPmatrixX );\n"
|
|
" result.position.y = dot4( modelPosition, rpMVPmatrixY );\n"
|
|
" result.position.z = dot4( modelPosition, rpMVPmatrixZ );\n"
|
|
" result.position.w = dot4( modelPosition, rpMVPmatrixW );\n"
|
|
"\n"
|
|
" result.texcoord0 = vertex.texcoord.xy;\n"
|
|
"\n"
|
|
" float4 toEye = rpLocalViewOrigin - modelPosition;\n"
|
|
" result.texcoord1.x = dot3( toEye, rpModelMatrixX );\n"
|
|
" result.texcoord1.y = dot3( toEye, rpModelMatrixY );\n"
|
|
" result.texcoord1.z = dot3( toEye, rpModelMatrixZ );\n"
|
|
"\n"
|
|
" result.texcoord2.x = dot3( tangent, rpModelMatrixX );\n"
|
|
" result.texcoord3.x = dot3( tangent, rpModelMatrixY );\n"
|
|
" result.texcoord4.x = dot3( tangent, rpModelMatrixZ );\n"
|
|
"\n"
|
|
" result.texcoord2.y = dot3( binormal, rpModelMatrixX );\n"
|
|
" result.texcoord3.y = dot3( binormal, rpModelMatrixY );\n"
|
|
" result.texcoord4.y = dot3( binormal, rpModelMatrixZ );\n"
|
|
"\n"
|
|
" result.texcoord2.z = dot3( normal, rpModelMatrixX );\n"
|
|
" result.texcoord3.z = dot3( normal, rpModelMatrixY );\n"
|
|
" result.texcoord4.z = dot3( normal, rpModelMatrixZ );\n"
|
|
"\n"
|
|
" result.color = rpColor;\n"
|
|
"}\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/color.pixel",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"global.inc\"\n"
|
|
"\n"
|
|
"uniform sampler2D samp0 : register(s0);\n"
|
|
"\n"
|
|
"struct PS_OUT {\n"
|
|
" float4 color : COLOR;\n"
|
|
"};\n"
|
|
"\n"
|
|
"void main( out PS_OUT result ) {\n"
|
|
" result.color = rpColor;\n"
|
|
"}\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/color.vertex",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"Copyright (C) 2013-2014 Robert Beckebans\n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"global.inc\"\n"
|
|
"\n"
|
|
"#if defined(USE_GPU_SKINNING)\n"
|
|
"uniform matrices_ubo { float4 matrices[408]; };\n"
|
|
"#endif\n"
|
|
"\n"
|
|
"struct VS_IN {\n"
|
|
" float4 position : POSITION;\n"
|
|
" float2 texcoord : TEXCOORD0;\n"
|
|
" float4 normal : NORMAL;\n"
|
|
" float4 tangent : TANGENT;\n"
|
|
" float4 color : COLOR0;\n"
|
|
" float4 color2 : COLOR1;\n"
|
|
"};\n"
|
|
"\n"
|
|
"struct VS_OUT {\n"
|
|
" float4 position : POSITION;\n"
|
|
"};\n"
|
|
"\n"
|
|
"void main( VS_IN vertex, out VS_OUT result )\n"
|
|
"{\n"
|
|
"#if defined(USE_GPU_SKINNING)\n"
|
|
" //--------------------------------------------------------------\n"
|
|
" // GPU transformation of the position\n"
|
|
" //\n"
|
|
" // multiplying with 255.1 give us the same result and is faster than floor( w * 255 + 0.5 )\n"
|
|
" //--------------------------------------------------------------\n"
|
|
" const float w0 = vertex.color2.x;\n"
|
|
" const float w1 = vertex.color2.y;\n"
|
|
" const float w2 = vertex.color2.z;\n"
|
|
" const float w3 = vertex.color2.w;\n"
|
|
"\n"
|
|
" float4 matX, matY, matZ; // must be float4 for vec4\n"
|
|
" float joint = vertex.color.x * 255.1 * 3;\n"
|
|
" matX = matrices[int(joint+0)] * w0;\n"
|
|
" matY = matrices[int(joint+1)] * w0;\n"
|
|
" matZ = matrices[int(joint+2)] * w0;\n"
|
|
"\n"
|
|
" joint = vertex.color.y * 255.1 * 3;\n"
|
|
" matX += matrices[int(joint+0)] * w1;\n"
|
|
" matY += matrices[int(joint+1)] * w1;\n"
|
|
" matZ += matrices[int(joint+2)] * w1;\n"
|
|
"\n"
|
|
" joint = vertex.color.z * 255.1 * 3;\n"
|
|
" matX += matrices[int(joint+0)] * w2;\n"
|
|
" matY += matrices[int(joint+1)] * w2;\n"
|
|
" matZ += matrices[int(joint+2)] * w2;\n"
|
|
"\n"
|
|
" joint = vertex.color.w * 255.1 * 3;\n"
|
|
" matX += matrices[int(joint+0)] * w3;\n"
|
|
" matY += matrices[int(joint+1)] * w3;\n"
|
|
" matZ += matrices[int(joint+2)] * w3;\n"
|
|
"\n"
|
|
" float4 modelPosition;\n"
|
|
" modelPosition.x = dot4( matX, vertex.position );\n"
|
|
" modelPosition.y = dot4( matY, vertex.position );\n"
|
|
" modelPosition.z = dot4( matZ, vertex.position );\n"
|
|
" modelPosition.w = 1.0;\n"
|
|
"\n"
|
|
" result.position.x = dot4( modelPosition, rpMVPmatrixX );\n"
|
|
" result.position.y = dot4( modelPosition, rpMVPmatrixY );\n"
|
|
" result.position.z = dot4( modelPosition, rpMVPmatrixZ );\n"
|
|
" result.position.w = dot4( modelPosition, rpMVPmatrixW );\n"
|
|
"#else\n"
|
|
" result.position.x = dot4( vertex.position, rpMVPmatrixX );\n"
|
|
" result.position.y = dot4( vertex.position, rpMVPmatrixY );\n"
|
|
" result.position.z = dot4( vertex.position, rpMVPmatrixZ );\n"
|
|
" result.position.w = dot4( vertex.position, rpMVPmatrixW );\n"
|
|
"#endif\n"
|
|
"}\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/colorProcess.pixel",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"global.inc\"\n"
|
|
"\n"
|
|
"uniform sampler2D samp0 : register(s0);\n"
|
|
"\n"
|
|
"struct PS_IN {\n"
|
|
" float4 position : VPOS;\n"
|
|
" float4 color : COLOR;\n"
|
|
" float3 texcoord0 : TEXCOORD0_centroid;\n"
|
|
"};\n"
|
|
"\n"
|
|
"struct PS_OUT {\n"
|
|
" float4 color : COLOR;\n"
|
|
"};\n"
|
|
"\n"
|
|
"void main( PS_IN fragment, out PS_OUT result ) {\n"
|
|
" float4 src = tex2D( samp0, fragment.texcoord0.xy );\n"
|
|
" float4 target = fragment.color * dot3( float3( 0.333, 0.333, 0.333 ), src );\n"
|
|
" result.color = lerp( src, target, fragment.texcoord0.z );\n"
|
|
"}\n"
|
|
"\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/colorProcess.vertex",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"global.inc\"\n"
|
|
"\n"
|
|
"uniform float4 rpUser0 : register(c128); //rpFraction\n"
|
|
"uniform float4 rpUser1 : register(c129); //rpTargetHue\n"
|
|
"\n"
|
|
"struct VS_IN {\n"
|
|
" float4 position : POSITION;\n"
|
|
" float2 texcoord : TEXCOORD0;\n"
|
|
" float4 normal : NORMAL;\n"
|
|
" float4 tangent : TANGENT;\n"
|
|
" float4 color : COLOR0;\n"
|
|
"};\n"
|
|
"\n"
|
|
"struct VS_OUT {\n"
|
|
" float4 position : POSITION;\n"
|
|
" float4 color : COLOR0;\n"
|
|
" float3 texcoord0 : TEXCOORD0;\n"
|
|
"};\n"
|
|
"\n"
|
|
"void main( VS_IN vertex, out VS_OUT result ) {\n"
|
|
" result.position.x = dot4( vertex.position, rpMVPmatrixX );\n"
|
|
" result.position.y = dot4( vertex.position, rpMVPmatrixY );\n"
|
|
" result.position.z = dot4( vertex.position, rpMVPmatrixZ );\n"
|
|
" result.position.w = dot4( vertex.position, rpMVPmatrixW );\n"
|
|
" \n"
|
|
" result.color = rpUser1; // targetHue\n"
|
|
" \n"
|
|
" result.texcoord0.x = vertex.texcoord.x;\n"
|
|
" result.texcoord0.y = 1.0f - vertex.texcoord.y;\n"
|
|
"\n"
|
|
" result.texcoord0.z = rpUser0.x; // fraction\n"
|
|
"}\n"
|
|
"\n"
|
|
"\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/debug_shadowmap.pixel",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"Copyright (C) 2014 Robert Beckebans\n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"renderprogs/global.inc\"\n"
|
|
"\n"
|
|
"uniform sampler2DArray samp0 : register(s0);\n"
|
|
"\n"
|
|
"struct PS_IN\n"
|
|
"{\n"
|
|
" float4 position : VPOS;\n"
|
|
" float2 texcoord0 : TEXCOORD0_centroid;\n"
|
|
"};\n"
|
|
"\n"
|
|
"struct PS_OUT\n"
|
|
"{\n"
|
|
" float4 color : COLOR;\n"
|
|
"};\n"
|
|
"\n"
|
|
"void main( PS_IN fragment, out PS_OUT result )\n"
|
|
"{\n"
|
|
" float3 tc;\n"
|
|
" tc.xy = fragment.texcoord0.xy;\n"
|
|
" tc.z = rpScreenCorrectionFactor.x; // layer\n"
|
|
"\n"
|
|
" result.color = texture( samp0, tc );// * rpColor;\n"
|
|
"}\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/debug_shadowmap.vertex",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"renderprogs/global.inc\"\n"
|
|
"\n"
|
|
"struct VS_IN {\n"
|
|
" float4 position : POSITION;\n"
|
|
" float2 texcoord : TEXCOORD0;\n"
|
|
" float4 normal : NORMAL;\n"
|
|
" float4 tangent : TANGENT;\n"
|
|
" float4 color : COLOR0;\n"
|
|
"};\n"
|
|
"\n"
|
|
"struct VS_OUT {\n"
|
|
" float4 position : POSITION;\n"
|
|
" float2 texcoord0 : TEXCOORD0;\n"
|
|
"};\n"
|
|
"\n"
|
|
"void main( VS_IN vertex, out VS_OUT result ) {\n"
|
|
" result.position.x = dot4( vertex.position, rpMVPmatrixX );\n"
|
|
" result.position.y = dot4( vertex.position, rpMVPmatrixY );\n"
|
|
" result.position.z = dot4( vertex.position, rpMVPmatrixZ );\n"
|
|
" result.position.w = dot4( vertex.position, rpMVPmatrixW );\n"
|
|
"\n"
|
|
" // compute oldschool texgen or multiply by texture matrix\n"
|
|
" BRANCH if ( rpTexGen0Enabled.x > 0.0 ) {\n"
|
|
" result.texcoord0.x = dot4( vertex.position, rpTexGen0S );\n"
|
|
" result.texcoord0.y = dot4( vertex.position, rpTexGen0T );\n"
|
|
" } else {\n"
|
|
" result.texcoord0.x = dot4( vertex.texcoord.xy, rpTextureMatrixS );\n"
|
|
" result.texcoord0.y = dot4( vertex.texcoord.xy, rpTextureMatrixT );\n"
|
|
" }\n"
|
|
"}\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/depth.pixel",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"global.inc\"\n"
|
|
"\n"
|
|
"uniform sampler2D samp0 : register(s0);\n"
|
|
"struct PS_OUT {\n"
|
|
" float4 color : COLOR;\n"
|
|
"};\n"
|
|
"\n"
|
|
"void main( out PS_OUT result ) {\n"
|
|
" result.color = float4( 0.0, 0.0, 0.0, 1.0 );\n"
|
|
"}\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/depth.vertex",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"global.inc\"\n"
|
|
"\n"
|
|
"struct VS_IN {\n"
|
|
" float4 position : POSITION;\n"
|
|
"};\n"
|
|
"\n"
|
|
"struct VS_OUT {\n"
|
|
" float4 position : POSITION;\n"
|
|
"};\n"
|
|
"\n"
|
|
"void main( VS_IN vertex, out VS_OUT result ) {\n"
|
|
" result.position.x = dot4( vertex.position, rpMVPmatrixX );\n"
|
|
" result.position.y = dot4( vertex.position, rpMVPmatrixY );\n"
|
|
" result.position.z = dot4( vertex.position, rpMVPmatrixZ );\n"
|
|
" result.position.w = dot4( vertex.position, rpMVPmatrixW );\n"
|
|
"}\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/depth_skinned.pixel",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"global.inc\"\n"
|
|
"\n"
|
|
"uniform sampler2D samp0 : register(s0);\n"
|
|
"struct PS_OUT {\n"
|
|
" float4 color : COLOR;\n"
|
|
"};\n"
|
|
"\n"
|
|
"void main( out PS_OUT result ) {\n"
|
|
" result.color = float4( 0.0, 0.0, 0.0, 1.0 );\n"
|
|
"}\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/depth_skinned.vertex",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"Copyright (C) 2014 Robert Beckebans\n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"global.inc\"\n"
|
|
"\n"
|
|
"uniform matrices_ubo { float4 matrices[408]; };\n"
|
|
"\n"
|
|
"struct VS_IN {\n"
|
|
" float4 position : POSITION;\n"
|
|
" float4 color : COLOR0;\n"
|
|
" float4 color2 : COLOR1;\n"
|
|
"};\n"
|
|
"\n"
|
|
"struct VS_OUT {\n"
|
|
" float4 position : POSITION;\n"
|
|
"};\n"
|
|
"\n"
|
|
"void main( VS_IN vertex, out VS_OUT result ) {\n"
|
|
" //--------------------------------------------------------------\n"
|
|
" // GPU transformation of the normal / binormal / bitangent\n"
|
|
" //\n"
|
|
" // multiplying with 255.1 give us the same result and is faster than floor( w * 255 + 0.5 )\n"
|
|
" //--------------------------------------------------------------\n"
|
|
" const float w0 = vertex.color2.x;\n"
|
|
" const float w1 = vertex.color2.y;\n"
|
|
" const float w2 = vertex.color2.z;\n"
|
|
" const float w3 = vertex.color2.w;\n"
|
|
"\n"
|
|
" float4 matX, matY, matZ; // must be float4 for vec4\n"
|
|
" int joint = int(vertex.color.x * 255.1 * 3.0);\n"
|
|
" matX = matrices[int(joint+0)] * w0;\n"
|
|
" matY = matrices[int(joint+1)] * w0;\n"
|
|
" matZ = matrices[int(joint+2)] * w0;\n"
|
|
"\n"
|
|
" joint = int(vertex.color.y * 255.1 * 3.0);\n"
|
|
" matX += matrices[int(joint+0)] * w1;\n"
|
|
" matY += matrices[int(joint+1)] * w1;\n"
|
|
" matZ += matrices[int(joint+2)] * w1;\n"
|
|
"\n"
|
|
" joint = int(vertex.color.z * 255.1 * 3.0);\n"
|
|
" matX += matrices[int(joint+0)] * w2;\n"
|
|
" matY += matrices[int(joint+1)] * w2;\n"
|
|
" matZ += matrices[int(joint+2)] * w2;\n"
|
|
"\n"
|
|
" joint = int(vertex.color.w * 255.1 * 3.0);\n"
|
|
" matX += matrices[int(joint+0)] * w3;\n"
|
|
" matY += matrices[int(joint+1)] * w3;\n"
|
|
" matZ += matrices[int(joint+2)] * w3;\n"
|
|
"\n"
|
|
" float4 modelPosition;\n"
|
|
" modelPosition.x = dot4( matX, vertex.position );\n"
|
|
" modelPosition.y = dot4( matY, vertex.position );\n"
|
|
" modelPosition.z = dot4( matZ, vertex.position );\n"
|
|
" modelPosition.w = 1.0;\n"
|
|
"\n"
|
|
" result.position.x = dot4( modelPosition, rpMVPmatrixX );\n"
|
|
" result.position.y = dot4( modelPosition, rpMVPmatrixY );\n"
|
|
" result.position.z = dot4( modelPosition, rpMVPmatrixZ );\n"
|
|
" result.position.w = dot4( modelPosition, rpMVPmatrixW );\n"
|
|
"}\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/environment.pixel",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"global.inc\"\n"
|
|
"\n"
|
|
"uniform samplerCUBE samp0 : register(s0); // texture 0 is the cube map\n"
|
|
"\n"
|
|
"struct PS_IN {\n"
|
|
" float4 position : VPOS;\n"
|
|
" float3 texcoord0 : TEXCOORD0_centroid;\n"
|
|
" float3 texcoord1 : TEXCOORD1_centroid;\n"
|
|
" float4 color : COLOR0;\n"
|
|
"};\n"
|
|
"\n"
|
|
"struct PS_OUT {\n"
|
|
" float4 color : COLOR;\n"
|
|
"};\n"
|
|
"\n"
|
|
"void main( PS_IN fragment, out PS_OUT result ) {\n"
|
|
"\n"
|
|
" float3 globalNormal = normalize( fragment.texcoord1 );\n"
|
|
" float3 globalEye = normalize( fragment.texcoord0 );\n"
|
|
"\n"
|
|
" float3 reflectionVector = _float3( dot3( globalEye, globalNormal ) );\n"
|
|
" reflectionVector *= globalNormal;\n"
|
|
" reflectionVector = ( reflectionVector * 2.0f ) - globalEye;\n"
|
|
"\n"
|
|
" float4 envMap = texCUBE( samp0, reflectionVector );\n"
|
|
"\n"
|
|
" result.color = float4( envMap.xyz, 1.0f ) * fragment.color;\n"
|
|
"}\n"
|
|
"\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/environment.vertex",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"global.inc\"\n"
|
|
"\n"
|
|
"struct VS_IN {\n"
|
|
" float4 position : POSITION;\n"
|
|
" float4 normal : NORMAL;\n"
|
|
" float4 color : COLOR0;\n"
|
|
"};\n"
|
|
"\n"
|
|
"struct VS_OUT {\n"
|
|
" float4 position : POSITION;\n"
|
|
" float3 texcoord0 : TEXCOORD0;\n"
|
|
" float3 texcoord1 : TEXCOORD1;\n"
|
|
" float4 color : COLOR0;\n"
|
|
"};\n"
|
|
"\n"
|
|
"void main( VS_IN vertex, out VS_OUT result ) {\n"
|
|
"\n"
|
|
" float4 vNormal = vertex.normal * 2.0 - 1.0;\n"
|
|
"\n"
|
|
" result.position.x = dot4( vertex.position, rpMVPmatrixX );\n"
|
|
" result.position.y = dot4( vertex.position, rpMVPmatrixY );\n"
|
|
" result.position.z = dot4( vertex.position, rpMVPmatrixZ );\n"
|
|
" result.position.w = dot4( vertex.position, rpMVPmatrixW );\n"
|
|
"\n"
|
|
" float4 toEye = rpLocalViewOrigin - vertex.position;\n"
|
|
"\n"
|
|
" result.texcoord0 = toEye.xyz;\n"
|
|
" result.texcoord1 = vNormal.xyz;\n"
|
|
"\n"
|
|
" result.color = rpColor;\n"
|
|
"}\n"
|
|
"\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/environment_skinned.pixel",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"global.inc\"\n"
|
|
"\n"
|
|
"uniform samplerCUBE samp0 : register(s0); // texture 0 is the cube map\n"
|
|
"\n"
|
|
"struct PS_IN {\n"
|
|
" float4 position : VPOS;\n"
|
|
" float3 texcoord0 : TEXCOORD0_centroid;\n"
|
|
" float3 texcoord1 : TEXCOORD1_centroid;\n"
|
|
" float4 color : COLOR0;\n"
|
|
"};\n"
|
|
"\n"
|
|
"struct PS_OUT {\n"
|
|
" float4 color : COLOR;\n"
|
|
"};\n"
|
|
"\n"
|
|
"void main( PS_IN fragment, out PS_OUT result ) {\n"
|
|
"\n"
|
|
" float3 globalNormal = normalize( fragment.texcoord1 );\n"
|
|
" float3 globalEye = normalize( fragment.texcoord0 );\n"
|
|
"\n"
|
|
" float3 reflectionVector = _float3( dot3( globalEye, globalNormal ) );\n"
|
|
" reflectionVector *= globalNormal;\n"
|
|
" reflectionVector = ( reflectionVector * 2.0f ) - globalEye;\n"
|
|
"\n"
|
|
" float4 envMap = texCUBE( samp0, reflectionVector );\n"
|
|
"\n"
|
|
" result.color = float4( envMap.xyz, 1.0f ) * fragment.color;\n"
|
|
"}\n"
|
|
"\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/environment_skinned.vertex",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"Copyright (C) 2014 Robert Beckebans\n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"global.inc\"\n"
|
|
"\n"
|
|
"uniform matrices_ubo { float4 matrices[408]; };\n"
|
|
"\n"
|
|
"struct VS_IN {\n"
|
|
" float4 position : POSITION;\n"
|
|
" float2 texcoord : TEXCOORD0;\n"
|
|
" float4 normal : NORMAL;\n"
|
|
" float4 color : COLOR0;\n"
|
|
" float4 color2 : COLOR1;\n"
|
|
"};\n"
|
|
"\n"
|
|
"struct VS_OUT {\n"
|
|
" float4 position : POSITION;\n"
|
|
" float3 texcoord0 : TEXCOORD0;\n"
|
|
" float3 texcoord1 : TEXCOORD1;\n"
|
|
" float4 color : COLOR0;\n"
|
|
"};\n"
|
|
"\n"
|
|
"void main( VS_IN vertex, out VS_OUT result ) {\n"
|
|
" float4 vNormal = vertex.normal * 2.0 - 1.0;\n"
|
|
"\n"
|
|
" //--------------------------------------------------------------\n"
|
|
" // GPU transformation of the normal / binormal / bitangent\n"
|
|
" //\n"
|
|
" // multiplying with 255.1 give us the same result and is faster than floor( w * 255 + 0.5 )\n"
|
|
" //--------------------------------------------------------------\n"
|
|
" const float w0 = vertex.color2.x;\n"
|
|
" const float w1 = vertex.color2.y;\n"
|
|
" const float w2 = vertex.color2.z;\n"
|
|
" const float w3 = vertex.color2.w;\n"
|
|
"\n"
|
|
" float4 matX, matY, matZ; // must be float4 for vec4\n"
|
|
" int joint = int(vertex.color.x * 255.1 * 3.0);\n"
|
|
" matX = matrices[int(joint+0)] * w0;\n"
|
|
" matY = matrices[int(joint+1)] * w0;\n"
|
|
" matZ = matrices[int(joint+2)] * w0;\n"
|
|
"\n"
|
|
" joint = int(vertex.color.y * 255.1 * 3.0);\n"
|
|
" matX += matrices[int(joint+0)] * w1;\n"
|
|
" matY += matrices[int(joint+1)] * w1;\n"
|
|
" matZ += matrices[int(joint+2)] * w1;\n"
|
|
"\n"
|
|
" joint = int(vertex.color.z * 255.1 * 3.0);\n"
|
|
" matX += matrices[int(joint+0)] * w2;\n"
|
|
" matY += matrices[int(joint+1)] * w2;\n"
|
|
" matZ += matrices[int(joint+2)] * w2;\n"
|
|
"\n"
|
|
" joint = int(vertex.color.w * 255.1 * 3.0);\n"
|
|
" matX += matrices[int(joint+0)] * w3;\n"
|
|
" matY += matrices[int(joint+1)] * w3;\n"
|
|
" matZ += matrices[int(joint+2)] * w3;\n"
|
|
"\n"
|
|
" float3 vNormalSkinned;\n"
|
|
" vNormalSkinned.x = dot3( matX, vNormal );\n"
|
|
" vNormalSkinned.y = dot3( matY, vNormal );\n"
|
|
" vNormalSkinned.z = dot3( matZ, vNormal );\n"
|
|
" vNormalSkinned = normalize( vNormalSkinned );\n"
|
|
"\n"
|
|
" float4 modelPosition;\n"
|
|
" modelPosition.x = dot4( matX, vertex.position );\n"
|
|
" modelPosition.y = dot4( matY, vertex.position );\n"
|
|
" modelPosition.z = dot4( matZ, vertex.position );\n"
|
|
" modelPosition.w = 1.0;\n"
|
|
"\n"
|
|
" result.position.x = dot4( modelPosition, rpMVPmatrixX );\n"
|
|
" result.position.y = dot4( modelPosition, rpMVPmatrixY );\n"
|
|
" result.position.z = dot4( modelPosition, rpMVPmatrixZ );\n"
|
|
" result.position.w = dot4( modelPosition, rpMVPmatrixW );\n"
|
|
"\n"
|
|
" float4 toEye = rpLocalViewOrigin - modelPosition;\n"
|
|
"\n"
|
|
" result.texcoord0 = toEye.xyz;\n"
|
|
" result.texcoord1 = vNormalSkinned.xyz;\n"
|
|
"\n"
|
|
" result.color = rpColor;\n"
|
|
"}\n"
|
|
"\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/enviroSuit.pixel",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"global.inc\"\n"
|
|
"\n"
|
|
"uniform sampler2D samp0 : register(s0); // texture 0 is _current Render\n"
|
|
"uniform sampler2D samp1 : register(s1); // texture 1 is the per-surface bump map\n"
|
|
"\n"
|
|
"struct PS_IN {\n"
|
|
" float4 position : VPOS;\n"
|
|
" float2 texcoord : TEXCOORD0_centroid;\n"
|
|
" float4 color : COLOR0;\n"
|
|
"};\n"
|
|
"\n"
|
|
"struct PS_OUT {\n"
|
|
" float4 color : COLOR;\n"
|
|
"};\n"
|
|
"\n"
|
|
"void main( PS_IN fragment, out PS_OUT result ) {\n"
|
|
"\n"
|
|
" float2 screenTexCoord = fragment.texcoord;\n"
|
|
" \n"
|
|
" // compute warp factor\n"
|
|
" float4 warpFactor = 1.0 - ( tex2D( samp1, screenTexCoord.xy ) * fragment.color );\n"
|
|
" screenTexCoord -= float2( 0.5, 0.5 );\n"
|
|
" screenTexCoord *= warpFactor.xy;\n"
|
|
" screenTexCoord += float2( 0.5, 0.5 );\n"
|
|
"\n"
|
|
" // load the screen render\n"
|
|
" result.color = tex2D( samp0, screenTexCoord );\n"
|
|
"\n"
|
|
"}\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/enviroSuit.vertex",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"global.inc\"\n"
|
|
"\n"
|
|
"// User Renderparms start at 128 as per renderprogs.h\n"
|
|
"\n"
|
|
"uniform float4 rpUser0 : register(c128); // rpScroll\n"
|
|
"uniform float4 rpUser1 : register(c129); // rpDeformMagnitude\n"
|
|
"\n"
|
|
"struct VS_IN {\n"
|
|
" float4 position : POSITION;\n"
|
|
" float2 texcoord : TEXCOORD0;\n"
|
|
" float4 normal : NORMAL;\n"
|
|
" float4 tangent : TANGENT;\n"
|
|
" float4 color : COLOR0;\n"
|
|
"};\n"
|
|
"\n"
|
|
"struct VS_OUT {\n"
|
|
" float4 position : POSITION;\n"
|
|
" float2 texcoord : TEXCOORD0;\n"
|
|
" float4 color : COLOR;\n"
|
|
"};\n"
|
|
"\n"
|
|
"\n"
|
|
"void main( VS_IN vertex, out VS_OUT result ) {\n"
|
|
"\n"
|
|
" result.position.x = dot4( vertex.position, rpMVPmatrixX );\n"
|
|
" result.position.y = dot4( vertex.position, rpMVPmatrixY );\n"
|
|
" result.position.z = dot4( vertex.position, rpMVPmatrixZ );\n"
|
|
" result.position.w = dot4( vertex.position, rpMVPmatrixW );\n"
|
|
" \n"
|
|
" result.texcoord = vertex.texcoord.xy;\n"
|
|
"\n"
|
|
" const float4 deformMagnitude = rpUser1;\n"
|
|
" result.color = deformMagnitude;\n"
|
|
"}\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/fog.pixel",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"global.inc\"\n"
|
|
"\n"
|
|
"uniform sampler2D samp0 : register(s0);\n"
|
|
"uniform sampler2D samp1 : register(s1);\n"
|
|
"\n"
|
|
"struct PS_IN {\n"
|
|
" float4 position : VPOS;\n"
|
|
" float2 texcoord0 : TEXCOORD0_centroid;\n"
|
|
" float2 texcoord1 : TEXCOORD1_centroid;\n"
|
|
"};\n"
|
|
"\n"
|
|
"struct PS_OUT {\n"
|
|
" float4 color : COLOR;\n"
|
|
"};\n"
|
|
"\n"
|
|
"void main( PS_IN fragment, out PS_OUT result ) {\n"
|
|
" result.color = tex2D( samp0, fragment.texcoord0 ) * tex2D( samp1, fragment.texcoord1 ) * rpColor;\n"
|
|
"}\n"
|
|
"\n"
|
|
"\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/fog.vertex",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"global.inc\"\n"
|
|
"\n"
|
|
"struct VS_IN {\n"
|
|
" float4 position : POSITION;\n"
|
|
" float2 texcoord : TEXCOORD0;\n"
|
|
" float4 normal : NORMAL;\n"
|
|
" float4 tangent : TANGENT;\n"
|
|
" float4 color : COLOR0;\n"
|
|
"};\n"
|
|
"\n"
|
|
"struct VS_OUT {\n"
|
|
" float4 position : POSITION;\n"
|
|
" float2 texcoord0 : TEXCOORD0;\n"
|
|
" float2 texcoord1 : TEXCOORD1;\n"
|
|
"};\n"
|
|
"\n"
|
|
"void main( VS_IN vertex, out VS_OUT result ) {\n"
|
|
" result.position.x = dot4( vertex.position, rpMVPmatrixX );\n"
|
|
" result.position.y = dot4( vertex.position, rpMVPmatrixY );\n"
|
|
" result.position.z = dot4( vertex.position, rpMVPmatrixZ );\n"
|
|
" result.position.w = dot4( vertex.position, rpMVPmatrixW );\n"
|
|
"\n"
|
|
" result.texcoord0.x = dot4( vertex.position, rpTexGen0S );\n"
|
|
" result.texcoord0.y = dot4( vertex.position, rpTexGen0T );\n"
|
|
"\n"
|
|
" result.texcoord1.x = dot4( vertex.position, rpTexGen1S );\n"
|
|
" result.texcoord1.y = dot4( vertex.position, rpTexGen1T );\n"
|
|
"}\n"
|
|
"\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/fog_skinned.pixel",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"global.inc\"\n"
|
|
"\n"
|
|
"uniform sampler2D samp0 : register(s0);\n"
|
|
"uniform sampler2D samp1 : register(s1);\n"
|
|
"\n"
|
|
"struct PS_IN {\n"
|
|
" float4 position : VPOS;\n"
|
|
" float2 texcoord0 : TEXCOORD0_centroid;\n"
|
|
" float2 texcoord1 : TEXCOORD1_centroid;\n"
|
|
"};\n"
|
|
"\n"
|
|
"struct PS_OUT {\n"
|
|
" float4 color : COLOR;\n"
|
|
"};\n"
|
|
"\n"
|
|
"void main( PS_IN fragment, out PS_OUT result ) {\n"
|
|
" result.color = tex2D( samp0, fragment.texcoord0 ) * tex2D( samp1, fragment.texcoord1 ) * rpColor;\n"
|
|
"}\n"
|
|
"\n"
|
|
"\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/fog_skinned.vertex",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"Copyright (C) 2014 Robert Beckebans\n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"global.inc\"\n"
|
|
"\n"
|
|
"uniform matrices_ubo { float4 matrices[408]; };\n"
|
|
"\n"
|
|
"struct VS_IN {\n"
|
|
" float4 position : POSITION;\n"
|
|
" float2 texcoord : TEXCOORD0;\n"
|
|
" float4 color : COLOR0;\n"
|
|
" float4 color2 : COLOR1;\n"
|
|
"};\n"
|
|
"\n"
|
|
"struct VS_OUT {\n"
|
|
" float4 position : POSITION;\n"
|
|
" float2 texcoord0 : TEXCOORD0;\n"
|
|
" float2 texcoord1 : TEXCOORD1;\n"
|
|
"};\n"
|
|
"\n"
|
|
"void main( VS_IN vertex, out VS_OUT result ) {\n"
|
|
" //--------------------------------------------------------------\n"
|
|
" // GPU transformation of the normal / binormal / bitangent\n"
|
|
" //\n"
|
|
" // multiplying with 255.1 give us the same result and is faster than floor( w * 255 + 0.5 )\n"
|
|
" //--------------------------------------------------------------\n"
|
|
" const float w0 = vertex.color2.x;\n"
|
|
" const float w1 = vertex.color2.y;\n"
|
|
" const float w2 = vertex.color2.z;\n"
|
|
" const float w3 = vertex.color2.w;\n"
|
|
"\n"
|
|
" float4 matX, matY, matZ; // must be float4 for vec4\n"
|
|
" int joint = int(vertex.color.x * 255.1 * 3.0);\n"
|
|
" matX = matrices[int(joint+0)] * w0;\n"
|
|
" matY = matrices[int(joint+1)] * w0;\n"
|
|
" matZ = matrices[int(joint+2)] * w0;\n"
|
|
"\n"
|
|
" joint = int(vertex.color.y * 255.1 * 3.0);\n"
|
|
" matX += matrices[int(joint+0)] * w1;\n"
|
|
" matY += matrices[int(joint+1)] * w1;\n"
|
|
" matZ += matrices[int(joint+2)] * w1;\n"
|
|
"\n"
|
|
" joint = int(vertex.color.z * 255.1 * 3.0);\n"
|
|
" matX += matrices[int(joint+0)] * w2;\n"
|
|
" matY += matrices[int(joint+1)] * w2;\n"
|
|
" matZ += matrices[int(joint+2)] * w2;\n"
|
|
"\n"
|
|
" joint = int(vertex.color.w * 255.1 * 3.0);\n"
|
|
" matX += matrices[int(joint+0)] * w3;\n"
|
|
" matY += matrices[int(joint+1)] * w3;\n"
|
|
" matZ += matrices[int(joint+2)] * w3;\n"
|
|
"\n"
|
|
" float4 modelPosition;\n"
|
|
" modelPosition.x = dot4( matX, vertex.position );\n"
|
|
" modelPosition.y = dot4( matY, vertex.position );\n"
|
|
" modelPosition.z = dot4( matZ, vertex.position );\n"
|
|
" modelPosition.w = 1.0;\n"
|
|
" // end of skinning\n"
|
|
"\n"
|
|
" // start of fog portion\n"
|
|
" result.position.x = dot4( modelPosition, rpMVPmatrixX );\n"
|
|
" result.position.y = dot4( modelPosition, rpMVPmatrixY );\n"
|
|
" result.position.z = dot4( modelPosition, rpMVPmatrixZ );\n"
|
|
" result.position.w = dot4( modelPosition, rpMVPmatrixW );\n"
|
|
"\n"
|
|
" result.texcoord0.x = dot4( modelPosition, rpTexGen0S );\n"
|
|
" result.texcoord0.y = dot4( modelPosition, rpTexGen0T );\n"
|
|
"\n"
|
|
" result.texcoord1.x = dot4( modelPosition, rpTexGen1S );\n"
|
|
" result.texcoord1.y = dot4( modelPosition, rpTexGen1T );\n"
|
|
"}\n"
|
|
"\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/fxaa.pixel",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"global.inc\"\n"
|
|
"#define FXAA_GREEN_AS_LUMA 1\n"
|
|
"#define FXAA_EARLY_EXIT 0\n"
|
|
"#include \"Fxaa3_11.h\"\n"
|
|
"\n"
|
|
"uniform sampler2D samp0 : register(s0);\n"
|
|
"uniform sampler2D samp1 : register(s1); // exponent bias -1\n"
|
|
"uniform sampler2D samp2 : register(s2); // exponent bias -2\n"
|
|
"\n"
|
|
"uniform float4 rpUser0 : register( c128 );\n"
|
|
"uniform float4 rpUser1 : register( c129 );\n"
|
|
"uniform float4 rpUser2 : register( c130 );\n"
|
|
"uniform float4 rpUser3 : register( c131 );\n"
|
|
"uniform float4 rpUser4 : register( c132 );\n"
|
|
"uniform float4 rpUser5 : register( c133 );\n"
|
|
"uniform float4 rpUser6 : register( c134 );\n"
|
|
"\n"
|
|
"struct PS_IN {\n"
|
|
" float4 position : VPOS;\n"
|
|
" float2 texcoord0 : TEXCOORD0_centroid;\n"
|
|
"};\n"
|
|
"\n"
|
|
"struct PS_OUT { \n"
|
|
" float4 color : COLOR;\n"
|
|
"};\n"
|
|
"\n"
|
|
"void main( PS_IN fragment, out PS_OUT result ) {\n"
|
|
"\n"
|
|
" const float4 FXAAQualityRCPFrame = rpUser0;\n"
|
|
" const float4 FXAAConsoleRcpFrameOpt = rpUser1;\n"
|
|
" const float4 FXAAConsoleRcpFrameOpt2 = rpUser2;\n"
|
|
" const float4 FXAAConsole360RcpFrameOpt2 = rpUser3;\n"
|
|
" const float4 FXAAQualityParms = rpUser4;\n"
|
|
" const float4 FXAAConsoleEdgeParms = rpUser5;\n"
|
|
" const float4 FXAAConsole360ConstDir = rpUser6;\n"
|
|
"\n"
|
|
" // Inputs - see more info in fxaa3_11.hfile\n"
|
|
" FxaaFloat2 fxaaPos = fragment.texcoord0;\n"
|
|
" FxaaFloat4 fxaaConsolePos;\n"
|
|
"\n"
|
|
" float2 halfPixelOffset = float2( 0.5, 0.5 ) * FXAAQualityRCPFrame.xy;\n"
|
|
" fxaaConsolePos.xy = fxaaPos.xy - ( halfPixelOffset );\n"
|
|
" fxaaConsolePos.zw = fxaaPos.xy + ( halfPixelOffset );\n"
|
|
" FxaaFloat2 fxaaQualityRcpFrame = FXAAQualityRCPFrame.xy;\n"
|
|
" FxaaFloat4 fxaaConsoleRcpFrameOpt = FXAAConsoleRcpFrameOpt;\n"
|
|
" FxaaFloat4 fxaaConsoleRcpFrameOpt2 = FXAAConsoleRcpFrameOpt2;\n"
|
|
" FxaaFloat4 fxaaConsole360RcpFrameOpt2 = FXAAConsole360RcpFrameOpt2;\n"
|
|
"\n"
|
|
" // Quality parms\n"
|
|
" FxaaFloat fxaaQualitySubpix = FXAAQualityParms.x;\n"
|
|
" FxaaFloat fxaaQualityEdgeThreshold = FXAAQualityParms.y;\n"
|
|
" FxaaFloat fxaaQualityEdgeThresholdMin = FXAAQualityParms.z;\n"
|
|
"\n"
|
|
" // Console specific Parms\n"
|
|
" FxaaFloat fxaaConsoleEdgeSharpness = FXAAConsoleEdgeParms.x;\n"
|
|
" FxaaFloat fxaaConsoleEdgeThreshold = FXAAConsoleEdgeParms.y;\n"
|
|
" FxaaFloat fxaaConsoleEdgeThresholdMin = FXAAConsoleEdgeParms.z;\n"
|
|
"\n"
|
|
" // 360 specific parms these have to come from a constant register so that the compiler\n"
|
|
" // does not unoptimize the shader\n"
|
|
" FxaaFloat4 fxaaConsole360ConstDir = FXAAConsole360ConstDir;\n"
|
|
"\n"
|
|
"\n"
|
|
" float4 colorSample = FxaaPixelShader( fxaaPos,\n"
|
|
" fxaaConsolePos,\n"
|
|
" samp0,\n"
|
|
" samp1,\n"
|
|
" samp2,\n"
|
|
" fxaaQualityRcpFrame,\n"
|
|
" fxaaConsoleRcpFrameOpt,\n"
|
|
" fxaaConsoleRcpFrameOpt2,\n"
|
|
" fxaaConsole360RcpFrameOpt2,\n"
|
|
" fxaaQualitySubpix,\n"
|
|
" fxaaQualityEdgeThreshold,\n"
|
|
" fxaaQualityEdgeThresholdMin,\n"
|
|
" fxaaConsoleEdgeSharpness,\n"
|
|
" fxaaConsoleEdgeThreshold,\n"
|
|
" fxaaConsoleEdgeThresholdMin,\n"
|
|
" fxaaConsole360ConstDir );\n"
|
|
" \n"
|
|
" result.color = colorSample;\n"
|
|
"}\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/fxaa.vertex",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"global.inc\"\n"
|
|
"\n"
|
|
"struct VS_IN {\n"
|
|
" float4 position : POSITION;\n"
|
|
" float2 texcoord : TEXCOORD0;\n"
|
|
" float4 normal : NORMAL;\n"
|
|
" float4 tangent : TANGENT;\n"
|
|
" float4 color : COLOR0;\n"
|
|
"};\n"
|
|
"\n"
|
|
"struct VS_OUT {\n"
|
|
" float4 position : POSITION;\n"
|
|
" float2 texcoord0 : TEXCOORD0;\n"
|
|
"};\n"
|
|
"\n"
|
|
"void main( VS_IN vertex, out VS_OUT result ) {\n"
|
|
" result.position = vertex.position;\n"
|
|
" result.texcoord0 = vertex.texcoord;\n"
|
|
"}\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/global.inc",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"Copyright (C) 2013-2014 Robert Beckebans\n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"uniform float4 rpScreenCorrectionFactor : register(c0);\n"
|
|
"uniform float4 rpWindowCoord : register(c1);\n"
|
|
"uniform float4 rpDiffuseModifier : register(c2);\n"
|
|
"uniform float4 rpSpecularModifier : register(c3);\n"
|
|
"\n"
|
|
"uniform float4 rpLocalLightOrigin : register(c4);\n"
|
|
"uniform float4 rpLocalViewOrigin : register(c5);\n"
|
|
"\n"
|
|
"uniform float4 rpLightProjectionS : register(c6);\n"
|
|
"uniform float4 rpLightProjectionT : register(c7);\n"
|
|
"uniform float4 rpLightProjectionQ : register(c8);\n"
|
|
"uniform float4 rpLightFalloffS : register(c9);\n"
|
|
"\n"
|
|
"uniform float4 rpBumpMatrixS : register(c10);\n"
|
|
"uniform float4 rpBumpMatrixT : register(c11);\n"
|
|
"\n"
|
|
"uniform float4 rpDiffuseMatrixS : register(c12);\n"
|
|
"uniform float4 rpDiffuseMatrixT : register(c13);\n"
|
|
"\n"
|
|
"uniform float4 rpSpecularMatrixS : register(c14);\n"
|
|
"uniform float4 rpSpecularMatrixT : register(c15);\n"
|
|
"\n"
|
|
"uniform float4 rpVertexColorModulate : register(c16);\n"
|
|
"uniform float4 rpVertexColorAdd : register(c17);\n"
|
|
"\n"
|
|
"uniform float4 rpColor : register(c18);\n"
|
|
"uniform float4 rpViewOrigin : register(c19);\n"
|
|
"uniform float4 rpGlobalEyePos : register(c20);\n"
|
|
"\n"
|
|
"uniform float4 rpMVPmatrixX : register(c21);\n"
|
|
"uniform float4 rpMVPmatrixY : register(c22);\n"
|
|
"uniform float4 rpMVPmatrixZ : register(c23);\n"
|
|
"uniform float4 rpMVPmatrixW : register(c24);\n"
|
|
"\n"
|
|
"uniform float4 rpModelMatrixX : register(c25);\n"
|
|
"uniform float4 rpModelMatrixY : register(c26);\n"
|
|
"uniform float4 rpModelMatrixZ : register(c27);\n"
|
|
"uniform float4 rpModelMatrixW : register(c28);\n"
|
|
"\n"
|
|
"uniform float4 rpProjectionMatrixX : register(c29);\n"
|
|
"uniform float4 rpProjectionMatrixY : register(c30);\n"
|
|
"uniform float4 rpProjectionMatrixZ : register(c31);\n"
|
|
"uniform float4 rpProjectionMatrixW : register(c32);\n"
|
|
"\n"
|
|
"uniform float4 rpModelViewMatrixX : register(c33);\n"
|
|
"uniform float4 rpModelViewMatrixY : register(c34);\n"
|
|
"uniform float4 rpModelViewMatrixZ : register(c35);\n"
|
|
"uniform float4 rpModelViewMatrixW : register(c36);\n"
|
|
"\n"
|
|
"uniform float4 rpTextureMatrixS : register(c37);\n"
|
|
"uniform float4 rpTextureMatrixT : register(c38);\n"
|
|
"\n"
|
|
"uniform float4 rpTexGen0S : register(c39);\n"
|
|
"uniform float4 rpTexGen0T : register(c40);\n"
|
|
"uniform float4 rpTexGen0Q : register(c41);\n"
|
|
"uniform float4 rpTexGen0Enabled : register(c42);\n"
|
|
"\n"
|
|
"uniform float4 rpTexGen1S : register(c43);\n"
|
|
"uniform float4 rpTexGen1T : register(c44);\n"
|
|
"uniform float4 rpTexGen1Q : register(c45);\n"
|
|
"uniform float4 rpTexGen1Enabled : register(c46);\n"
|
|
"\n"
|
|
"uniform float4 rpWobbleSkyX : register(c47);\n"
|
|
"uniform float4 rpWobbleSkyY : register(c48);\n"
|
|
"uniform float4 rpWobbleSkyZ : register(c49);\n"
|
|
"\n"
|
|
"uniform float4 rpOverbright : register(c50);\n"
|
|
"uniform float4 rpEnableSkinning : register(c51);\n"
|
|
"uniform float4 rpAlphaTest : register(c52);\n"
|
|
"\n"
|
|
"// RB begin\n"
|
|
"uniform float4 rpAmbientColor : register(c53);\n"
|
|
"uniform float4 rpGlobalLightOrigin : register(c54);\n"
|
|
"uniform float4 rpJitterTexScale : register(c55);\n"
|
|
"uniform float4 rpJitterTexOffset : register(c56);\n"
|
|
"uniform float4 rpCascadeDistances : register(c57);\n"
|
|
"\n"
|
|
"#if defined( USE_UNIFORM_ARRAYS )\n"
|
|
"uniform float4 rpShadowMatrices : register(c58);\n"
|
|
"#else\n"
|
|
"uniform float4 rpShadowMatrices[6*4] : register(c59);\n"
|
|
"#endif\n"
|
|
"// RB end\n"
|
|
"\n"
|
|
"static float dot2( float2 a, float2 b ) { return dot( a, b ); }\n"
|
|
"static float dot3( float3 a, float3 b ) { return dot( a, b ); }\n"
|
|
"static float dot3( float3 a, float4 b ) { return dot( a, b.xyz ); }\n"
|
|
"static float dot3( float4 a, float3 b ) { return dot( a.xyz, b ); }\n"
|
|
"static float dot3( float4 a, float4 b ) { return dot( a.xyz, b.xyz ); }\n"
|
|
"static float dot4( float4 a, float4 b ) { return dot( a, b ); }\n"
|
|
"static float dot4( float2 a, float4 b ) { return dot( float4( a, 0, 1 ), b ); }\n"
|
|
"\n"
|
|
"// ----------------------\n"
|
|
"// YCoCg Color Conversion\n"
|
|
"// ----------------------\n"
|
|
"static const half4 matrixRGB1toCoCg1YX = half4( 0.50, 0.0, -0.50, 0.50196078 ); // Co\n"
|
|
"static const half4 matrixRGB1toCoCg1YY = half4( -0.25, 0.5, -0.25, 0.50196078 ); // Cg\n"
|
|
"static const half4 matrixRGB1toCoCg1YZ = half4( 0.0, 0.0, 0.0, 1.0 ); // 1.0\n"
|
|
"static const half4 matrixRGB1toCoCg1YW = half4( 0.25, 0.5, 0.25, 0.0 ); // Y\n"
|
|
"\n"
|
|
"static const half4 matrixCoCg1YtoRGB1X = half4( 1.0, -1.0, 0.0, 1.0 );\n"
|
|
"static const half4 matrixCoCg1YtoRGB1Y = half4( 0.0, 1.0, -0.50196078, 1.0 ); // -0.5 * 256.0 / 255.0\n"
|
|
"static const half4 matrixCoCg1YtoRGB1Z = half4( -1.0, -1.0, 1.00392156, 1.0 ); // +1.0 * 256.0 / 255.0\n"
|
|
"\n"
|
|
"static half3 ConvertYCoCgToRGB( half4 YCoCg ) {\n"
|
|
" half3 rgbColor;\n"
|
|
"\n"
|
|
" YCoCg.z = ( YCoCg.z * 31.875 ) + 1.0; //z = z * 255.0/8.0 + 1.0\n"
|
|
" YCoCg.z = 1.0 / YCoCg.z;\n"
|
|
" YCoCg.xy *= YCoCg.z;\n"
|
|
" rgbColor.x = dot4( YCoCg, matrixCoCg1YtoRGB1X );\n"
|
|
" rgbColor.y = dot4( YCoCg, matrixCoCg1YtoRGB1Y );\n"
|
|
" rgbColor.z = dot4( YCoCg, matrixCoCg1YtoRGB1Z );\n"
|
|
" return rgbColor;\n"
|
|
"}\n"
|
|
"\n"
|
|
"static float2 CenterScale( float2 inTC, float2 centerScale ) {\n"
|
|
" float scaleX = centerScale.x;\n"
|
|
" float scaleY = centerScale.y;\n"
|
|
" float4 tc0 = float4( scaleX, 0, 0, 0.5 - ( 0.5f * scaleX ) );\n"
|
|
" float4 tc1 = float4( 0, scaleY, 0, 0.5 - ( 0.5f * scaleY ) );\n"
|
|
"\n"
|
|
" float2 finalTC;\n"
|
|
" finalTC.x = dot4( inTC, tc0 );\n"
|
|
" finalTC.y = dot4( inTC, tc1 );\n"
|
|
" return finalTC;\n"
|
|
"}\n"
|
|
"\n"
|
|
"static float2 Rotate2D( float2 inTC, float2 cs ) {\n"
|
|
" float sinValue = cs.y;\n"
|
|
" float cosValue = cs.x;\n"
|
|
"\n"
|
|
" float4 tc0 = float4( cosValue, -sinValue, 0, ( -0.5f * cosValue ) + ( 0.5f * sinValue ) + 0.5f );\n"
|
|
" float4 tc1 = float4( sinValue, cosValue, 0, ( -0.5f * sinValue ) + ( -0.5f * cosValue ) + 0.5f );\n"
|
|
"\n"
|
|
" float2 finalTC;\n"
|
|
" finalTC.x = dot4( inTC, tc0 );\n"
|
|
" finalTC.y = dot4( inTC, tc1 );\n"
|
|
" return finalTC;\n"
|
|
"}\n"
|
|
"\n"
|
|
"// better noise function available at https://github.com/ashima/webgl-noise\n"
|
|
"float rand( float2 co ) {\n"
|
|
" return frac( sin( dot( co.xy, float2( 12.9898, 78.233 ) ) ) * 43758.5453 );\n"
|
|
"}\n"
|
|
"\n"
|
|
"// RB begin\n"
|
|
"#ifndef PI\n"
|
|
"#define PI 3.14159265358979323846\n"
|
|
"#endif\n"
|
|
"\n"
|
|
"#define DEG2RAD( a ) ( ( a ) * PI / 180.0f )\n"
|
|
"#define RAD2DEG( a ) ( ( a ) * 180.0f / PI )\n"
|
|
"// RB end\n"
|
|
"\n"
|
|
"#define _half2( x ) half2( x )\n"
|
|
"#define _half3( x ) half3( x )\n"
|
|
"#define _half4( x ) half4( x )\n"
|
|
"#define _float2( x ) float2( x )\n"
|
|
"#define _float3( x ) float3( x )\n"
|
|
"#define _float4( x ) float4( x )\n"
|
|
"\n"
|
|
"#define VPOS WPOS\n"
|
|
"static float4 idtex2Dproj( sampler2D samp, float4 texCoords ) { return tex2Dproj( samp, texCoords.xyw ); }\n"
|
|
"static float4 swizzleColor( float4 c ) { return c; }\n"
|
|
"static float2 vposToScreenPosTexCoord( float2 vpos ) { return vpos.xy * rpWindowCoord.xy; }\n"
|
|
"\n"
|
|
"#define BRANCH\n"
|
|
"#define IFANY\n"
|
|
"\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/gui.pixel",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"global.inc\"\n"
|
|
"\n"
|
|
"uniform sampler2D samp0 : register(s0);\n"
|
|
"\n"
|
|
"struct PS_IN {\n"
|
|
" float4 position : VPOS;\n"
|
|
" float2 texcoord0 : TEXCOORD0_centroid;\n"
|
|
" float4 texcoord1 : TEXCOORD1_centroid;\n"
|
|
" float4 color : COLOR0;\n"
|
|
"};\n"
|
|
"\n"
|
|
"struct PS_OUT {\n"
|
|
" float4 color : COLOR;\n"
|
|
"};\n"
|
|
"\n"
|
|
"void main( PS_IN fragment, out PS_OUT result ) {\n"
|
|
" float4 color = ( tex2D( samp0, fragment.texcoord0 ) * fragment.color ) + fragment.texcoord1;\n"
|
|
" result.color.xyz = color.xyz * color.w;\n"
|
|
" result.color.w = color.w;\n"
|
|
"}\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/gui.vertex",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"Copyright (C) 2013 Robert Beckebans\n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"global.inc\"\n"
|
|
"\n"
|
|
"struct VS_IN {\n"
|
|
" float4 position : POSITION;\n"
|
|
" float2 texcoord : TEXCOORD0;\n"
|
|
" float4 normal : NORMAL;\n"
|
|
" float4 tangent : TANGENT;\n"
|
|
" float4 color : COLOR0;\n"
|
|
" float4 color2 : COLOR1;\n"
|
|
"};\n"
|
|
"\n"
|
|
"struct VS_OUT {\n"
|
|
" float4 position : POSITION;\n"
|
|
" float2 texcoord0 : TEXCOORD0;\n"
|
|
" float4 texcoord1 : TEXCOORD1;\n"
|
|
" float4 color : COLOR0;\n"
|
|
"};\n"
|
|
"\n"
|
|
"void main( VS_IN vertex, out VS_OUT result ) {\n"
|
|
" result.position.x = dot4( vertex.position, rpMVPmatrixX );\n"
|
|
" result.position.y = dot4( vertex.position, rpMVPmatrixY );\n"
|
|
" result.position.z = dot4( vertex.position, rpMVPmatrixZ );\n"
|
|
" result.position.w = dot4( vertex.position, rpMVPmatrixW );\n"
|
|
"\n"
|
|
" result.texcoord0.xy = vertex.texcoord.xy;\n"
|
|
" result.texcoord1 = ( swizzleColor( vertex.color2 ) * 2.0 ) - 1.0;\n"
|
|
" result.color = swizzleColor( vertex.color );\n"
|
|
"}\n"
|
|
"\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/heathaze.pixel",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"global.inc\"\n"
|
|
"\n"
|
|
"uniform sampler2D samp0 : register(s0); // texture 0 is _current Render\n"
|
|
"uniform sampler2D samp1 : register(s1); // texture 1 is the per-surface bump map\n"
|
|
"\n"
|
|
"struct PS_IN {\n"
|
|
" float4 position : VPOS;\n"
|
|
" float4 texcoord0 : TEXCOORD0_centroid;\n"
|
|
" float4 texcoord1 : TEXCOORD1_centroid;\n"
|
|
"};\n"
|
|
"\n"
|
|
"struct PS_OUT {\n"
|
|
" float4 color : COLOR;\n"
|
|
"};\n"
|
|
"\n"
|
|
"void main( PS_IN fragment, out PS_OUT result ) {\n"
|
|
"\n"
|
|
" // load the filtered normal map and convert to -1 to 1 range\n"
|
|
" float4 bumpMap = ( tex2D( samp1, fragment.texcoord0.xy ) * 2.0f ) - 1.0f;\n"
|
|
" float2 localNormal = bumpMap.wy;\n"
|
|
"\n"
|
|
" // calculate the screen texcoord in the 0.0 to 1.0 range\n"
|
|
" float2 screenTexCoord = vposToScreenPosTexCoord( fragment.position.xy );\n"
|
|
" screenTexCoord += ( localNormal * fragment.texcoord1.xy );\n"
|
|
" screenTexCoord = saturate( screenTexCoord );\n"
|
|
"\n"
|
|
" // load the screen render\n"
|
|
" result.color = tex2D( samp0, screenTexCoord.xy );\n"
|
|
"}\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/heathaze.vertex",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"Copyright (C) 2013 Robert Beckebans\n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"global.inc\"\n"
|
|
"\n"
|
|
"// User Renderparms start at 128 as per renderprogs.h\n"
|
|
"\n"
|
|
"uniform float4 rpUser0 : register(c128); // rpScroll\n"
|
|
"uniform float4 rpUser1 : register(c129); // rpDeformMagnitude\n"
|
|
"\n"
|
|
"// RB: no GPU skinning with ES 2.0\n"
|
|
"#if defined(USE_GPU_SKINNING)\n"
|
|
"uniform matrices_ubo { float4 matrices[408]; };\n"
|
|
"#endif\n"
|
|
"// RB end\n"
|
|
"\n"
|
|
"struct VS_IN {\n"
|
|
" float4 position : POSITION;\n"
|
|
" float2 texcoord : TEXCOORD0;\n"
|
|
" float4 normal : NORMAL;\n"
|
|
" float4 tangent : TANGENT;\n"
|
|
" float4 color : COLOR0;\n"
|
|
" float4 color2 : COLOR1;\n"
|
|
"};\n"
|
|
"\n"
|
|
"struct VS_OUT {\n"
|
|
" float4 position : POSITION;\n"
|
|
" float4 texcoord0 : TEXCOORD0;\n"
|
|
" float4 texcoord1 : TEXCOORD1;\n"
|
|
"};\n"
|
|
"\n"
|
|
"void main( VS_IN vertex, out VS_OUT result ) {\n"
|
|
"\n"
|
|
" #include \"skinning.inc\"\n"
|
|
"\n"
|
|
" //texture 0 takes the texture coordinates and adds a scroll\n"
|
|
" const float4 textureScroll = rpUser0;\n"
|
|
" result.texcoord0 = float4( vertex.texcoord.xy, 0, 0 ) + textureScroll;\n"
|
|
"\n"
|
|
" //texture 1 takes the deform magnitude and scales it by the projection distance\n"
|
|
" float4 vec = float4( 0, 1, 0, 1 );\n"
|
|
" vec.z = dot4( modelPosition, rpModelViewMatrixZ ); // this is the modelview matrix\n"
|
|
"\n"
|
|
" // magicProjectionAdjust is a magic scalar that scales the projection since we changed from \n"
|
|
" // using the X axis to the Y axis to calculate x. It is an approximation to closely match \n"
|
|
" // what the original game did\n"
|
|
" const float magicProjectionAdjust = 0.43f;\n"
|
|
" float x = dot4( vec, rpProjectionMatrixY ) * magicProjectionAdjust;\n"
|
|
" float w = dot4( vec, rpProjectionMatrixW );\n"
|
|
"\n"
|
|
" //don't let the recip get near zero for polygons that cross the view plane\n"
|
|
" w = max( w, 1.0 );\n"
|
|
" x /= w;\n"
|
|
" //x = x * ( 1.0f / w );\n"
|
|
"\n"
|
|
" // clamp the distance so the the deformations don't get too wacky near the view\n"
|
|
" x = min( x, 0.02 );\n"
|
|
"\n"
|
|
" const float4 deformMagnitude = rpUser1;\n"
|
|
" result.texcoord1 = x * deformMagnitude;\n"
|
|
"}\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/heatHazeWithMask.pixel",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"global.inc\"\n"
|
|
"\n"
|
|
"uniform sampler2D samp0 : register(s0); // texture 0 is _current Render\n"
|
|
"uniform sampler2D samp1 : register(s1); // texture 1 is the per-surface bump map\n"
|
|
"uniform sampler2D samp2 : register(s2); // texture 2 is the mask texture\n"
|
|
"\n"
|
|
"struct PS_IN {\n"
|
|
" float4 position : VPOS;\n"
|
|
" float4 texcoord0 : TEXCOORD0_centroid;\n"
|
|
" float4 texcoord1 : TEXCOORD1_centroid;\n"
|
|
" float4 texcoord2 : TEXCOORD2_centroid;\n"
|
|
"};\n"
|
|
"\n"
|
|
"struct PS_OUT {\n"
|
|
" float4 color : COLOR;\n"
|
|
"};\n"
|
|
"\n"
|
|
"void main( PS_IN fragment, out PS_OUT result ) {\n"
|
|
"\n"
|
|
" // load the distortion map\n"
|
|
" float4 mask = tex2D( samp2, fragment.texcoord0.xy );\n"
|
|
"\n"
|
|
" // kill the pixel if the distortion wound up being very small\n"
|
|
" mask.xy -= 0.01f;\n"
|
|
" clip( mask );\n"
|
|
"\n"
|
|
" // load the filtered normal map and convert to -1 to 1 range\n"
|
|
" float4 bumpMap = ( tex2D( samp1, fragment.texcoord1.xy ) * 2.0f ) - 1.0f;\n"
|
|
" float2 localNormal = bumpMap.wy;\n"
|
|
" localNormal *= mask.xy;\n"
|
|
"\n"
|
|
" // calculate the screen texcoord in the 0.0 to 1.0 range\n"
|
|
" float2 screenTexCoord = vposToScreenPosTexCoord( fragment.position.xy );\n"
|
|
" screenTexCoord += ( localNormal * fragment.texcoord2.xy );\n"
|
|
" screenTexCoord = saturate( screenTexCoord );\n"
|
|
"\n"
|
|
" result.color = tex2D( samp0, screenTexCoord );\n"
|
|
"}\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/heatHazeWithMask.vertex",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.\n"
|
|
"Copyright (C) 2013 Robert Beckebans \n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"global.inc\"\n"
|
|
"\n"
|
|
"// RB: no GPU skinning with ES 2.0\n"
|
|
"#if defined(USE_GPU_SKINNING)\n"
|
|
"uniform matrices_ubo { float4 matrices[408]; };\n"
|
|
"#endif\n"
|
|
"// RB end\n"
|
|
"\n"
|
|
"uniform float4 rpUser0 : register(c128); // rpScroll\n"
|
|
"uniform float4 rpUser1 : register(c129); // rpDeformMagnitude\n"
|
|
"\n"
|
|
"struct VS_IN {\n"
|
|
" float4 position : POSITION;\n"
|
|
" float2 texcoord : TEXCOORD0;\n"
|
|
" float4 normal : NORMAL;\n"
|
|
" float4 tangent : TANGENT;\n"
|
|
" float4 color : COLOR0;\n"
|
|
" float4 color2 : COLOR1;\n"
|
|
"};\n"
|
|
"\n"
|
|
"struct VS_OUT {\n"
|
|
" float4 position : POSITION;\n"
|
|
" float4 texcoord0 : TEXCOORD0;\n"
|
|
" float4 texcoord1 : TEXCOORD1;\n"
|
|
" float4 texcoord2 : TEXCOORD2;\n"
|
|
"};\n"
|
|
"\n"
|
|
"void main( VS_IN vertex, out VS_OUT result ) {\n"
|
|
"\n"
|
|
" #include \"skinning.inc\"\n"
|
|
"\n"
|
|
" // texture 0 takes the texture coordinates unmodified\n"
|
|
" result.texcoord0 = float4( vertex.texcoord.xy, 0, 0 );\n"
|
|
"\n"
|
|
" // texture 1 takes the texture coordinates and adds a scroll\n"
|
|
" const float4 textureScroll = rpUser0;\n"
|
|
" result.texcoord1 = float4( vertex.texcoord.xy, 0, 0 ) + textureScroll;\n"
|
|
"\n"
|
|
" // texture 2 takes the deform magnitude and scales it by the projection distance\n"
|
|
" float4 vec = float4( 0, 1, 0, 1 );\n"
|
|
" vec.z = dot4( modelPosition, rpModelViewMatrixZ );\n"
|
|
"\n"
|
|
" // magicProjectionAdjust is a magic scalar that scales the projection since we changed from \n"
|
|
" // using the X axis to the Y axis to calculate R1. It is an approximation to closely match \n"
|
|
" // what the original game did\n"
|
|
" const float magicProjectionAdjust = 0.43f;\n"
|
|
" float x = dot4 ( vec, rpProjectionMatrixY ) * magicProjectionAdjust;\n"
|
|
" float w = dot4 ( vec, rpProjectionMatrixW );\n"
|
|
"\n"
|
|
" // don't let the recip get near zero for polygons that cross the view plane\n"
|
|
" w = max( w, 1.0 );\n"
|
|
" x /= w;\n"
|
|
" //x = x * ( 1.0f / ( w + 0.00001f ) );\n"
|
|
"\n"
|
|
" // clamp the distance so the the deformations don't get too wacky near the view\n"
|
|
" x = min( x, 0.02 );\n"
|
|
"\n"
|
|
" const float4 deformMagnitude = rpUser1;\n"
|
|
" result.texcoord2 = x * deformMagnitude;\n"
|
|
"}\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/heatHazeWithMaskAndVertex.pixel",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"global.inc\"\n"
|
|
"\n"
|
|
"uniform sampler2D samp0 : register(s0); // texture 0 is _current Render\n"
|
|
"uniform sampler2D samp1 : register(s1); // texture 1 is the per-surface bump map\n"
|
|
"uniform sampler2D samp2 : register(s2); // texture 2 is the mask texture\n"
|
|
"\n"
|
|
"struct PS_IN {\n"
|
|
" float4 position : VPOS;\n"
|
|
" float4 texcoord0 : TEXCOORD0_centroid;\n"
|
|
" float4 texcoord1 : TEXCOORD1_centroid;\n"
|
|
" float4 texcoord2 : TEXCOORD2_centroid;\n"
|
|
" float4 color : COLOR0;\n"
|
|
"};\n"
|
|
"\n"
|
|
"struct PS_OUT {\n"
|
|
" float4 color : COLOR;\n"
|
|
"};\n"
|
|
"\n"
|
|
"void main( PS_IN fragment, out PS_OUT result ) {\n"
|
|
"\n"
|
|
" // load the distortion map\n"
|
|
" float4 mask = tex2D( samp2, fragment.texcoord0.xy );\n"
|
|
"\n"
|
|
" // kill the pixel if the distortion wound up being very small\n"
|
|
" mask.xy *= fragment.color.xy;\n"
|
|
" mask.xy -= 0.01f;\n"
|
|
" clip( mask );\n"
|
|
"\n"
|
|
" // load the filtered normal map and convert to -1 to 1 range\n"
|
|
" float4 bumpMap = ( tex2D( samp1, fragment.texcoord1.xy ) * 2.0f ) - 1.0f;\n"
|
|
" float2 localNormal = bumpMap.wy;\n"
|
|
" localNormal *= mask.xy;\n"
|
|
"\n"
|
|
" // calculate the screen texcoord in the 0.0 to 1.0 range\n"
|
|
" float2 screenTexCoord = vposToScreenPosTexCoord( fragment.position.xy );\n"
|
|
" screenTexCoord += ( localNormal * fragment.texcoord2.xy );\n"
|
|
" screenTexCoord = saturate( screenTexCoord );\n"
|
|
"\n"
|
|
" result.color = tex2D( samp0, screenTexCoord );\n"
|
|
"}\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/heatHazeWithMaskAndVertex.vertex",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"Copyright (C) 2013 Robert Beckebans \n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"global.inc\"\n"
|
|
"\n"
|
|
"// RB: no GPU skinning with ES 2.0\n"
|
|
"#if defined(USE_GPU_SKINNING)\n"
|
|
"uniform matrices_ubo { float4 matrices[408]; };\n"
|
|
"#endif\n"
|
|
"// RB end\n"
|
|
"\n"
|
|
"uniform float4 rpUser0 : register(c128); // rpScroll\n"
|
|
"uniform float4 rpUser1 : register(c129); // rpDeformMagnitude\n"
|
|
"\n"
|
|
"struct VS_IN {\n"
|
|
" float4 position : POSITION;\n"
|
|
" float2 texcoord : TEXCOORD0;\n"
|
|
" float4 normal : NORMAL;\n"
|
|
" float4 tangent : TANGENT;\n"
|
|
" float4 color : COLOR0;\n"
|
|
" float4 color2 : COLOR1;\n"
|
|
"};\n"
|
|
"\n"
|
|
"struct VS_OUT {\n"
|
|
" float4 position : POSITION;\n"
|
|
" float4 texcoord0 : TEXCOORD0;\n"
|
|
" float4 texcoord1 : TEXCOORD1;\n"
|
|
" float4 texcoord2 : TEXCOORD2;\n"
|
|
" float4 color : COLOR0;\n"
|
|
"};\n"
|
|
"\n"
|
|
"void main( VS_IN vertex, out VS_OUT result ) {\n"
|
|
"\n"
|
|
" #include \"skinning.inc\"\n"
|
|
"\n"
|
|
" // texture 0 takes the texture coordinates unmodified\n"
|
|
" result.texcoord0 = float4( vertex.texcoord, 0 , 0 );\n"
|
|
"\n"
|
|
" // texture 1 takes the texture coordinates and adds a scroll\n"
|
|
" const float4 textureScroll = rpUser0;\n"
|
|
" result.texcoord1 = float4( vertex.texcoord, 0, 0 ) + textureScroll;\n"
|
|
"\n"
|
|
" // texture 2 takes the deform magnitude and scales it by the projection distance\n"
|
|
" float4 vec = float4( 0, 1, 0, 1 );\n"
|
|
" vec.z = dot4( modelPosition, rpModelViewMatrixZ );\n"
|
|
"\n"
|
|
" // magicProjectionAdjust is a magic scalar that scales the projection since we changed from \n"
|
|
" // using the X axis to the Y axis to calculate x. It is an approximation to closely match \n"
|
|
" // what the original game did\n"
|
|
" const float magicProjectionAdjust = 0.43f;\n"
|
|
" float x = dot4 ( vec, rpProjectionMatrixY ) * magicProjectionAdjust;\n"
|
|
" float w = dot4( vec, rpProjectionMatrixW );\n"
|
|
"\n"
|
|
" // don't let the recip get near zero for polygons that cross the view plane\n"
|
|
" w = max( w, 1.0f );\n"
|
|
" x /= w;\n"
|
|
" //x = x * ( 1.0f / w );\n"
|
|
"\n"
|
|
" // clamp the distance so the the deformations don't get too wacky near the view\n"
|
|
" x = min( x, 0.02f );\n"
|
|
"\n"
|
|
" const float4 deformMagnitude = rpUser1;\n"
|
|
" result.texcoord2 = x * deformMagnitude;\n"
|
|
" result.color = swizzleColor( vertex.color );\n"
|
|
"}\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/interaction.pixel",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"Copyright (C) 2013-2014 Robert Beckebans\n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"renderprogs/global.inc\"\n"
|
|
"\n"
|
|
"uniform sampler2D samp0 : register(s0); // texture 1 is the per-surface bump map\n"
|
|
"uniform sampler2D samp1 : register(s1); // texture 2 is the light falloff texture\n"
|
|
"uniform sampler2D samp2 : register(s2); // texture 3 is the light projection texture\n"
|
|
"uniform sampler2D samp3 : register(s3); // texture 4 is the per-surface diffuse map\n"
|
|
"uniform sampler2D samp4 : register(s4); // texture 5 is the per-surface specular map\n"
|
|
"\n"
|
|
"struct PS_IN {\n"
|
|
" half4 position : VPOS;\n"
|
|
" half4 texcoord0 : TEXCOORD0_centroid;\n"
|
|
" half4 texcoord1 : TEXCOORD1_centroid;\n"
|
|
" half4 texcoord2 : TEXCOORD2_centroid;\n"
|
|
" half4 texcoord3 : TEXCOORD3_centroid;\n"
|
|
" half4 texcoord4 : TEXCOORD4_centroid;\n"
|
|
" half4 texcoord5 : TEXCOORD5_centroid;\n"
|
|
" half4 texcoord6 : TEXCOORD6_centroid;\n"
|
|
" half4 color : COLOR0;\n"
|
|
"};\n"
|
|
"\n"
|
|
"struct PS_OUT {\n"
|
|
" half4 color : COLOR;\n"
|
|
"};\n"
|
|
"\n"
|
|
"void main( PS_IN fragment, out PS_OUT result ) {\n"
|
|
" half4 bumpMap = tex2D( samp0, fragment.texcoord1.xy );\n"
|
|
" half4 lightFalloff = idtex2Dproj( samp1, fragment.texcoord2 );\n"
|
|
" half4 lightProj = idtex2Dproj( samp2, fragment.texcoord3 );\n"
|
|
" half4 YCoCG = tex2D( samp3, fragment.texcoord4.xy );\n"
|
|
" half4 specMap = tex2D( samp4, fragment.texcoord5.xy );\n"
|
|
"\n"
|
|
" half3 lightVector = normalize( fragment.texcoord0.xyz );\n"
|
|
" half3 diffuseMap = ConvertYCoCgToRGB( YCoCG );\n"
|
|
"\n"
|
|
" half3 localNormal;\n"
|
|
" localNormal.xy = bumpMap.wy - 0.5;\n"
|
|
" localNormal.z = sqrt( abs( dot( localNormal.xy, localNormal.xy ) - 0.25 ) );\n"
|
|
" localNormal = normalize( localNormal );\n"
|
|
" \n"
|
|
" // RB: http://developer.valvesoftware.com/wiki/Half_Lambert\n"
|
|
" float halfLdotN = dot3( localNormal, lightVector ) * 0.5 + 0.5;\n"
|
|
" halfLdotN *= halfLdotN;\n"
|
|
" \n"
|
|
" // traditional very dark Lambert light model used in Doom 3\n"
|
|
" //float ldotN = clamp( dot3( localNormal, lightVector ), 0.0, 1.0 );\n"
|
|
" float ldotN = dot3( localNormal, lightVector );\n"
|
|
"\n"
|
|
" const half specularPower = 10.0f;\n"
|
|
" half hDotN = dot3( normalize( fragment.texcoord6.xyz ), localNormal );\n"
|
|
" // RB: added abs\n"
|
|
" half3 specularContribution = _half3( pow( abs( hDotN ), specularPower ) );\n"
|
|
"\n"
|
|
" half3 diffuseColor = diffuseMap * rpDiffuseModifier.xyz;\n"
|
|
" half3 specularColor = specMap.xyz * specularContribution * rpSpecularModifier.xyz;\n"
|
|
" half3 lightColor = lightProj.xyz * lightFalloff.xyz;\n"
|
|
" \n"
|
|
" half rim = 1.0f - saturate( hDotN );\n"
|
|
" half rimPower = 16.0f;\n"
|
|
" half3 rimColor = diffuseColor * lightProj.xyz * lightFalloff.xyz * 1.0f * pow( rim, rimPower ) * fragment.color.rgb;// * halfLdotN;\n"
|
|
"\n"
|
|
" result.color.xyz = ( diffuseColor + specularColor ) * halfLdotN * lightColor * fragment.color.rgb;// + rimColor;\n"
|
|
" result.color.w = 1.0;\n"
|
|
"}\n"
|
|
"\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/interaction.vertex",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"Copyright (C) 2014 Robert Beckebans\n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"renderprogs/global.inc\"\n"
|
|
"\n"
|
|
"#if defined( USE_GPU_SKINNING )\n"
|
|
"uniform matrices_ubo { float4 matrices[408]; };\n"
|
|
"#endif\n"
|
|
"\n"
|
|
"struct VS_IN {\n"
|
|
" float4 position : POSITION;\n"
|
|
" float2 texcoord : TEXCOORD0;\n"
|
|
" float4 normal : NORMAL;\n"
|
|
" float4 tangent : TANGENT;\n"
|
|
" float4 color : COLOR0;\n"
|
|
" float4 color2 : COLOR1;\n"
|
|
"};\n"
|
|
"\n"
|
|
"struct VS_OUT {\n"
|
|
" float4 position : POSITION;\n"
|
|
" float4 texcoord0 : TEXCOORD0;\n"
|
|
" float4 texcoord1 : TEXCOORD1;\n"
|
|
" float4 texcoord2 : TEXCOORD2;\n"
|
|
" float4 texcoord3 : TEXCOORD3;\n"
|
|
" float4 texcoord4 : TEXCOORD4;\n"
|
|
" float4 texcoord5 : TEXCOORD5;\n"
|
|
" float4 texcoord6 : TEXCOORD6;\n"
|
|
" float4 color : COLOR0;\n"
|
|
"};\n"
|
|
"\n"
|
|
"void main( VS_IN vertex, out VS_OUT result ) {\n"
|
|
"\n"
|
|
" float4 vNormal = vertex.normal * 2.0 - 1.0;\n"
|
|
" float4 vTangent = vertex.tangent * 2.0 - 1.0;\n"
|
|
" float3 vBitangent = cross( vNormal.xyz, vTangent.xyz ) * vTangent.w;\n"
|
|
"\n"
|
|
"#if defined( USE_GPU_SKINNING )\n"
|
|
" //--------------------------------------------------------------\n"
|
|
" // GPU transformation of the normal / tangent / bitangent\n"
|
|
" //\n"
|
|
" // multiplying with 255.1 give us the same result and is faster than floor( w * 255 + 0.5 )\n"
|
|
" //--------------------------------------------------------------\n"
|
|
" const float w0 = vertex.color2.x;\n"
|
|
" const float w1 = vertex.color2.y;\n"
|
|
" const float w2 = vertex.color2.z;\n"
|
|
" const float w3 = vertex.color2.w;\n"
|
|
"\n"
|
|
" float4 matX, matY, matZ; // must be float4 for vec4\n"
|
|
" int joint = int(vertex.color.x * 255.1 * 3.0);\n"
|
|
" matX = matrices[int(joint+0)] * w0;\n"
|
|
" matY = matrices[int(joint+1)] * w0;\n"
|
|
" matZ = matrices[int(joint+2)] * w0;\n"
|
|
"\n"
|
|
" joint = int(vertex.color.y * 255.1 * 3.0);\n"
|
|
" matX += matrices[int(joint+0)] * w1;\n"
|
|
" matY += matrices[int(joint+1)] * w1;\n"
|
|
" matZ += matrices[int(joint+2)] * w1;\n"
|
|
"\n"
|
|
" joint = int(vertex.color.z * 255.1 * 3.0);\n"
|
|
" matX += matrices[int(joint+0)] * w2;\n"
|
|
" matY += matrices[int(joint+1)] * w2;\n"
|
|
" matZ += matrices[int(joint+2)] * w2;\n"
|
|
"\n"
|
|
" joint = int(vertex.color.w * 255.1 * 3.0);\n"
|
|
" matX += matrices[int(joint+0)] * w3;\n"
|
|
" matY += matrices[int(joint+1)] * w3;\n"
|
|
" matZ += matrices[int(joint+2)] * w3;\n"
|
|
"\n"
|
|
" float3 normal;\n"
|
|
" normal.x = dot3( matX, vNormal );\n"
|
|
" normal.y = dot3( matY, vNormal );\n"
|
|
" normal.z = dot3( matZ, vNormal );\n"
|
|
" normal = normalize( normal );\n"
|
|
"\n"
|
|
" float3 tangent;\n"
|
|
" tangent.x = dot3( matX, vTangent );\n"
|
|
" tangent.y = dot3( matY, vTangent );\n"
|
|
" tangent.z = dot3( matZ, vTangent );\n"
|
|
" tangent = normalize( tangent );\n"
|
|
"\n"
|
|
" float3 bitangent;\n"
|
|
" bitangent.x = dot3( matX, vBitangent );\n"
|
|
" bitangent.y = dot3( matY, vBitangent );\n"
|
|
" bitangent.z = dot3( matZ, vBitangent );\n"
|
|
" bitangent = normalize( bitangent );\n"
|
|
"\n"
|
|
" float4 modelPosition;\n"
|
|
" modelPosition.x = dot4( matX, vertex.position );\n"
|
|
" modelPosition.y = dot4( matY, vertex.position );\n"
|
|
" modelPosition.z = dot4( matZ, vertex.position );\n"
|
|
" modelPosition.w = 1.0;\n"
|
|
"\n"
|
|
"#else\n"
|
|
" float4 modelPosition = vertex.position;\n"
|
|
" float3 normal = vNormal.xyz;\n"
|
|
" float3 tangent = vTangent.xyz;\n"
|
|
" float3 bitangent = vBitangent.xyz;\n"
|
|
"#endif\n"
|
|
"\n"
|
|
" result.position.x = dot4( modelPosition, rpMVPmatrixX );\n"
|
|
" result.position.y = dot4( modelPosition, rpMVPmatrixY );\n"
|
|
" result.position.z = dot4( modelPosition, rpMVPmatrixZ );\n"
|
|
" result.position.w = dot4( modelPosition, rpMVPmatrixW );\n"
|
|
"\n"
|
|
" float4 defaultTexCoord = float4( 0.0f, 0.5f, 0.0f, 1.0f );\n"
|
|
"\n"
|
|
" //calculate vector to light\n"
|
|
" float4 toLight = rpLocalLightOrigin - modelPosition;\n"
|
|
"\n"
|
|
" //--------------------------------------------------------------\n"
|
|
"\n"
|
|
" //result.texcoord0 is the direction to the light in tangent space\n"
|
|
" result.texcoord0.x = dot3( tangent, toLight );\n"
|
|
" result.texcoord0.y = dot3( bitangent, toLight );\n"
|
|
" result.texcoord0.z = dot3( normal, toLight );\n"
|
|
" result.texcoord0.w = 1.0f;\n"
|
|
"\n"
|
|
" //textures 1 takes the base coordinates by the texture matrix\n"
|
|
" result.texcoord1 = defaultTexCoord;\n"
|
|
" result.texcoord1.x = dot4( vertex.texcoord.xy, rpBumpMatrixS );\n"
|
|
" result.texcoord1.y = dot4( vertex.texcoord.xy, rpBumpMatrixT );\n"
|
|
"\n"
|
|
" //# texture 2 has one texgen\n"
|
|
" result.texcoord2 = defaultTexCoord;\n"
|
|
" result.texcoord2.x = dot4( modelPosition, rpLightFalloffS );\n"
|
|
"\n"
|
|
" //# texture 3 has three texgens\n"
|
|
" result.texcoord3.x = dot4( modelPosition, rpLightProjectionS );\n"
|
|
" result.texcoord3.y = dot4( modelPosition, rpLightProjectionT );\n"
|
|
" result.texcoord3.z = 0.0f;\n"
|
|
" result.texcoord3.w = dot4( modelPosition, rpLightProjectionQ );\n"
|
|
"\n"
|
|
" //# textures 4 takes the base coordinates by the texture matrix\n"
|
|
" result.texcoord4 = defaultTexCoord;\n"
|
|
" result.texcoord4.x = dot4( vertex.texcoord.xy, rpDiffuseMatrixS );\n"
|
|
" result.texcoord4.y = dot4( vertex.texcoord.xy, rpDiffuseMatrixT );\n"
|
|
"\n"
|
|
" //# textures 5 takes the base coordinates by the texture matrix\n"
|
|
" result.texcoord5 = defaultTexCoord;\n"
|
|
" result.texcoord5.x = dot4( vertex.texcoord.xy, rpSpecularMatrixS );\n"
|
|
" result.texcoord5.y = dot4( vertex.texcoord.xy, rpSpecularMatrixT );\n"
|
|
"\n"
|
|
" //# texture 6's texcoords will be the halfangle in texture space\n"
|
|
"\n"
|
|
" //# calculate normalized vector to light in R0\n"
|
|
" toLight = normalize( toLight );\n"
|
|
"\n"
|
|
" //# calculate normalized vector to viewer in R1\n"
|
|
" float4 toView = normalize( rpLocalViewOrigin - modelPosition );\n"
|
|
" \n"
|
|
" //# add together to become the half angle vector in object space (non-normalized)\n"
|
|
" float4 halfAngleVector = toLight + toView;\n"
|
|
"\n"
|
|
" //# put into texture space\n"
|
|
" result.texcoord6.x = dot3( tangent, halfAngleVector );\n"
|
|
" result.texcoord6.y = dot3( bitangent, halfAngleVector );\n"
|
|
" result.texcoord6.z = dot3( normal, halfAngleVector );\n"
|
|
" result.texcoord6.w = 1.0f;\n"
|
|
"\n"
|
|
"#if defined( USE_GPU_SKINNING )\n"
|
|
" // for joint transformation of the tangent space, we use color and\n"
|
|
" // color2 for weighting information, so hopefully there aren't any\n"
|
|
" // effects that need vertex color...\n"
|
|
" result.color = float4( 1.0f, 1.0f, 1.0f, 1.0f );\n"
|
|
"#else\n"
|
|
" //# generate the vertex color, which can be 1.0, color, or 1.0 - color\n"
|
|
" //# for 1.0 : env[16] = 0, env[17] = 1\n"
|
|
" //# for color : env[16] = 1, env[17] = 0\n"
|
|
" //# for 1.0-color : env[16] = -1, env[17] = 1 \n"
|
|
" result.color = ( swizzleColor( vertex.color ) * rpVertexColorModulate ) + rpVertexColorAdd;\n"
|
|
"#endif\n"
|
|
"}\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/interactionSM.pixel",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"Copyright (C) 2013-2014 Robert Beckebans\n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"renderprogs/global.inc\"\n"
|
|
"\n"
|
|
"uniform sampler2D samp0 : register(s0); // texture 1 is the per-surface bump map\n"
|
|
"uniform sampler2D samp1 : register(s1); // texture 2 is the light falloff texture\n"
|
|
"uniform sampler2D samp2 : register(s2); // texture 3 is the light projection texture\n"
|
|
"uniform sampler2D samp3 : register(s3); // texture 4 is the per-surface diffuse map\n"
|
|
"uniform sampler2D samp4 : register(s4); // texture 5 is the per-surface specular map\n"
|
|
"uniform sampler2DArrayShadow samp5 : register(s5); // texture 6 is the shadowmap array\n"
|
|
"uniform sampler2D samp6 : register(s6); // texture 7 is the jitter texture\n"
|
|
"\n"
|
|
"\n"
|
|
"\n"
|
|
"struct PS_IN\n"
|
|
"{\n"
|
|
" half4 position : VPOS;\n"
|
|
" half4 texcoord0 : TEXCOORD0_centroid;\n"
|
|
" half4 texcoord1 : TEXCOORD1_centroid;\n"
|
|
" half4 texcoord2 : TEXCOORD2_centroid;\n"
|
|
" half4 texcoord3 : TEXCOORD3_centroid;\n"
|
|
" half4 texcoord4 : TEXCOORD4_centroid;\n"
|
|
" half4 texcoord5 : TEXCOORD5_centroid;\n"
|
|
" half4 texcoord6 : TEXCOORD6_centroid;\n"
|
|
" half4 texcoord7 : TEXCOORD7_centroid;\n"
|
|
" half4 texcoord8 : TEXCOORD8_centroid;\n"
|
|
" half4 texcoord9 : TEXCOORD9_centroid;\n"
|
|
" half4 color : COLOR0;\n"
|
|
"};\n"
|
|
"\n"
|
|
"struct PS_OUT\n"
|
|
"{\n"
|
|
" half4 color : COLOR;\n"
|
|
"};\n"
|
|
"\n"
|
|
"void main( PS_IN fragment, out PS_OUT result )\n"
|
|
"{\n"
|
|
" half4 bumpMap = tex2D( samp0, fragment.texcoord1.xy );\n"
|
|
" half4 lightFalloff = idtex2Dproj( samp1, fragment.texcoord2 );\n"
|
|
" half4 lightProj = idtex2Dproj( samp2, fragment.texcoord3 );\n"
|
|
" half4 YCoCG = tex2D( samp3, fragment.texcoord4.xy );\n"
|
|
" half4 specMap = tex2D( samp4, fragment.texcoord5.xy );\n"
|
|
"\n"
|
|
" half3 lightVector = normalize( fragment.texcoord0.xyz );\n"
|
|
" half3 diffuseMap = ConvertYCoCgToRGB( YCoCG );\n"
|
|
"\n"
|
|
" half3 localNormal;\n"
|
|
" // RB begin\n"
|
|
"#if defined(GLES2)\n"
|
|
" localNormal.xy = bumpMap.rg - 0.5;\n"
|
|
"#else\n"
|
|
" localNormal.xy = bumpMap.wy - 0.5;\n"
|
|
"#endif\n"
|
|
" // RB end\n"
|
|
" localNormal.z = sqrt( abs( dot( localNormal.xy, localNormal.xy ) - 0.25 ) );\n"
|
|
" localNormal = normalize( localNormal );\n"
|
|
" \n"
|
|
" // RB: http://developer.valvesoftware.com/wiki/Half_Lambert\n"
|
|
" float halfLdotN = dot3( localNormal, lightVector ) * 0.5 + 0.5;\n"
|
|
" halfLdotN *= halfLdotN;\n"
|
|
" \n"
|
|
" // traditional very dark Lambert light model used in Doom 3\n"
|
|
" float ldotN = dot3( localNormal, lightVector );\n"
|
|
"\n"
|
|
" const half specularPower = 10.0f;\n"
|
|
" half hDotN = dot3( normalize( fragment.texcoord6.xyz ), localNormal );\n"
|
|
" // RB: added abs\n"
|
|
" half3 specularContribution = _half3( pow( abs( hDotN ), specularPower ) );\n"
|
|
"\n"
|
|
" half3 diffuseColor = diffuseMap * rpDiffuseModifier.xyz;\n"
|
|
" half3 specularColor = specMap.xyz * specularContribution * rpSpecularModifier.xyz;\n"
|
|
" half3 lightColor = lightProj.xyz * lightFalloff.xyz;\n"
|
|
" \n"
|
|
" half rim = 1.0f - saturate( hDotN );\n"
|
|
" half rimPower = 16.0f;\n"
|
|
" half3 rimColor = diffuseColor * lightProj.xyz * lightFalloff.xyz * 1.0f * pow( rim, rimPower ) * fragment.color.rgb;// * halfLdotN;\n"
|
|
" \n"
|
|
" //\n"
|
|
" // shadow mapping\n"
|
|
" //\n"
|
|
" int shadowIndex = 0;\n"
|
|
" \n"
|
|
"#if defined( LIGHT_POINT )\n"
|
|
" float3 toLightGlobal = normalize( fragment.texcoord8.xyz );\n"
|
|
" \n"
|
|
" float axis[6];\n"
|
|
" axis[0] = -toLightGlobal.x;\n"
|
|
" axis[1] = toLightGlobal.x;\n"
|
|
" axis[2] = -toLightGlobal.y;\n"
|
|
" axis[3] = toLightGlobal.y;\n"
|
|
" axis[4] = -toLightGlobal.z;\n"
|
|
" axis[5] = toLightGlobal.z;\n"
|
|
"\n"
|
|
" for( int i = 0; i < 6; i++ )\n"
|
|
" {\n"
|
|
" if( axis[i] > axis[shadowIndex] )\n"
|
|
" {\n"
|
|
" shadowIndex = i;\n"
|
|
" }\n"
|
|
" }\n"
|
|
"\n"
|
|
"#endif // #if defined( POINTLIGHT )\n"
|
|
"\n"
|
|
"#if defined( LIGHT_PARALLEL )\n"
|
|
" \n"
|
|
" float viewZ = -fragment.texcoord9.z;\n"
|
|
" \n"
|
|
" shadowIndex = 4;\n"
|
|
" for( int i = 0; i < 4; i++ )\n"
|
|
" {\n"
|
|
" if( viewZ < rpCascadeDistances[i] )\n"
|
|
" {\n"
|
|
" shadowIndex = i;\n"
|
|
" break;\n"
|
|
" }\n"
|
|
" }\n"
|
|
"#endif\n"
|
|
" \n"
|
|
"#if 0\n"
|
|
" if( shadowIndex == 0 )\n"
|
|
" {\n"
|
|
" result.color = float4( 1.0, 0.0, 0.0, 1.0 );\n"
|
|
" }\n"
|
|
" else if( shadowIndex == 1 )\n"
|
|
" {\n"
|
|
" result.color = float4( 0.0, 1.0, 0.0, 1.0 );\n"
|
|
" }\n"
|
|
" else if( shadowIndex == 2 )\n"
|
|
" {\n"
|
|
" result.color = float4( 0.0, 0.0, 1.0, 1.0 );\n"
|
|
" }\n"
|
|
" else if( shadowIndex == 3 )\n"
|
|
" {\n"
|
|
" result.color = float4( 1.0, 1.0, 0.0, 1.0 );\n"
|
|
" }\n"
|
|
" else if( shadowIndex == 4 )\n"
|
|
" {\n"
|
|
" result.color = float4( 1.0, 0.0, 1.0, 1.0 );\n"
|
|
" }\n"
|
|
" else if( shadowIndex == 5 )\n"
|
|
" {\n"
|
|
" result.color = float4( 0.0, 1.0, 1.0, 1.0 );\n"
|
|
" }\n"
|
|
" \n"
|
|
" //result.color.xyz *= lightColor;\n"
|
|
" return;\n"
|
|
"#endif\n"
|
|
" \n"
|
|
" float4 shadowMatrixX = rpShadowMatrices[ int ( shadowIndex * 4 + 0 ) ];\n"
|
|
" float4 shadowMatrixY = rpShadowMatrices[ int ( shadowIndex * 4 + 1 ) ];\n"
|
|
" float4 shadowMatrixZ = rpShadowMatrices[ int ( shadowIndex * 4 + 2 ) ];\n"
|
|
" float4 shadowMatrixW = rpShadowMatrices[ int ( shadowIndex * 4 + 3 ) ];\n"
|
|
" \n"
|
|
" float4 modelPosition = float4( fragment.texcoord7.xyz, 1.0 );\n"
|
|
" float4 shadowTexcoord;\n"
|
|
" shadowTexcoord.x = dot4( modelPosition, shadowMatrixX );\n"
|
|
" shadowTexcoord.y = dot4( modelPosition, shadowMatrixY );\n"
|
|
" shadowTexcoord.z = dot4( modelPosition, shadowMatrixZ );\n"
|
|
" shadowTexcoord.w = dot4( modelPosition, shadowMatrixW );\n"
|
|
" \n"
|
|
" //float bias = 0.001 * tan( acos( ldotN ) );\n"
|
|
" //bias = clamp( bias, 0, 0.001 );\n"
|
|
" float bias = 0.001;\n"
|
|
" \n"
|
|
" shadowTexcoord.xyz /= shadowTexcoord.w;\n"
|
|
" shadowTexcoord.z = shadowTexcoord.z * 0.9991;\n"
|
|
" //shadowTexcoord.z = shadowTexcoord.z - bias;\n"
|
|
" shadowTexcoord.w = float(shadowIndex);\n"
|
|
"\n"
|
|
"#if 0\n"
|
|
" result.color.xyz = float3( shadowTexcoord.z, shadowTexcoord.z, shadowTexcoord.z );\n"
|
|
" result.color.w = 1.0;\n"
|
|
" return;\n"
|
|
"#endif\n"
|
|
"\n"
|
|
" // multiple taps\n"
|
|
" \n"
|
|
"#if 0\n"
|
|
" const float2 poissonDisk2[12] = float2[](\n"
|
|
" float2(-0.326,-0.406),\n"
|
|
" float2(-0.840,-0.074),\n"
|
|
" float2(-0.696, 0.457),\n"
|
|
" float2(-0.203, 0.621),\n"
|
|
" float2( 0.962,-0.195),\n"
|
|
" float2( 0.473,-0.480),\n"
|
|
" float2( 0.519, 0.767),\n"
|
|
" float2( 0.185,-0.893),\n"
|
|
" float2( 0.507, 0.064),\n"
|
|
" float2( 0.896, 0.412),\n"
|
|
" float2(-0.322,-0.933),\n"
|
|
" float2(-0.792,-0.598)\n"
|
|
" );\n"
|
|
" float shadow = 0.0;\n"
|
|
" \n"
|
|
" float shadowTexelSize = ( 1.0 / 1024.0 ) * 0.5;\n"
|
|
" for( int i = 0; i < 12; i++ )\n"
|
|
" {\n"
|
|
" int index = int( rand( shadowTexcoord.xy * 1.0 ) * 12 );\n"
|
|
" \n"
|
|
" float4 shadowTexcoordOffset = float4( shadowTexcoord.xy + poissonDisk2[index] * shadowTexelSize, shadowTexcoord.z, shadowTexcoord.w );\n"
|
|
" \n"
|
|
" shadow += texture( samp5, shadowTexcoordOffset.xywz);\n"
|
|
" }\n"
|
|
"\n"
|
|
" shadow *= ( 1.0 / 12.0 );\n"
|
|
" \n"
|
|
"#elif 1\n"
|
|
" float4 base = shadowTexcoord;\n"
|
|
" \n"
|
|
" base.xy += rpJitterTexScale.xy * -0.5;\n"
|
|
" \n"
|
|
" float shadow = 0.0;\n"
|
|
" \n"
|
|
" float stepSize = 1.0 / 16.0;\n"
|
|
" \n"
|
|
" float4 jitterTC = ( fragment.position * rpScreenCorrectionFactor ) + rpJitterTexOffset;\n"
|
|
" for( int i = 0; i < 16; i++ )\n"
|
|
" {\n"
|
|
" float4 jitter = base + tex2D( samp6, jitterTC.xy ) * rpJitterTexScale;\n"
|
|
" jitter.zw = shadowTexcoord.zw;\n"
|
|
" \n"
|
|
" shadow += texture( samp5, jitter.xywz );\n"
|
|
" jitterTC.x += stepSize;\n"
|
|
" }\n"
|
|
" \n"
|
|
" shadow *= ( 1.0 / 16.0 );\n"
|
|
"#else \n"
|
|
" float shadow = texture( samp5, shadowTexcoord.xywz );\n"
|
|
"#endif\n"
|
|
"\n"
|
|
" result.color.xyz = ( diffuseColor + specularColor ) * halfLdotN * lightColor * fragment.color.rgb * shadow;// + rimColor;\n"
|
|
" result.color.w = 1.0;\n"
|
|
"}\n"
|
|
"\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/interactionSM.vertex",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"Copyright (C) 2014 Robert Beckebans\n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"renderprogs/global.inc\"\n"
|
|
"\n"
|
|
"#if defined( USE_GPU_SKINNING )\n"
|
|
"uniform matrices_ubo { float4 matrices[408]; };\n"
|
|
"#endif\n"
|
|
"\n"
|
|
"struct VS_IN {\n"
|
|
" float4 position : POSITION;\n"
|
|
" float2 texcoord : TEXCOORD0;\n"
|
|
" float4 normal : NORMAL;\n"
|
|
" float4 tangent : TANGENT;\n"
|
|
" float4 color : COLOR0;\n"
|
|
" float4 color2 : COLOR1;\n"
|
|
"};\n"
|
|
"\n"
|
|
"struct VS_OUT {\n"
|
|
" float4 position : POSITION;\n"
|
|
" float4 texcoord0 : TEXCOORD0;\n"
|
|
" float4 texcoord1 : TEXCOORD1;\n"
|
|
" float4 texcoord2 : TEXCOORD2;\n"
|
|
" float4 texcoord3 : TEXCOORD3;\n"
|
|
" float4 texcoord4 : TEXCOORD4;\n"
|
|
" float4 texcoord5 : TEXCOORD5;\n"
|
|
" float4 texcoord6 : TEXCOORD6;\n"
|
|
" float4 texcoord7 : TEXCOORD7;\n"
|
|
" float4 texcoord8 : TEXCOORD8;\n"
|
|
" float4 texcoord9 : TEXCOORD9;\n"
|
|
" float4 color : COLOR0;\n"
|
|
"};\n"
|
|
"\n"
|
|
"void main( VS_IN vertex, out VS_OUT result ) {\n"
|
|
"\n"
|
|
" float4 vNormal = vertex.normal * 2.0 - 1.0;\n"
|
|
" float4 vTangent = vertex.tangent * 2.0 - 1.0;\n"
|
|
" float3 vBitangent = cross( vNormal.xyz, vTangent.xyz ) * vTangent.w;\n"
|
|
"\n"
|
|
"#if defined( USE_GPU_SKINNING )\n"
|
|
" //--------------------------------------------------------------\n"
|
|
" // GPU transformation of the normal / tangent / bitangent\n"
|
|
" //\n"
|
|
" // multiplying with 255.1 give us the same result and is faster than floor( w * 255 + 0.5 )\n"
|
|
" //--------------------------------------------------------------\n"
|
|
" const float w0 = vertex.color2.x;\n"
|
|
" const float w1 = vertex.color2.y;\n"
|
|
" const float w2 = vertex.color2.z;\n"
|
|
" const float w3 = vertex.color2.w;\n"
|
|
"\n"
|
|
" float4 matX, matY, matZ; // must be float4 for vec4\n"
|
|
" float joint = vertex.color.x * 255.1 * 3;\n"
|
|
" matX = matrices[int(joint+0)] * w0;\n"
|
|
" matY = matrices[int(joint+1)] * w0;\n"
|
|
" matZ = matrices[int(joint+2)] * w0;\n"
|
|
"\n"
|
|
" joint = vertex.color.y * 255.1 * 3;\n"
|
|
" matX += matrices[int(joint+0)] * w1;\n"
|
|
" matY += matrices[int(joint+1)] * w1;\n"
|
|
" matZ += matrices[int(joint+2)] * w1;\n"
|
|
"\n"
|
|
" joint = vertex.color.z * 255.1 * 3;\n"
|
|
" matX += matrices[int(joint+0)] * w2;\n"
|
|
" matY += matrices[int(joint+1)] * w2;\n"
|
|
" matZ += matrices[int(joint+2)] * w2;\n"
|
|
"\n"
|
|
" joint = vertex.color.w * 255.1 * 3;\n"
|
|
" matX += matrices[int(joint+0)] * w3;\n"
|
|
" matY += matrices[int(joint+1)] * w3;\n"
|
|
" matZ += matrices[int(joint+2)] * w3;\n"
|
|
"\n"
|
|
" float3 normal;\n"
|
|
" normal.x = dot3( matX, vNormal );\n"
|
|
" normal.y = dot3( matY, vNormal );\n"
|
|
" normal.z = dot3( matZ, vNormal );\n"
|
|
" normal = normalize( normal );\n"
|
|
"\n"
|
|
" float3 tangent;\n"
|
|
" tangent.x = dot3( matX, vTangent );\n"
|
|
" tangent.y = dot3( matY, vTangent );\n"
|
|
" tangent.z = dot3( matZ, vTangent );\n"
|
|
" tangent = normalize( tangent );\n"
|
|
"\n"
|
|
" float3 bitangent;\n"
|
|
" bitangent.x = dot3( matX, vBitangent );\n"
|
|
" bitangent.y = dot3( matY, vBitangent );\n"
|
|
" bitangent.z = dot3( matZ, vBitangent );\n"
|
|
" bitangent = normalize( bitangent );\n"
|
|
"\n"
|
|
" float4 modelPosition;\n"
|
|
" modelPosition.x = dot4( matX, vertex.position );\n"
|
|
" modelPosition.y = dot4( matY, vertex.position );\n"
|
|
" modelPosition.z = dot4( matZ, vertex.position );\n"
|
|
" modelPosition.w = 1.0;\n"
|
|
"\n"
|
|
"#else\n"
|
|
" float4 modelPosition = vertex.position;\n"
|
|
" float3 normal = vNormal.xyz;\n"
|
|
" float3 tangent = vTangent.xyz;\n"
|
|
" float3 bitangent = vBitangent.xyz;\n"
|
|
"#endif\n"
|
|
"\n"
|
|
" result.position.x = dot4( modelPosition, rpMVPmatrixX );\n"
|
|
" result.position.y = dot4( modelPosition, rpMVPmatrixY );\n"
|
|
" result.position.z = dot4( modelPosition, rpMVPmatrixZ );\n"
|
|
" result.position.w = dot4( modelPosition, rpMVPmatrixW );\n"
|
|
"\n"
|
|
" float4 defaultTexCoord = float4( 0.0f, 0.5f, 0.0f, 1.0f );\n"
|
|
"\n"
|
|
" //calculate vector to light\n"
|
|
" float4 toLightLocal = rpLocalLightOrigin - modelPosition;\n"
|
|
"\n"
|
|
" //--------------------------------------------------------------\n"
|
|
"\n"
|
|
" //result.texcoord0 is the direction to the light in tangent space\n"
|
|
" result.texcoord0.x = dot3( tangent, toLightLocal );\n"
|
|
" result.texcoord0.y = dot3( bitangent, toLightLocal );\n"
|
|
" result.texcoord0.z = dot3( normal, toLightLocal );\n"
|
|
" result.texcoord0.w = 1.0f;\n"
|
|
"\n"
|
|
" //textures 1 takes the base coordinates by the texture matrix\n"
|
|
" result.texcoord1 = defaultTexCoord;\n"
|
|
" result.texcoord1.x = dot4( vertex.texcoord.xy, rpBumpMatrixS );\n"
|
|
" result.texcoord1.y = dot4( vertex.texcoord.xy, rpBumpMatrixT );\n"
|
|
"\n"
|
|
" //# texture 2 has one texgen\n"
|
|
" result.texcoord2 = defaultTexCoord;\n"
|
|
" result.texcoord2.x = dot4( modelPosition, rpLightFalloffS );\n"
|
|
"\n"
|
|
" //# texture 3 has three texgens\n"
|
|
" result.texcoord3.x = dot4( modelPosition, rpLightProjectionS );\n"
|
|
" result.texcoord3.y = dot4( modelPosition, rpLightProjectionT );\n"
|
|
" result.texcoord3.z = 0.0f;\n"
|
|
" result.texcoord3.w = dot4( modelPosition, rpLightProjectionQ );\n"
|
|
"\n"
|
|
" //# textures 4 takes the base coordinates by the texture matrix\n"
|
|
" result.texcoord4 = defaultTexCoord;\n"
|
|
" result.texcoord4.x = dot4( vertex.texcoord.xy, rpDiffuseMatrixS );\n"
|
|
" result.texcoord4.y = dot4( vertex.texcoord.xy, rpDiffuseMatrixT );\n"
|
|
"\n"
|
|
" //# textures 5 takes the base coordinates by the texture matrix\n"
|
|
" result.texcoord5 = defaultTexCoord;\n"
|
|
" result.texcoord5.x = dot4( vertex.texcoord.xy, rpSpecularMatrixS );\n"
|
|
" result.texcoord5.y = dot4( vertex.texcoord.xy, rpSpecularMatrixT );\n"
|
|
"\n"
|
|
" //# texture 6's texcoords will be the halfangle in texture space\n"
|
|
"\n"
|
|
" //# calculate normalized vector to light in R0\n"
|
|
" toLightLocal = normalize( toLightLocal );\n"
|
|
"\n"
|
|
" //# calculate normalized vector to viewer in R1\n"
|
|
" float4 toView = normalize( rpLocalViewOrigin - modelPosition );\n"
|
|
" \n"
|
|
" //# add together to become the half angle vector in object space (non-normalized)\n"
|
|
" float4 halfAngleVector = toLightLocal + toView;\n"
|
|
"\n"
|
|
" //# put into texture space\n"
|
|
" result.texcoord6.x = dot3( tangent, halfAngleVector );\n"
|
|
" result.texcoord6.y = dot3( bitangent, halfAngleVector );\n"
|
|
" result.texcoord6.z = dot3( normal, halfAngleVector );\n"
|
|
" result.texcoord6.w = 1.0f;\n"
|
|
" \n"
|
|
" result.texcoord7 = modelPosition;\n"
|
|
" \n"
|
|
" float4 worldPosition;\n"
|
|
" worldPosition.x = dot4( modelPosition, rpModelMatrixX );\n"
|
|
" worldPosition.y = dot4( modelPosition, rpModelMatrixY );\n"
|
|
" worldPosition.z = dot4( modelPosition, rpModelMatrixZ );\n"
|
|
" worldPosition.w = dot4( modelPosition, rpModelMatrixW );\n"
|
|
" \n"
|
|
" float4 toLightGlobal = rpGlobalLightOrigin - worldPosition;\n"
|
|
" \n"
|
|
" result.texcoord8 = toLightGlobal;\n"
|
|
" \n"
|
|
" float4 viewPosition;\n"
|
|
" viewPosition.x = dot4( modelPosition, rpModelViewMatrixX );\n"
|
|
" viewPosition.y = dot4( modelPosition, rpModelViewMatrixY );\n"
|
|
" viewPosition.z = dot4( modelPosition, rpModelViewMatrixZ );\n"
|
|
" viewPosition.w = dot4( modelPosition, rpModelViewMatrixW );\n"
|
|
" \n"
|
|
" result.texcoord9 = viewPosition;\n"
|
|
"\n"
|
|
"#if defined( USE_GPU_SKINNING )\n"
|
|
" // for joint transformation of the tangent space, we use color and\n"
|
|
" // color2 for weighting information, so hopefully there aren't any\n"
|
|
" // effects that need vertex color...\n"
|
|
" result.color = float4( 1.0f, 1.0f, 1.0f, 1.0f );\n"
|
|
"#else\n"
|
|
" //# generate the vertex color, which can be 1.0, color, or 1.0 - color\n"
|
|
" //# for 1.0 : env[16] = 0, env[17] = 1\n"
|
|
" //# for color : env[16] = 1, env[17] = 0\n"
|
|
" //# for 1.0-color : env[16] = -1, env[17] = 1 \n"
|
|
" result.color = ( swizzleColor( vertex.color ) * rpVertexColorModulate ) + rpVertexColorAdd;\n"
|
|
"#endif\n"
|
|
"}\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/interactionAmbient.pixel",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"global.inc\"\n"
|
|
"\n"
|
|
"uniform sampler2D samp0 : register(s0); // texture 1 is the per-surface bump map\n"
|
|
"uniform sampler2D samp1 : register(s1); // texture 2 is the light falloff texture\n"
|
|
"uniform sampler2D samp2 : register(s2); // texture 3 is the light projection texture\n"
|
|
"uniform sampler2D samp3 : register(s3); // texture 4 is the per-surface diffuse map\n"
|
|
"uniform sampler2D samp4 : register(s4); // texture 5 is the per-surface specular map\n"
|
|
"\n"
|
|
"struct PS_IN {\n"
|
|
" half4 position : VPOS;\n"
|
|
" half4 texcoord1 : TEXCOORD1_centroid;\n"
|
|
" half4 texcoord2 : TEXCOORD2_centroid;\n"
|
|
" half4 texcoord3 : TEXCOORD3_centroid;\n"
|
|
" half4 texcoord4 : TEXCOORD4_centroid;\n"
|
|
" half4 texcoord5 : TEXCOORD5_centroid;\n"
|
|
" half4 texcoord6 : TEXCOORD6_centroid;\n"
|
|
" half4 color : COLOR0;\n"
|
|
"};\n"
|
|
"\n"
|
|
"struct PS_OUT {\n"
|
|
" half4 color : COLOR;\n"
|
|
"};\n"
|
|
"\n"
|
|
"void main( PS_IN fragment, out PS_OUT result ) {\n"
|
|
" half4 bumpMap = tex2D( samp0, fragment.texcoord1.xy );\n"
|
|
" half4 lightFalloff = idtex2Dproj( samp1, fragment.texcoord2 );\n"
|
|
" half4 lightProj = idtex2Dproj( samp2, fragment.texcoord3 );\n"
|
|
" half4 YCoCG = tex2D( samp3, fragment.texcoord4.xy );\n"
|
|
" half4 specMap = tex2D( samp4, fragment.texcoord5.xy );\n"
|
|
"\n"
|
|
" const half3 ambientLightVector = half3( 0.5f, 9.5f - 0.385f, 0.8925f );\n"
|
|
" half3 lightVector = normalize( ambientLightVector );\n"
|
|
" half3 diffuseMap = ConvertYCoCgToRGB( YCoCG );\n"
|
|
"\n"
|
|
" half3 localNormal;\n"
|
|
" localNormal.xy = bumpMap.wy - 0.5;\n"
|
|
" localNormal.z = sqrt( abs( dot( localNormal.xy, localNormal.xy ) - 0.25 ) );\n"
|
|
" localNormal = normalize( localNormal );\n"
|
|
"\n"
|
|
" const half specularPower = 10.0f;\n"
|
|
" half hDotN = dot3( normalize( fragment.texcoord6.xyz ), localNormal );\n"
|
|
" half3 specularContribution = _half3( pow( hDotN, specularPower ) );\n"
|
|
"\n"
|
|
" half3 diffuseColor = diffuseMap * rpDiffuseModifier.xyz;\n"
|
|
" half3 specularColor = specMap.xyz * specularContribution * rpSpecularModifier.xyz;\n"
|
|
" half3 lightColor = dot3( lightVector, localNormal ) * lightProj.xyz * lightFalloff.xyz;\n"
|
|
"\n"
|
|
" result.color.xyz = ( diffuseColor + specularColor ) * lightColor * fragment.color.xyz;\n"
|
|
" result.color.w = 1.0;\n"
|
|
"}\n"
|
|
"\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/interactionAmbient.vertex",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"global.inc\"\n"
|
|
"\n"
|
|
"struct VS_IN {\n"
|
|
" float4 position : POSITION;\n"
|
|
" float2 texcoord : TEXCOORD0;\n"
|
|
" float4 normal : NORMAL;\n"
|
|
" float4 tangent : TANGENT;\n"
|
|
" float4 color : COLOR0;\n"
|
|
"};\n"
|
|
"\n"
|
|
"struct VS_OUT {\n"
|
|
" float4 position : POSITION;\n"
|
|
" float4 texcoord1 : TEXCOORD1;\n"
|
|
" float4 texcoord2 : TEXCOORD2;\n"
|
|
" float4 texcoord3 : TEXCOORD3;\n"
|
|
" float4 texcoord4 : TEXCOORD4;\n"
|
|
" float4 texcoord5 : TEXCOORD5;\n"
|
|
" float4 texcoord6 : TEXCOORD6;\n"
|
|
" float4 color : COLOR0;\n"
|
|
"};\n"
|
|
"\n"
|
|
"void main( VS_IN vertex, out VS_OUT result ) {\n"
|
|
"\n"
|
|
" float4 normal = vertex.normal * 2.0 - 1.0;\n"
|
|
" float4 tangent = vertex.tangent * 2.0 - 1.0;\n"
|
|
" float3 binormal = cross( normal.xyz, tangent.xyz ) * tangent.w;\n"
|
|
"\n"
|
|
" result.position.x = dot4( vertex.position, rpMVPmatrixX );\n"
|
|
" result.position.y = dot4( vertex.position, rpMVPmatrixY );\n"
|
|
" result.position.z = dot4( vertex.position, rpMVPmatrixZ );\n"
|
|
" result.position.w = dot4( vertex.position, rpMVPmatrixW );\n"
|
|
"\n"
|
|
" float4 defaultTexCoord = float4( 0.0f, 0.5f, 0.0f, 1.0f );\n"
|
|
"\n"
|
|
" //calculate vector to light in R0\n"
|
|
" float4 toLight = rpLocalLightOrigin - vertex.position;\n"
|
|
"\n"
|
|
" //textures 1 takes the base coordinates by the texture matrix\n"
|
|
" result.texcoord1 = defaultTexCoord;\n"
|
|
" result.texcoord1.x = dot4( vertex.texcoord.xy, rpBumpMatrixS );\n"
|
|
" result.texcoord1.y = dot4( vertex.texcoord.xy, rpBumpMatrixT );\n"
|
|
"\n"
|
|
" //# texture 2 has one texgen\n"
|
|
" result.texcoord2 = defaultTexCoord;\n"
|
|
" result.texcoord2.x = dot4( vertex.position, rpLightFalloffS );\n"
|
|
"\n"
|
|
" //# texture 3 has three texgens\n"
|
|
" result.texcoord3.x = dot4( vertex.position, rpLightProjectionS );\n"
|
|
" result.texcoord3.y = dot4( vertex.position, rpLightProjectionT );\n"
|
|
" result.texcoord3.z = 0.0f;\n"
|
|
" result.texcoord3.w = dot4( vertex.position, rpLightProjectionQ );\n"
|
|
"\n"
|
|
" //# textures 4 takes the base coordinates by the texture matrix\n"
|
|
" result.texcoord4 = defaultTexCoord;\n"
|
|
" result.texcoord4.x = dot4( vertex.texcoord.xy, rpDiffuseMatrixS );\n"
|
|
" result.texcoord4.y = dot4( vertex.texcoord.xy, rpDiffuseMatrixT );\n"
|
|
"\n"
|
|
" //# textures 5 takes the base coordinates by the texture matrix\n"
|
|
" result.texcoord5 = defaultTexCoord;\n"
|
|
" result.texcoord5.x = dot4( vertex.texcoord.xy, rpSpecularMatrixS );\n"
|
|
" result.texcoord5.y = dot4( vertex.texcoord.xy, rpSpecularMatrixT );\n"
|
|
"\n"
|
|
" //# texture 6's texcoords will be the halfangle in texture space\n"
|
|
"\n"
|
|
" //# calculate normalized vector to light in R0\n"
|
|
" toLight = normalize( toLight );\n"
|
|
"\n"
|
|
" //# calculate normalized vector to viewer in R1\n"
|
|
" float4 toView = normalize( rpLocalViewOrigin - vertex.position );\n"
|
|
" \n"
|
|
" //# add together to become the half angle vector in object space (non-normalized)\n"
|
|
" float4 halfAngleVector = toLight + toView;\n"
|
|
"\n"
|
|
" //# put into texture space\n"
|
|
" result.texcoord6.x = dot3( tangent, halfAngleVector );\n"
|
|
" result.texcoord6.y = dot3( binormal, halfAngleVector );\n"
|
|
" result.texcoord6.z = dot3( normal, halfAngleVector );\n"
|
|
" result.texcoord6.w = 1.0f;\n"
|
|
"\n"
|
|
" //# generate the vertex color, which can be 1.0, color, or 1.0 - color\n"
|
|
" //# for 1.0 : env[16] = 0, env[17] = 1\n"
|
|
" //# for color : env[16] = 1, env[17] = 0\n"
|
|
" //# for 1.0-color : env[16] = -1, env[17] = 1 \n"
|
|
" result.color = ( swizzleColor( vertex.color ) * rpVertexColorModulate ) + rpVertexColorAdd;\n"
|
|
"}\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/interactionAmbient_skinned.pixel",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"global.inc\"\n"
|
|
"\n"
|
|
"uniform sampler2D samp0 : register(s0); // texture 1 is the per-surface bump map\n"
|
|
"uniform sampler2D samp1 : register(s1); // texture 2 is the light falloff texture\n"
|
|
"uniform sampler2D samp2 : register(s2); // texture 3 is the light projection texture\n"
|
|
"uniform sampler2D samp3 : register(s3); // texture 4 is the per-surface diffuse map\n"
|
|
"uniform sampler2D samp4 : register(s4); // texture 5 is the per-surface specular map\n"
|
|
"\n"
|
|
"struct PS_IN {\n"
|
|
" half4 position : VPOS;\n"
|
|
" half4 texcoord1 : TEXCOORD1_centroid;\n"
|
|
" half4 texcoord2 : TEXCOORD2_centroid;\n"
|
|
" half4 texcoord3 : TEXCOORD3_centroid;\n"
|
|
" half4 texcoord4 : TEXCOORD4_centroid;\n"
|
|
" half4 texcoord5 : TEXCOORD5_centroid;\n"
|
|
" half4 texcoord6 : TEXCOORD6_centroid;\n"
|
|
" half4 color : COLOR0;\n"
|
|
"};\n"
|
|
"\n"
|
|
"struct PS_OUT {\n"
|
|
" half4 color : COLOR;\n"
|
|
"};\n"
|
|
"\n"
|
|
"void main( PS_IN fragment, out PS_OUT result ) {\n"
|
|
" half4 bumpMap = tex2D( samp0, fragment.texcoord1.xy );\n"
|
|
" half4 lightFalloff = idtex2Dproj( samp1, fragment.texcoord2 );\n"
|
|
" half4 lightProj = idtex2Dproj( samp2, fragment.texcoord3 );\n"
|
|
" half4 YCoCG = tex2D( samp3, fragment.texcoord4.xy );\n"
|
|
" half4 specMap = tex2D( samp4, fragment.texcoord5.xy );\n"
|
|
"\n"
|
|
" const half3 ambientLightVector = half3( 0.5f, 9.5f - 0.385f, 0.8925f );\n"
|
|
" half3 lightVector = normalize( ambientLightVector );\n"
|
|
" half3 diffuseMap = ConvertYCoCgToRGB( YCoCG );\n"
|
|
"\n"
|
|
" half3 localNormal;\n"
|
|
" localNormal.xy = bumpMap.wy - 0.5;\n"
|
|
" localNormal.z = sqrt( abs( dot( localNormal.xy, localNormal.xy ) - 0.25 ) );\n"
|
|
" localNormal = normalize( localNormal );\n"
|
|
"\n"
|
|
" const half specularPower = 10.0f;\n"
|
|
" half hDotN = dot3( normalize( fragment.texcoord6.xyz ), localNormal );\n"
|
|
" half3 specularContribution = _half3( pow( hDotN, specularPower ) );\n"
|
|
"\n"
|
|
" half3 diffuseColor = diffuseMap * rpDiffuseModifier.xyz;\n"
|
|
" half3 specularColor = specMap.xyz * specularContribution * rpSpecularModifier.xyz;\n"
|
|
" half3 lightColor = dot3( lightVector, localNormal ) * lightProj.xyz * lightFalloff.xyz;\n"
|
|
"\n"
|
|
" result.color.xyz = ( diffuseColor + specularColor ) * lightColor * fragment.color.xyz;\n"
|
|
" result.color.w = 1.0;\n"
|
|
"}\n"
|
|
"\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/interactionAmbient_skinned.vertex",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"Copyright (C) 2014 Robert Beckebans\n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"global.inc\"\n"
|
|
"\n"
|
|
"uniform matrices_ubo { float4 matrices[408]; };\n"
|
|
"\n"
|
|
"struct VS_IN {\n"
|
|
" float4 position : POSITION;\n"
|
|
" float2 texcoord : TEXCOORD0;\n"
|
|
" float4 normal : NORMAL;\n"
|
|
" float4 tangent : TANGENT;\n"
|
|
" float4 color : COLOR0;\n"
|
|
" float4 color2 : COLOR1;\n"
|
|
"};\n"
|
|
"\n"
|
|
"struct VS_OUT {\n"
|
|
" float4 position : POSITION;\n"
|
|
" float4 texcoord1 : TEXCOORD1;\n"
|
|
" float4 texcoord2 : TEXCOORD2;\n"
|
|
" float4 texcoord3 : TEXCOORD3;\n"
|
|
" float4 texcoord4 : TEXCOORD4;\n"
|
|
" float4 texcoord5 : TEXCOORD5;\n"
|
|
" float4 texcoord6 : TEXCOORD6;\n"
|
|
" float4 color : COLOR0;\n"
|
|
"};\n"
|
|
"\n"
|
|
"void main( VS_IN vertex, out VS_OUT result ) {\n"
|
|
"\n"
|
|
" float4 vNormal = vertex.normal * 2.0 - 1.0;\n"
|
|
" float4 vTangent = vertex.tangent * 2.0 - 1.0;\n"
|
|
" float3 vBinormal = cross( vNormal.xyz, vTangent.xyz ) * vTangent.w;\n"
|
|
"\n"
|
|
" //--------------------------------------------------------------\n"
|
|
" // GPU transformation of the normal / binormal / bitangent\n"
|
|
" //\n"
|
|
" // multiplying with 255.1 give us the same result and is faster than floor( w * 255 + 0.5 )\n"
|
|
" //--------------------------------------------------------------\n"
|
|
" const float w0 = vertex.color2.x;\n"
|
|
" const float w1 = vertex.color2.y;\n"
|
|
" const float w2 = vertex.color2.z;\n"
|
|
" const float w3 = vertex.color2.w;\n"
|
|
"\n"
|
|
" float4 matX, matY, matZ; // must be float4 for vec4\n"
|
|
" int joint = int(vertex.color.x * 255.1 * 3.0);\n"
|
|
" matX = matrices[int(joint+0)] * w0;\n"
|
|
" matY = matrices[int(joint+1)] * w0;\n"
|
|
" matZ = matrices[int(joint+2)] * w0;\n"
|
|
"\n"
|
|
" joint = int(vertex.color.y * 255.1 * 3.0);\n"
|
|
" matX += matrices[int(joint+0)] * w1;\n"
|
|
" matY += matrices[int(joint+1)] * w1;\n"
|
|
" matZ += matrices[int(joint+2)] * w1;\n"
|
|
"\n"
|
|
" joint = int(vertex.color.z * 255.1 * 3.0);\n"
|
|
" matX += matrices[int(joint+0)] * w2;\n"
|
|
" matY += matrices[int(joint+1)] * w2;\n"
|
|
" matZ += matrices[int(joint+2)] * w2;\n"
|
|
"\n"
|
|
" joint = int(vertex.color.w * 255.1 * 3.0);\n"
|
|
" matX += matrices[int(joint+0)] * w3;\n"
|
|
" matY += matrices[int(joint+1)] * w3;\n"
|
|
" matZ += matrices[int(joint+2)] * w3;\n"
|
|
"\n"
|
|
" float3 normal;\n"
|
|
" normal.x = dot3( matX, vNormal );\n"
|
|
" normal.y = dot3( matY, vNormal );\n"
|
|
" normal.z = dot3( matZ, vNormal );\n"
|
|
" normal = normalize( normal );\n"
|
|
"\n"
|
|
" float3 tangent;\n"
|
|
" tangent.x = dot3( matX, vTangent );\n"
|
|
" tangent.y = dot3( matY, vTangent );\n"
|
|
" tangent.z = dot3( matZ, vTangent );\n"
|
|
" tangent = normalize( tangent );\n"
|
|
"\n"
|
|
" float3 binormal;\n"
|
|
" binormal.x = dot3( matX, vBinormal );\n"
|
|
" binormal.y = dot3( matY, vBinormal );\n"
|
|
" binormal.z = dot3( matZ, vBinormal );\n"
|
|
" binormal = normalize( binormal );\n"
|
|
"\n"
|
|
" float4 modelPosition;\n"
|
|
" modelPosition.x = dot4( matX, vertex.position );\n"
|
|
" modelPosition.y = dot4( matY, vertex.position );\n"
|
|
" modelPosition.z = dot4( matZ, vertex.position );\n"
|
|
" modelPosition.w = 1.0;\n"
|
|
"\n"
|
|
" result.position.x = dot4( modelPosition, rpMVPmatrixX );\n"
|
|
" result.position.y = dot4( modelPosition, rpMVPmatrixY );\n"
|
|
" result.position.z = dot4( modelPosition, rpMVPmatrixZ );\n"
|
|
" result.position.w = dot4( modelPosition, rpMVPmatrixW );\n"
|
|
"\n"
|
|
" float4 defaultTexCoord = float4( 0.0f, 0.5f, 0.0f, 1.0f );\n"
|
|
"\n"
|
|
" //calculate vector to light in R0\n"
|
|
" float4 toLight = rpLocalLightOrigin - modelPosition;\n"
|
|
"\n"
|
|
" //textures 1 takes the base coordinates by the texture matrix\n"
|
|
" result.texcoord1 = defaultTexCoord;\n"
|
|
" result.texcoord1.x = dot4( vertex.texcoord.xy, rpBumpMatrixS );\n"
|
|
" result.texcoord1.y = dot4( vertex.texcoord.xy, rpBumpMatrixT );\n"
|
|
"\n"
|
|
" //# texture 2 has one texgen\n"
|
|
" result.texcoord2 = defaultTexCoord;\n"
|
|
" result.texcoord2.x = dot4( modelPosition, rpLightFalloffS );\n"
|
|
"\n"
|
|
" //# texture 3 has three texgens\n"
|
|
" result.texcoord3.x = dot4( modelPosition, rpLightProjectionS );\n"
|
|
" result.texcoord3.y = dot4( modelPosition, rpLightProjectionT );\n"
|
|
" result.texcoord3.z = 0.0f;\n"
|
|
" result.texcoord3.w = dot4( modelPosition, rpLightProjectionQ );\n"
|
|
"\n"
|
|
" //# textures 4 takes the base coordinates by the texture matrix\n"
|
|
" result.texcoord4 = defaultTexCoord;\n"
|
|
" result.texcoord4.x = dot4( vertex.texcoord.xy, rpDiffuseMatrixS );\n"
|
|
" result.texcoord4.y = dot4( vertex.texcoord.xy, rpDiffuseMatrixT );\n"
|
|
"\n"
|
|
" //# textures 5 takes the base coordinates by the texture matrix\n"
|
|
" result.texcoord5 = defaultTexCoord;\n"
|
|
" result.texcoord5.x = dot4( vertex.texcoord.xy, rpSpecularMatrixS );\n"
|
|
" result.texcoord5.y = dot4( vertex.texcoord.xy, rpSpecularMatrixT );\n"
|
|
"\n"
|
|
" //# texture 6's texcoords will be the halfangle in texture space\n"
|
|
"\n"
|
|
" //# calculate normalized vector to light in R0\n"
|
|
" toLight = normalize( toLight );\n"
|
|
"\n"
|
|
" //# calculate normalized vector to viewer in R1\n"
|
|
" float4 toView = normalize( rpLocalViewOrigin - modelPosition );\n"
|
|
" \n"
|
|
" //# add together to become the half angle vector in object space (non-normalized)\n"
|
|
" float4 halfAngleVector = toLight + toView;\n"
|
|
"\n"
|
|
" //# put into texture space\n"
|
|
" result.texcoord6.x = dot3( tangent, halfAngleVector );\n"
|
|
" result.texcoord6.y = dot3( binormal, halfAngleVector );\n"
|
|
" result.texcoord6.z = dot3( normal, halfAngleVector );\n"
|
|
" result.texcoord6.w = 1.0f;\n"
|
|
"\n"
|
|
" //# generate the vertex color, which can be 1.0, color, or 1.0 - color\n"
|
|
" //# for 1.0 : env[16] = 0, env[17] = 1\n"
|
|
" //# for color : env[16] = 1, env[17] = 0\n"
|
|
" //# for 1.0-color : env[16] = -1, env[17] = 1 \n"
|
|
" result.color = ( swizzleColor( vertex.color ) * rpVertexColorModulate ) + rpVertexColorAdd;\n"
|
|
"}\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/motionBlur.pixel",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"Copyright (C) 2014 Robert Beckebans\n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"global.inc\"\n"
|
|
"\n"
|
|
"uniform sampler2D samp0 : register(s0); // view color\n"
|
|
"uniform sampler2D samp1 : register(s1); // view depth\n"
|
|
"\n"
|
|
"struct PS_IN {\n"
|
|
" float2 texcoord0 : TEXCOORD0_centroid;\n"
|
|
"};\n"
|
|
"\n"
|
|
"struct PS_OUT {\n"
|
|
" float4 color : COLOR;\n"
|
|
"};\n"
|
|
"\n"
|
|
"void main( PS_IN fragment, out PS_OUT result ) {\n"
|
|
"#if 0\n"
|
|
" if ( fragment.texcoord0.x < 0.5 ) {\n"
|
|
" // only draw on half the screen for comparison\n"
|
|
" discard;\n"
|
|
" }\n"
|
|
"#endif\n"
|
|
" // don't motion blur the hands, which were drawn with alpha = 0\n"
|
|
" if ( tex2D( samp0, fragment.texcoord0 ).w == 0.0 ) {\n"
|
|
" discard;\n"
|
|
" }\n"
|
|
"\n"
|
|
" // derive clip space from the depth buffer and screen position\n"
|
|
" float windowZ = tex2D( samp1, fragment.texcoord0 ).x;\n"
|
|
" float3 ndc = float3( fragment.texcoord0 * 2.0 - 1.0, windowZ * 2.0 - 1.0 );\n"
|
|
" float clipW = -rpProjectionMatrixZ.w / ( -rpProjectionMatrixZ.z - ndc.z );\n"
|
|
"\n"
|
|
" float4 clip = float4( ndc * clipW, clipW );\n"
|
|
"\n"
|
|
" // convert from clip space this frame to clip space previous frame\n"
|
|
" float4 reClip;\n"
|
|
" reClip.x = dot( rpMVPmatrixX, clip );\n"
|
|
" reClip.y = dot( rpMVPmatrixY, clip );\n"
|
|
" reClip.z = dot( rpMVPmatrixZ, clip );\n"
|
|
" reClip.w = dot( rpMVPmatrixW, clip );\n"
|
|
"\n"
|
|
" // convert to NDC values\n"
|
|
" float2 prevTexCoord;\n"
|
|
" prevTexCoord.x = ( reClip.x / reClip.w ) * 0.5 + 0.5;\n"
|
|
" prevTexCoord.y = ( reClip.y / reClip.w ) * 0.5 + 0.5;\n"
|
|
"\n"
|
|
" // sample along the line from prevTexCoord to fragment.texcoord0\n"
|
|
"\n"
|
|
" float2 texCoord = prevTexCoord; //fragment.texcoord0;\n"
|
|
" float2 delta = ( fragment.texcoord0 - prevTexCoord );\n"
|
|
"\n"
|
|
" float3 sum = float3( 0.0 );\n"
|
|
" float goodSamples = 0.0;\n"
|
|
" float samples = rpOverbright.x;\n"
|
|
"\n"
|
|
" for ( float i = 0.0 ; i < samples ; i = i + 1.0 ) {\n"
|
|
" float2 pos = fragment.texcoord0 + delta * ( ( i / ( samples - 1.0 ) ) - 0.5 );\n"
|
|
" float4 color = tex2D( samp0, pos );\n"
|
|
" // only take the values that are not part of the weapon\n"
|
|
" sum += color.xyz * color.w;\n"
|
|
" goodSamples += color.w;\n"
|
|
" }\n"
|
|
" float invScale = 1.0 / goodSamples;\n"
|
|
"\n"
|
|
" result.color = float4( sum * invScale, 1.0 );\n"
|
|
"}\n"
|
|
"\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/motionBlur.vertex",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"global.inc\"\n"
|
|
"\n"
|
|
"struct VS_IN {\n"
|
|
" float4 position : POSITION;\n"
|
|
" float2 texcoord : TEXCOORD0;\n"
|
|
"};\n"
|
|
"\n"
|
|
"struct VS_OUT {\n"
|
|
" float4 position : POSITION;\n"
|
|
" float2 texcoord0 : TEXCOORD0;\n"
|
|
"};\n"
|
|
"\n"
|
|
"void main( VS_IN vertex, out VS_OUT result ) {\n"
|
|
" result.position = vertex.position;\n"
|
|
" result.texcoord0 = vertex.texcoord;\n"
|
|
"}\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/postprocess.pixel",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"global.inc\"\n"
|
|
"\n"
|
|
"uniform sampler2D samp0 : register(s0);\n"
|
|
"\n"
|
|
"struct PS_IN {\n"
|
|
" float4 position : VPOS;\n"
|
|
" float2 texcoord0 : TEXCOORD0_centroid;\n"
|
|
"};\n"
|
|
"\n"
|
|
"struct PS_OUT {\n"
|
|
" float4 color : COLOR;\n"
|
|
"};\n"
|
|
"\n"
|
|
"void main( PS_IN fragment, out PS_OUT result ) {\n"
|
|
" float2 tCoords = fragment.texcoord0;\n"
|
|
" result.color = tex2D( samp0, tCoords );\n"
|
|
"}\n"
|
|
"\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/postprocess.vertex",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"global.inc\"\n"
|
|
"\n"
|
|
"struct VS_IN {\n"
|
|
" float4 position : POSITION;\n"
|
|
" float2 texcoord : TEXCOORD0;\n"
|
|
" float4 normal : NORMAL;\n"
|
|
" float4 tangent : TANGENT;\n"
|
|
" float4 color : COLOR0;\n"
|
|
"};\n"
|
|
"\n"
|
|
"struct VS_OUT {\n"
|
|
" float4 position : POSITION;\n"
|
|
" float2 texcoord0 : TEXCOORD0;\n"
|
|
"};\n"
|
|
"\n"
|
|
"void main( VS_IN vertex, out VS_OUT result ) {\n"
|
|
" result.position = vertex.position;\n"
|
|
"\n"
|
|
" //result.position.x = vertex.position; //dot4( vertex.position, rpMVPmatrixX );\n"
|
|
" //result.position.y = dot4( vertex.position, rpMVPmatrixY );\n"
|
|
" //result.position.z = dot4( vertex.position, rpMVPmatrixZ );\n"
|
|
" //result.position.w = dot4( vertex.position, rpMVPmatrixW );\n"
|
|
" result.texcoord0 = vertex.texcoord;\n"
|
|
"}\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/shadow.pixel",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"global.inc\"\n"
|
|
"\n"
|
|
"uniform sampler2D samp0 : register(s0);\n"
|
|
"struct PS_OUT {\n"
|
|
" float4 color : COLOR;\n"
|
|
"};\n"
|
|
"\n"
|
|
"void main( out PS_OUT result ) {\n"
|
|
" result.color = rpColor;\n"
|
|
"}\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/shadow.vertex",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"global.inc\"\n"
|
|
"\n"
|
|
"struct VS_IN {\n"
|
|
" float4 position : POSITION;\n"
|
|
"};\n"
|
|
"\n"
|
|
"struct VS_OUT {\n"
|
|
" float4 position : POSITION;\n"
|
|
"};\n"
|
|
"\n"
|
|
"void main( VS_IN vertex, out VS_OUT result ) {\n"
|
|
" float4 vPos = vertex.position - rpLocalLightOrigin;\n"
|
|
" vPos = ( vPos.wwww * rpLocalLightOrigin ) + vPos;\n"
|
|
"\n"
|
|
" result.position.x = dot4( vPos, rpMVPmatrixX );\n"
|
|
" result.position.y = dot4( vPos, rpMVPmatrixY );\n"
|
|
" result.position.z = dot4( vPos, rpMVPmatrixZ );\n"
|
|
" result.position.w = dot4( vPos, rpMVPmatrixW );\n"
|
|
"}\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/shadowDebug.pixel",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"global.inc\"\n"
|
|
"\n"
|
|
"uniform sampler2D samp0 : register(s0);\n"
|
|
"struct PS_OUT {\n"
|
|
" float4 color : COLOR;\n"
|
|
"};\n"
|
|
"\n"
|
|
"void main( out PS_OUT result ) {\n"
|
|
" result.color = rpColor;\n"
|
|
"}\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/shadowDebug.vertex",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"global.inc\"\n"
|
|
"\n"
|
|
"struct VS_IN {\n"
|
|
" float4 position : POSITION;\n"
|
|
"};\n"
|
|
"\n"
|
|
"struct VS_OUT {\n"
|
|
" float4 position : POSITION;\n"
|
|
"};\n"
|
|
"\n"
|
|
"void main( VS_IN vertex, out VS_OUT result ) {\n"
|
|
" float4 vPos = vertex.position - rpLocalLightOrigin;\n"
|
|
" vPos = ( vPos.wwww * rpLocalLightOrigin ) + vPos;\n"
|
|
"\n"
|
|
" result.position.x = dot4( vPos, rpMVPmatrixX );\n"
|
|
" result.position.y = dot4( vPos, rpMVPmatrixY );\n"
|
|
" result.position.z = dot4( vPos, rpMVPmatrixZ );\n"
|
|
" result.position.w = dot4( vPos, rpMVPmatrixW );\n"
|
|
"}\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/shadowDebug_skinned.pixel",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"global.inc\"\n"
|
|
"\n"
|
|
"uniform sampler2D samp0 : register(s0);\n"
|
|
"struct PS_OUT {\n"
|
|
" float4 color : COLOR;\n"
|
|
"};\n"
|
|
"\n"
|
|
"void main( out PS_OUT result ) {\n"
|
|
" result.color = rpColor;\n"
|
|
"}\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/shadowDebug_skinned.vertex",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"Copyright (C) 2014 Robert Beckebans\n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"global.inc\"\n"
|
|
"\n"
|
|
"uniform matrices_ubo { float4 matrices[408]; };\n"
|
|
"\n"
|
|
"struct VS_IN {\n"
|
|
" float4 position : POSITION;\n"
|
|
" float4 color : COLOR0;\n"
|
|
" float4 color2 : COLOR1;\n"
|
|
"};\n"
|
|
"\n"
|
|
"struct VS_OUT {\n"
|
|
" float4 position : POSITION;\n"
|
|
"};\n"
|
|
"\n"
|
|
"void main( VS_IN vertex, out VS_OUT result ) {\n"
|
|
" //--------------------------------------------------------------\n"
|
|
" // GPU transformation of the normal / binormal / bitangent\n"
|
|
" //\n"
|
|
" // multiplying with 255.1 give us the same result and is faster than floor( w * 255 + 0.5 )\n"
|
|
" //--------------------------------------------------------------\n"
|
|
" const float w0 = vertex.color2.x;\n"
|
|
" const float w1 = vertex.color2.y;\n"
|
|
" const float w2 = vertex.color2.z;\n"
|
|
" const float w3 = vertex.color2.w;\n"
|
|
"\n"
|
|
" float4 matX, matY, matZ; // must be float4 for vec4\n"
|
|
" int joint = int(vertex.color.x * 255.1 * 3.0);\n"
|
|
" matX = matrices[int(joint+0)] * w0;\n"
|
|
" matY = matrices[int(joint+1)] * w0;\n"
|
|
" matZ = matrices[int(joint+2)] * w0;\n"
|
|
"\n"
|
|
" joint = int(vertex.color.y * 255.1 * 3.0);\n"
|
|
" matX += matrices[int(joint+0)] * w1;\n"
|
|
" matY += matrices[int(joint+1)] * w1;\n"
|
|
" matZ += matrices[int(joint+2)] * w1;\n"
|
|
"\n"
|
|
" joint = int(vertex.color.z * 255.1 * 3.0);\n"
|
|
" matX += matrices[int(joint+0)] * w2;\n"
|
|
" matY += matrices[int(joint+1)] * w2;\n"
|
|
" matZ += matrices[int(joint+2)] * w2;\n"
|
|
"\n"
|
|
" joint = int(vertex.color.w * 255.1 * 3.0);\n"
|
|
" matX += matrices[int(joint+0)] * w3;\n"
|
|
" matY += matrices[int(joint+1)] * w3;\n"
|
|
" matZ += matrices[int(joint+2)] * w3;\n"
|
|
"\n"
|
|
" float4 vertexPosition = vertex.position;\n"
|
|
" vertexPosition.w = 1.0;\n"
|
|
"\n"
|
|
" float4 modelPosition;\n"
|
|
" modelPosition.x = dot4( matX, vertexPosition );\n"
|
|
" modelPosition.y = dot4( matY, vertexPosition );\n"
|
|
" modelPosition.z = dot4( matZ, vertexPosition );\n"
|
|
" modelPosition.w = vertex.position.w;\n"
|
|
"\n"
|
|
" float4 vPos = modelPosition - rpLocalLightOrigin;\n"
|
|
" vPos = ( vPos.wwww * rpLocalLightOrigin ) + vPos;\n"
|
|
"\n"
|
|
" result.position.x = dot4( vPos, rpMVPmatrixX );\n"
|
|
" result.position.y = dot4( vPos, rpMVPmatrixY );\n"
|
|
" result.position.z = dot4( vPos, rpMVPmatrixZ );\n"
|
|
" result.position.w = dot4( vPos, rpMVPmatrixW );\n"
|
|
"}\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/shadow_skinned.pixel",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"global.inc\"\n"
|
|
"\n"
|
|
"uniform sampler2D samp0 : register(s0);\n"
|
|
"struct PS_OUT {\n"
|
|
" float4 color : COLOR;\n"
|
|
"};\n"
|
|
"\n"
|
|
"void main( out PS_OUT result ) {\n"
|
|
" result.color = rpColor;\n"
|
|
"}\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/shadow_skinned.vertex",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"Coypright (C) 2014 Robert Beckebans\n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"global.inc\"\n"
|
|
"\n"
|
|
"uniform matrices_ubo { float4 matrices[408]; };\n"
|
|
"\n"
|
|
"struct VS_IN {\n"
|
|
" float4 position : POSITION;\n"
|
|
" float4 color : COLOR0;\n"
|
|
" float4 color2 : COLOR1;\n"
|
|
"};\n"
|
|
"\n"
|
|
"struct VS_OUT {\n"
|
|
" float4 position : POSITION;\n"
|
|
"};\n"
|
|
"\n"
|
|
"void main( VS_IN vertex, out VS_OUT result ) {\n"
|
|
" //--------------------------------------------------------------\n"
|
|
" // GPU transformation of the normal / binormal / bitangent\n"
|
|
" //\n"
|
|
" // multiplying with 255.1 give us the same result and is faster than floor( w * 255 + 0.5 )\n"
|
|
" //--------------------------------------------------------------\n"
|
|
" const float w0 = vertex.color2.x;\n"
|
|
" const float w1 = vertex.color2.y;\n"
|
|
" const float w2 = vertex.color2.z;\n"
|
|
" const float w3 = vertex.color2.w;\n"
|
|
"\n"
|
|
" float4 matX, matY, matZ; // must be float4 for vec4\n"
|
|
" int joint = int(vertex.color.x * 255.1 * 3.0);\n"
|
|
" matX = matrices[int(joint+0)] * w0;\n"
|
|
" matY = matrices[int(joint+1)] * w0;\n"
|
|
" matZ = matrices[int(joint+2)] * w0;\n"
|
|
"\n"
|
|
" joint = int(vertex.color.y * 255.1 * 3.0);\n"
|
|
" matX += matrices[int(joint+0)] * w1;\n"
|
|
" matY += matrices[int(joint+1)] * w1;\n"
|
|
" matZ += matrices[int(joint+2)] * w1;\n"
|
|
"\n"
|
|
" joint = int(vertex.color.z * 255.1 * 3.0);\n"
|
|
" matX += matrices[int(joint+0)] * w2;\n"
|
|
" matY += matrices[int(joint+1)] * w2;\n"
|
|
" matZ += matrices[int(joint+2)] * w2;\n"
|
|
"\n"
|
|
" joint = int(vertex.color.w * 255.1 * 3.0);\n"
|
|
" matX += matrices[int(joint+0)] * w3;\n"
|
|
" matY += matrices[int(joint+1)] * w3;\n"
|
|
" matZ += matrices[int(joint+2)] * w3;\n"
|
|
"\n"
|
|
" float4 vertexPosition = vertex.position;\n"
|
|
" vertexPosition.w = 1.0;\n"
|
|
"\n"
|
|
" float4 modelPosition;\n"
|
|
" modelPosition.x = dot4( matX, vertexPosition );\n"
|
|
" modelPosition.y = dot4( matY, vertexPosition );\n"
|
|
" modelPosition.z = dot4( matZ, vertexPosition );\n"
|
|
" modelPosition.w = vertex.position.w;\n"
|
|
"\n"
|
|
" float4 vPos = modelPosition - rpLocalLightOrigin;\n"
|
|
" vPos = ( vPos.wwww * rpLocalLightOrigin ) + vPos;\n"
|
|
"\n"
|
|
" result.position.x = dot4( vPos, rpMVPmatrixX );\n"
|
|
" result.position.y = dot4( vPos, rpMVPmatrixY );\n"
|
|
" result.position.z = dot4( vPos, rpMVPmatrixZ );\n"
|
|
" result.position.w = dot4( vPos, rpMVPmatrixW );\n"
|
|
"}\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/simpleshade.pixel",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"global.inc\"\n"
|
|
"\n"
|
|
"struct PS_IN {\n"
|
|
" float4 position : VPOS;\n"
|
|
" float4 texcoord0 : TEXCOORD0_centroid;\n"
|
|
"};\n"
|
|
"\n"
|
|
"struct PS_OUT {\n"
|
|
" float4 color : COLOR;\n"
|
|
"};\n"
|
|
"\n"
|
|
"uniform sampler2D samp0 : register(s0);\n"
|
|
"\n"
|
|
"static float2 screenPosToTexcoord( float2 pos, float4 bias_scale ) { return ( pos * bias_scale.zw + bias_scale.xy ); }\n"
|
|
"\n"
|
|
"void main( PS_IN fragment, out PS_OUT result ) {\n"
|
|
" const float renderWidth = 1280.0f;\n"
|
|
" const float renderHeight = 720.0f;\n"
|
|
" const float4 positionToViewTexture = float4( 0.5f / renderWidth, 0.5f / renderHeight, 1.0f / renderWidth, 1.0f / renderHeight );\n"
|
|
" \n"
|
|
" float interpolatedZOverW = ( 1.0 - ( fragment.texcoord0.z / fragment.texcoord0.w ) );\n"
|
|
"\n"
|
|
" float3 pos;\n"
|
|
" pos.z = 1.0 / interpolatedZOverW;\n"
|
|
" pos.xy = pos.z * ( 2.0 * screenPosToTexcoord( fragment.position.xy, positionToViewTexture ) - 1.0 );\n"
|
|
"\n"
|
|
" float3 normal = normalize( cross( ddy( pos ), ddx( pos ) ) );\n"
|
|
"\n"
|
|
" // light is above and to the right in the eye plane\n"
|
|
" float3 L = normalize( float3( 1.0, 1.0, 0.0 ) - pos );\n"
|
|
"\n"
|
|
" result.color.xyz = _float3( dot3( normal, L ) * 0.75 );\n"
|
|
" result.color.w = 1.0;\n"
|
|
"}\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/simpleshade.vertex",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"global.inc\"\n"
|
|
"\n"
|
|
"struct VS_IN {\n"
|
|
" float4 position : POSITION;\n"
|
|
" float2 texcoord : TEXCOORD0;\n"
|
|
" float4 normal : NORMAL;\n"
|
|
" float4 tangent : TANGENT;\n"
|
|
" float4 color : COLOR0;\n"
|
|
"};\n"
|
|
"\n"
|
|
"struct VS_OUT {\n"
|
|
" float4 position : POSITION;\n"
|
|
" float4 texcoord0 : TEXCOORD0;\n"
|
|
"};\n"
|
|
"\n"
|
|
"void main( VS_IN vertex, out VS_OUT result ) {\n"
|
|
" float4 position;\n"
|
|
" position.x = dot4( vertex.position, rpMVPmatrixX );\n"
|
|
" position.y = dot4( vertex.position, rpMVPmatrixY );\n"
|
|
" position.z = dot4( vertex.position, rpMVPmatrixZ );\n"
|
|
" position.w = dot4( vertex.position, rpMVPmatrixW );\n"
|
|
"\n"
|
|
" result.position = position;\n"
|
|
" result.texcoord0 = position;\n"
|
|
"}\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/skinning.inc",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"Copyright (C) 2013-2014 Robert Beckebans\n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"float4 modelPosition = vertex.position;\n"
|
|
"\n"
|
|
"// RB: no GPU skinning with ES 2.0\n"
|
|
"#if defined(USE_GPU_SKINNING)\n"
|
|
"BRANCH if ( rpEnableSkinning.x > 0.0 ) {\n"
|
|
" //--------------------------------------------------------------\n"
|
|
" // GPU transformation of the normal / binormal / bitangent\n"
|
|
" //\n"
|
|
" // multiplying with 255.1 give us the same result and is faster than floor( w * 255 + 0.5 )\n"
|
|
" //--------------------------------------------------------------\n"
|
|
" const float w0 = vertex.color2.x;\n"
|
|
" const float w1 = vertex.color2.y;\n"
|
|
" const float w2 = vertex.color2.z;\n"
|
|
" const float w3 = vertex.color2.w;\n"
|
|
"\n"
|
|
" float4 matX, matY, matZ; // must be float4 for vec4\n"
|
|
" int joint = int(vertex.color.x * 255.1 * 3.0);\n"
|
|
" matX = matrices[int(joint+0)] * w0;\n"
|
|
" matY = matrices[int(joint+1)] * w0;\n"
|
|
" matZ = matrices[int(joint+2)] * w0;\n"
|
|
"\n"
|
|
" joint = int(vertex.color.y * 255.1 * 3.0);\n"
|
|
" matX += matrices[int(joint+0)] * w1;\n"
|
|
" matY += matrices[int(joint+1)] * w1;\n"
|
|
" matZ += matrices[int(joint+2)] * w1;\n"
|
|
"\n"
|
|
" joint = int(vertex.color.z * 255.1 * 3.0);\n"
|
|
" matX += matrices[int(joint+0)] * w2;\n"
|
|
" matY += matrices[int(joint+1)] * w2;\n"
|
|
" matZ += matrices[int(joint+2)] * w2;\n"
|
|
"\n"
|
|
" joint = int(vertex.color.w * 255.1 * 3.0);\n"
|
|
" matX += matrices[int(joint+0)] * w3;\n"
|
|
" matY += matrices[int(joint+1)] * w3;\n"
|
|
" matZ += matrices[int(joint+2)] * w3;\n"
|
|
"\n"
|
|
" modelPosition.x = dot4( matX, vertex.position );\n"
|
|
" modelPosition.y = dot4( matY, vertex.position );\n"
|
|
" modelPosition.z = dot4( matZ, vertex.position );\n"
|
|
" modelPosition.w = 1.0;\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
"// RB end\n"
|
|
"\n"
|
|
"result.position.x = dot4( modelPosition, rpMVPmatrixX );\n"
|
|
"result.position.y = dot4( modelPosition, rpMVPmatrixY );\n"
|
|
"result.position.z = dot4( modelPosition, rpMVPmatrixZ );\n"
|
|
"result.position.w = dot4( modelPosition, rpMVPmatrixW );\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/skybox.pixel",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"global.inc\"\n"
|
|
"\n"
|
|
"uniform samplerCUBE samp0 : register(s0);\n"
|
|
"\n"
|
|
"struct PS_IN {\n"
|
|
" float4 position : VPOS;\n"
|
|
" float3 texcoord0 : TEXCOORD0_centroid;\n"
|
|
" float4 color : COLOR0;\n"
|
|
"};\n"
|
|
"\n"
|
|
"struct PS_OUT {\n"
|
|
" float4 color : COLOR;\n"
|
|
"};\n"
|
|
"\n"
|
|
"void main( PS_IN fragment, out PS_OUT result ) {\n"
|
|
" result.color = texCUBE( samp0, fragment.texcoord0 ) * fragment.color;\n"
|
|
"}\n"
|
|
"\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/skybox.vertex",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"global.inc\"\n"
|
|
"\n"
|
|
"struct VS_IN {\n"
|
|
" float4 position : POSITION;\n"
|
|
" float2 texcoord : TEXCOORD0;\n"
|
|
" float4 normal : NORMAL;\n"
|
|
" float4 tangent : TANGENT;\n"
|
|
" float4 color : COLOR0;\n"
|
|
"};\n"
|
|
"\n"
|
|
"struct VS_OUT {\n"
|
|
" float4 position : POSITION;\n"
|
|
" float3 texcoord0 : TEXCOORD0;\n"
|
|
" float4 color : COLOR0;\n"
|
|
"};\n"
|
|
"\n"
|
|
"void main( VS_IN vertex, out VS_OUT result ) {\n"
|
|
" result.position.x = dot4( vertex.position, rpMVPmatrixX );\n"
|
|
" result.position.y = dot4( vertex.position, rpMVPmatrixY );\n"
|
|
" result.position.z = dot4( vertex.position, rpMVPmatrixZ );\n"
|
|
" result.position.w = dot4( vertex.position, rpMVPmatrixW );\n"
|
|
"\n"
|
|
" result.texcoord0 = vertex.position.xyz - rpLocalViewOrigin.xyz;\n"
|
|
" \n"
|
|
" result.color = ( swizzleColor( vertex.color ) * rpVertexColorModulate ) + rpVertexColorAdd;\n"
|
|
"}\n"
|
|
"\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/stereoDeGhost.pixel",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"global.inc\"\n"
|
|
"\n"
|
|
"uniform sampler2D samp0 : register(s0);\n"
|
|
"\n"
|
|
"struct PS_OUT {\n"
|
|
" float4 color : COLOR;\n"
|
|
"};\n"
|
|
"\n"
|
|
"void main( out PS_OUT result ) {\n"
|
|
" result.color = rpColor;\n"
|
|
"}\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/stereoDeGhost.vertex",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"global.inc\"\n"
|
|
"\n"
|
|
"struct VS_IN {\n"
|
|
" float4 position : POSITION;\n"
|
|
" float2 texcoord : TEXCOORD0;\n"
|
|
" float4 normal : NORMAL;\n"
|
|
" float4 tangent : TANGENT;\n"
|
|
" float4 color : COLOR0;\n"
|
|
"};\n"
|
|
"\n"
|
|
"struct VS_OUT {\n"
|
|
" float4 position : POSITION;\n"
|
|
"};\n"
|
|
"\n"
|
|
"void main( VS_IN vertex, out VS_OUT result ) {\n"
|
|
" result.position.x = dot4( vertex.position, rpMVPmatrixX );\n"
|
|
" result.position.y = dot4( vertex.position, rpMVPmatrixY );\n"
|
|
" result.position.z = dot4( vertex.position, rpMVPmatrixZ );\n"
|
|
" result.position.w = dot4( vertex.position, rpMVPmatrixW );\n"
|
|
"}\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/stereoInterlace.pixel",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"global.inc\"\n"
|
|
"\n"
|
|
"uniform sampler2D samp0 : register(s0);\n"
|
|
"uniform sampler2D samp1 : register(s1);\n"
|
|
"\n"
|
|
"struct PS_IN {\n"
|
|
" float2 texcoord0 : TEXCOORD0_centroid;\n"
|
|
"};\n"
|
|
"\n"
|
|
"struct PS_OUT {\n"
|
|
" float4 color : COLOR;\n"
|
|
"};\n"
|
|
"\n"
|
|
"void main( PS_IN fragment, out PS_OUT result ) {\n"
|
|
" // texcoords will run from 0 to 1 across the entire screen\n"
|
|
" if ( fract( fragment.position.y * 0.5 ) < 0.5 ) {\n"
|
|
" result.color = tex2D( samp0, vec2( fragment.texcoord0 ) );\n"
|
|
" } else {\n"
|
|
" result.color = tex2D( samp1, vec2( fragment.texcoord0 ) );\n"
|
|
" }\n"
|
|
"}\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/stereoInterlace.vertex",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"global.inc\"\n"
|
|
"\n"
|
|
"struct VS_IN {\n"
|
|
" float4 position : POSITION;\n"
|
|
" float2 texcoord : TEXCOORD0;\n"
|
|
"};\n"
|
|
"\n"
|
|
"struct VS_OUT {\n"
|
|
" float4 position : POSITION;\n"
|
|
" float2 texcoord0 : TEXCOORD0;\n"
|
|
"};\n"
|
|
"\n"
|
|
"void main( VS_IN vertex, out VS_OUT result ) {\n"
|
|
" result.position.x = dot4( vertex.position, rpMVPmatrixX );\n"
|
|
" result.position.y = dot4( vertex.position, rpMVPmatrixY );\n"
|
|
" result.position.z = dot4( vertex.position, rpMVPmatrixZ );\n"
|
|
" result.position.w = dot4( vertex.position, rpMVPmatrixW );\n"
|
|
"\n"
|
|
" result.texcoord0 = vertex.texcoord;\n"
|
|
"}\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/stereoWarp.pixel",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"global.inc\"\n"
|
|
"\n"
|
|
"/*\n"
|
|
"\n"
|
|
"This shader will cover a square block of pixel coordinates, but some of them might\n"
|
|
"be scissored off if the edges of the screen or the midpoint divider are visible through\n"
|
|
"the optics.\n"
|
|
"\n"
|
|
"*/\n"
|
|
"\n"
|
|
"uniform sampler2D samp0 : register(s0);\n"
|
|
"\n"
|
|
"struct PS_IN {\n"
|
|
" vec4 texcoord0 : TEXCOORD0_centroid;\n"
|
|
"};\n"
|
|
"\n"
|
|
"\n"
|
|
"struct PS_OUT {\n"
|
|
" float4 color : COLOR;\n"
|
|
"};\n"
|
|
"\n"
|
|
"void main( PS_IN fragment, out PS_OUT result ) {\n"
|
|
" const float screenWarp_range = 1.45;\n"
|
|
"\n"
|
|
" const vec2 warpCenter = vec2( 0.5, 0.5 );\n"
|
|
" vec2 centeredTexcoord = fragment.texcoord0.xy - warpCenter;\n"
|
|
"\n"
|
|
" float radialLength = length( centeredTexcoord );\n"
|
|
" vec2 radialDir = normalize( centeredTexcoord );\n"
|
|
"\n"
|
|
" // get it down into the 0 - PI/2 range\n"
|
|
" float range = screenWarp_range;\n"
|
|
" float scaledRadialLength = radialLength * range;\n"
|
|
" float tanScaled = tan( scaledRadialLength );\n"
|
|
"\n"
|
|
" float rescaleValue = tan( 0.5 * range );\n"
|
|
"\n"
|
|
" // If radialLength was 0.5, we want rescaled to also come out\n"
|
|
" // as 0.5, so the edges of the rendered image are at the edges\n"
|
|
" // of the warped image.\n"
|
|
" float rescaled = tanScaled / rescaleValue;\n"
|
|
"\n"
|
|
" vec2 warped = warpCenter + vec2( 0.5, 0.5 ) * radialDir * rescaled;\n"
|
|
"\n"
|
|
" result.color = tex2D( samp0, warped );\n"
|
|
"}\n"
|
|
"\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/stereoWarp.vertex",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"global.inc\"\n"
|
|
"\n"
|
|
"struct VS_IN {\n"
|
|
" float4 position : POSITION;\n"
|
|
" float4 texcoord : TEXCOORD0;\n"
|
|
"};\n"
|
|
"\n"
|
|
"struct VS_OUT {\n"
|
|
" float4 position : POSITION;\n"
|
|
" float4 texcoord0: TEXCOORD0; // 0 to 1 box\n"
|
|
"};\n"
|
|
"\n"
|
|
"void main( VS_IN vertex, out VS_OUT result ) {\n"
|
|
" result.position.x = dot4( vertex.position, rpMVPmatrixX );\n"
|
|
" result.position.y = dot4( vertex.position, rpMVPmatrixY );\n"
|
|
" result.position.z = dot4( vertex.position, rpMVPmatrixZ );\n"
|
|
" result.position.w = dot4( vertex.position, rpMVPmatrixW );\n"
|
|
" result.texcoord0 = vertex.texcoord;\n"
|
|
"}\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/texture.pixel",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"global.inc\"\n"
|
|
"\n"
|
|
"uniform sampler2D samp0 : register(s0);\n"
|
|
"\n"
|
|
"struct PS_IN {\n"
|
|
" float4 position : VPOS;\n"
|
|
" float2 texcoord0 : TEXCOORD0_centroid;\n"
|
|
"};\n"
|
|
"\n"
|
|
"struct PS_OUT {\n"
|
|
" float4 color : COLOR;\n"
|
|
"};\n"
|
|
"\n"
|
|
"void main( PS_IN fragment, out PS_OUT result ) {\n"
|
|
" result.color = tex2D( samp0, fragment.texcoord0 ) * rpColor;\n"
|
|
"}\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/texture.vertex",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"global.inc\"\n"
|
|
"\n"
|
|
"struct VS_IN {\n"
|
|
" float4 position : POSITION;\n"
|
|
" float2 texcoord : TEXCOORD0;\n"
|
|
" float4 normal : NORMAL;\n"
|
|
" float4 tangent : TANGENT;\n"
|
|
" float4 color : COLOR0;\n"
|
|
"};\n"
|
|
"\n"
|
|
"struct VS_OUT {\n"
|
|
" float4 position : POSITION;\n"
|
|
" float2 texcoord0 : TEXCOORD0;\n"
|
|
"};\n"
|
|
"\n"
|
|
"void main( VS_IN vertex, out VS_OUT result ) {\n"
|
|
" result.position.x = dot4( vertex.position, rpMVPmatrixX );\n"
|
|
" result.position.y = dot4( vertex.position, rpMVPmatrixY );\n"
|
|
" result.position.z = dot4( vertex.position, rpMVPmatrixZ );\n"
|
|
" result.position.w = dot4( vertex.position, rpMVPmatrixW );\n"
|
|
"\n"
|
|
" // compute oldschool texgen or multiply by texture matrix\n"
|
|
" BRANCH if ( rpTexGen0Enabled.x > 0.0 ) {\n"
|
|
" result.texcoord0.x = dot4( vertex.position, rpTexGen0S );\n"
|
|
" result.texcoord0.y = dot4( vertex.position, rpTexGen0T );\n"
|
|
" } else {\n"
|
|
" result.texcoord0.x = dot4( vertex.texcoord.xy, rpTextureMatrixS );\n"
|
|
" result.texcoord0.y = dot4( vertex.texcoord.xy, rpTextureMatrixT );\n"
|
|
" }\n"
|
|
"}\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/texture_color.pixel",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"global.inc\"\n"
|
|
"\n"
|
|
"uniform sampler2D samp0 : register(s0);\n"
|
|
"\n"
|
|
"struct PS_IN {\n"
|
|
" float4 position : VPOS;\n"
|
|
" float2 texcoord0 : TEXCOORD0_centroid;\n"
|
|
" float4 color : COLOR0;\n"
|
|
"};\n"
|
|
"\n"
|
|
"struct PS_OUT {\n"
|
|
" float4 color : COLOR;\n"
|
|
"};\n"
|
|
"\n"
|
|
"void main( PS_IN fragment, out PS_OUT result ) {\n"
|
|
" float4 color = tex2D( samp0, fragment.texcoord0 ) * fragment.color;\n"
|
|
" clip( color.a - rpAlphaTest.x );\n"
|
|
" result.color = color;\n"
|
|
"}\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/texture_color.vertex",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"global.inc\"\n"
|
|
"\n"
|
|
"struct VS_IN {\n"
|
|
" float4 position : POSITION;\n"
|
|
" float2 texcoord : TEXCOORD0;\n"
|
|
" float4 normal : NORMAL;\n"
|
|
" float4 tangent : TANGENT;\n"
|
|
" float4 color : COLOR0;\n"
|
|
"};\n"
|
|
"\n"
|
|
"struct VS_OUT {\n"
|
|
" float4 position : POSITION;\n"
|
|
" float2 texcoord0 : TEXCOORD0;\n"
|
|
" float4 color : COLOR0;\n"
|
|
"};\n"
|
|
"\n"
|
|
"void main( VS_IN vertex, out VS_OUT result ) {\n"
|
|
" result.position.x = dot4( vertex.position, rpMVPmatrixX );\n"
|
|
" result.position.y = dot4( vertex.position, rpMVPmatrixY );\n"
|
|
" result.position.z = dot4( vertex.position, rpMVPmatrixZ );\n"
|
|
" result.position.w = dot4( vertex.position, rpMVPmatrixW );\n"
|
|
"\n"
|
|
" // compute oldschool texgen or multiply by texture matrix\n"
|
|
" BRANCH if ( rpTexGen0Enabled.x > 0.0 ) {\n"
|
|
" result.texcoord0.x = dot4( vertex.position, rpTexGen0S );\n"
|
|
" result.texcoord0.y = dot4( vertex.position, rpTexGen0T );\n"
|
|
" } else {\n"
|
|
" result.texcoord0.x = dot4( vertex.texcoord.xy, rpTextureMatrixS );\n"
|
|
" result.texcoord0.y = dot4( vertex.texcoord.xy, rpTextureMatrixT );\n"
|
|
" }\n"
|
|
"\n"
|
|
" float4 vertexColor = ( swizzleColor( vertex.color ) * rpVertexColorModulate ) + rpVertexColorAdd;\n"
|
|
" result.color = vertexColor * rpColor;\n"
|
|
"}\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/texture_color_skinned.pixel",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"global.inc\"\n"
|
|
"\n"
|
|
"uniform sampler2D samp0 : register(s0);\n"
|
|
"\n"
|
|
"struct PS_IN {\n"
|
|
" float4 position : VPOS;\n"
|
|
" float2 texcoord0 : TEXCOORD0_centroid;\n"
|
|
" float4 color : COLOR0;\n"
|
|
"};\n"
|
|
"\n"
|
|
"struct PS_OUT {\n"
|
|
" float4 color : COLOR;\n"
|
|
"};\n"
|
|
"\n"
|
|
"void main( PS_IN fragment, out PS_OUT result ) {\n"
|
|
" float4 color = tex2D( samp0, fragment.texcoord0 ) * fragment.color;\n"
|
|
" clip( color.a - rpAlphaTest.x );\n"
|
|
" result.color = color;\n"
|
|
"}\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/texture_color_skinned.vertex",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"Copyright (C) 2014 Robert Beckebans\n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"global.inc\"\n"
|
|
"\n"
|
|
"uniform matrices_ubo { float4 matrices[408]; };\n"
|
|
"\n"
|
|
"struct VS_IN {\n"
|
|
" float4 position : POSITION;\n"
|
|
" float2 texcoord : TEXCOORD0;\n"
|
|
" float4 color : COLOR0;\n"
|
|
" float4 color2 : COLOR1;\n"
|
|
"};\n"
|
|
"\n"
|
|
"struct VS_OUT {\n"
|
|
" float4 position : POSITION;\n"
|
|
" float2 texcoord0 : TEXCOORD0;\n"
|
|
" float4 color : COLOR0;\n"
|
|
"};\n"
|
|
"\n"
|
|
"void main( VS_IN vertex, out VS_OUT result ) {\n"
|
|
" //--------------------------------------------------------------\n"
|
|
" // GPU transformation of the normal / binormal / bitangent\n"
|
|
" //\n"
|
|
" // multiplying with 255.1 give us the same result and is faster than floor( w * 255 + 0.5 )\n"
|
|
" //--------------------------------------------------------------\n"
|
|
" const float w0 = vertex.color2.x;\n"
|
|
" const float w1 = vertex.color2.y;\n"
|
|
" const float w2 = vertex.color2.z;\n"
|
|
" const float w3 = vertex.color2.w;\n"
|
|
"\n"
|
|
" float4 matX, matY, matZ; // must be float4 for vec4\n"
|
|
" int joint = int(vertex.color.x * 255.1 * 3.0);\n"
|
|
" matX = matrices[int(joint+0)] * w0;\n"
|
|
" matY = matrices[int(joint+1)] * w0;\n"
|
|
" matZ = matrices[int(joint+2)] * w0;\n"
|
|
"\n"
|
|
" joint = int(vertex.color.y * 255.1 * 3.0);\n"
|
|
" matX += matrices[int(joint+0)] * w1;\n"
|
|
" matY += matrices[int(joint+1)] * w1;\n"
|
|
" matZ += matrices[int(joint+2)] * w1;\n"
|
|
"\n"
|
|
" joint = int(vertex.color.z * 255.1 * 3.0);\n"
|
|
" matX += matrices[int(joint+0)] * w2;\n"
|
|
" matY += matrices[int(joint+1)] * w2;\n"
|
|
" matZ += matrices[int(joint+2)] * w2;\n"
|
|
"\n"
|
|
" joint = int(vertex.color.w * 255.1 * 3.0);\n"
|
|
" matX += matrices[int(joint+0)] * w3;\n"
|
|
" matY += matrices[int(joint+1)] * w3;\n"
|
|
" matZ += matrices[int(joint+2)] * w3;\n"
|
|
"\n"
|
|
" float4 modelPosition;\n"
|
|
" modelPosition.x = dot4( matX, vertex.position );\n"
|
|
" modelPosition.y = dot4( matY, vertex.position );\n"
|
|
" modelPosition.z = dot4( matZ, vertex.position );\n"
|
|
" modelPosition.w = 1.0;\n"
|
|
"\n"
|
|
" result.position.x = dot4( modelPosition, rpMVPmatrixX );\n"
|
|
" result.position.y = dot4( modelPosition, rpMVPmatrixY );\n"
|
|
" result.position.z = dot4( modelPosition, rpMVPmatrixZ );\n"
|
|
" result.position.w = dot4( modelPosition, rpMVPmatrixW );\n"
|
|
"\n"
|
|
" // compute oldschool texgen or multiply by texture matrix\n"
|
|
" BRANCH if ( rpTexGen0Enabled.x > 0.0 ) {\n"
|
|
" result.texcoord0.x = dot4( modelPosition, rpTexGen0S );\n"
|
|
" result.texcoord0.y = dot4( modelPosition, rpTexGen0T );\n"
|
|
" } else {\n"
|
|
" result.texcoord0.x = dot4( vertex.texcoord.xy, rpTextureMatrixS );\n"
|
|
" result.texcoord0.y = dot4( vertex.texcoord.xy, rpTextureMatrixT );\n"
|
|
" }\n"
|
|
"\n"
|
|
" float4 vertexColor = ( swizzleColor( vertex.color ) * rpVertexColorModulate ) + rpVertexColorAdd;\n"
|
|
" result.color = vertexColor * rpColor;\n"
|
|
"}\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/texture_color_texgen.pixel",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"global.inc\"\n"
|
|
"\n"
|
|
"uniform sampler2D samp0 : register(s0);\n"
|
|
"\n"
|
|
"struct PS_IN {\n"
|
|
" float4 position : VPOS;\n"
|
|
" float4 texcoord0 : TEXCOORD0_centroid;\n"
|
|
" float4 color : COLOR0;\n"
|
|
"};\n"
|
|
"\n"
|
|
"struct PS_OUT {\n"
|
|
" float4 color : COLOR;\n"
|
|
"};\n"
|
|
"\n"
|
|
"void main( PS_IN fragment, out PS_OUT result ) {\n"
|
|
"\n"
|
|
" // we always do a projective texture lookup so that we can support texgen\n"
|
|
" // materials without a separate shader. Basic materials will have texture\n"
|
|
" // coordinates with w = 1 which will result in a NOP projection when tex2Dproj\n"
|
|
" // gets called.\n"
|
|
" float4 texSample = idtex2Dproj( samp0, fragment.texcoord0 );\n"
|
|
"\n"
|
|
" result.color = texSample * fragment.color;\n"
|
|
"}\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/texture_color_texgen.vertex",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"global.inc\"\n"
|
|
"\n"
|
|
"struct VS_IN {\n"
|
|
" float4 position : POSITION;\n"
|
|
" float2 texcoord : TEXCOORD0;\n"
|
|
" float4 normal : NORMAL;\n"
|
|
" float4 tangent : TANGENT;\n"
|
|
" float4 color : COLOR0;\n"
|
|
"};\n"
|
|
"\n"
|
|
"struct VS_OUT {\n"
|
|
" float4 position : POSITION;\n"
|
|
" float4 texcoord0 : TEXCOORD0;\n"
|
|
" float4 color : COLOR0;\n"
|
|
"};\n"
|
|
"\n"
|
|
"void main( VS_IN vertex, out VS_OUT result ) {\n"
|
|
" result.position.x = dot4( vertex.position, rpMVPmatrixX );\n"
|
|
" result.position.y = dot4( vertex.position, rpMVPmatrixY );\n"
|
|
" result.position.z = dot4( vertex.position, rpMVPmatrixZ );\n"
|
|
" result.position.w = dot4( vertex.position, rpMVPmatrixW );\n"
|
|
"\n"
|
|
" float4 tc0;\n"
|
|
" tc0.x = dot4( vertex.position, rpTexGen0S );\n"
|
|
" tc0.y = dot4( vertex.position, rpTexGen0T );\n"
|
|
"\n"
|
|
" tc0.z = 0.0f;\n"
|
|
" tc0.w = dot4( vertex.position, rpTexGen0Q ); \n"
|
|
"\n"
|
|
" // multiply the texture matrix in\n"
|
|
" result.texcoord0.x = dot4( tc0, rpTextureMatrixS );\n"
|
|
" result.texcoord0.y = dot4( tc0, rpTextureMatrixT );\n"
|
|
" result.texcoord0.zw = tc0.zw;\n"
|
|
"\n"
|
|
" // compute vertex modulation\n"
|
|
" float4 vertexColor = ( swizzleColor( vertex.color ) * rpVertexColorModulate ) + rpVertexColorAdd;\n"
|
|
" result.color = vertexColor * rpColor;\n"
|
|
"}\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/vertex_color.pixel",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"Copyright (C) 2013 Robert Beckebans\n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"renderprogs/global.inc\"\n"
|
|
"\n"
|
|
"uniform sampler2D samp0 : register(s0);\n"
|
|
"\n"
|
|
"struct PS_IN\n"
|
|
"{\n"
|
|
" float4 color : COLOR0;\n"
|
|
"};\n"
|
|
"\n"
|
|
"struct PS_OUT\n"
|
|
"{\n"
|
|
" float4 color : COLOR;\n"
|
|
"};\n"
|
|
"\n"
|
|
"void main( PS_IN fragment, out PS_OUT result )\n"
|
|
"{\n"
|
|
" result.color = fragment.color;\n"
|
|
"}\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/vertex_color.vertex",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"Copyright (C) 2013 Robert Beckebans\n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"renderprogs/global.inc\"\n"
|
|
"\n"
|
|
"struct VS_IN\n"
|
|
"{\n"
|
|
" float4 position : POSITION;\n"
|
|
" float2 texcoord : TEXCOORD0;\n"
|
|
" float4 normal : NORMAL;\n"
|
|
" float4 tangent : TANGENT;\n"
|
|
" float4 color : COLOR0;\n"
|
|
"};\n"
|
|
"\n"
|
|
"struct VS_OUT\n"
|
|
"{\n"
|
|
" float4 position : POSITION;\n"
|
|
" float4 color : COLOR0;\n"
|
|
"};\n"
|
|
"\n"
|
|
"void main( VS_IN vertex, out VS_OUT result )\n"
|
|
"{\n"
|
|
" result.position.x = dot4( vertex.position, rpMVPmatrixX );\n"
|
|
" result.position.y = dot4( vertex.position, rpMVPmatrixY );\n"
|
|
" result.position.z = dot4( vertex.position, rpMVPmatrixZ );\n"
|
|
" result.position.w = dot4( vertex.position, rpMVPmatrixW );\n"
|
|
" \n"
|
|
" result.color = swizzleColor( vertex.color );\n"
|
|
"}\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/wobblesky.pixel",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"global.inc\"\n"
|
|
"\n"
|
|
"uniform samplerCUBE samp0 : register(s0);\n"
|
|
"\n"
|
|
"struct PS_IN {\n"
|
|
" float4 position : VPOS;\n"
|
|
" float3 texcoord0 : TEXCOORD0_centroid;\n"
|
|
" float4 color : COLOR0;\n"
|
|
"};\n"
|
|
"\n"
|
|
"struct PS_OUT {\n"
|
|
" float4 color : COLOR;\n"
|
|
"};\n"
|
|
"\n"
|
|
"void main( PS_IN fragment, out PS_OUT result ) {\n"
|
|
" result.color = texCUBE( samp0, fragment.texcoord0 ) * fragment.color;\n"
|
|
"}\n"
|
|
"\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/wobblesky.vertex",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"global.inc\"\n"
|
|
"\n"
|
|
"struct VS_IN {\n"
|
|
" float4 position : POSITION;\n"
|
|
" float2 texcoord : TEXCOORD0;\n"
|
|
" float4 normal : NORMAL;\n"
|
|
" float4 tangent : TANGENT;\n"
|
|
" float4 color : COLOR0;\n"
|
|
"};\n"
|
|
"\n"
|
|
"struct VS_OUT {\n"
|
|
" float4 position : POSITION;\n"
|
|
" float3 texcoord0 : TEXCOORD0;\n"
|
|
" float4 color : COLOR0;\n"
|
|
"};\n"
|
|
"\n"
|
|
"void main( VS_IN vertex, out VS_OUT result ) {\n"
|
|
" result.position.x = dot4( vertex.position, rpMVPmatrixX );\n"
|
|
" result.position.y = dot4( vertex.position, rpMVPmatrixY );\n"
|
|
" result.position.z = dot4( vertex.position, rpMVPmatrixZ );\n"
|
|
" result.position.w = dot4( vertex.position, rpMVPmatrixW );\n"
|
|
"\n"
|
|
" float3 t0 = vertex.position.xyz - rpLocalViewOrigin.xyz;\n"
|
|
" result.texcoord0.x = dot3( t0, rpWobbleSkyX );\n"
|
|
" result.texcoord0.y = dot3( t0, rpWobbleSkyY );\n"
|
|
" result.texcoord0.z = dot3( t0, rpWobbleSkyZ );\n"
|
|
" \n"
|
|
" result.color = ( swizzleColor( vertex.color ) * rpVertexColorModulate ) + rpVertexColorAdd;\n"
|
|
"}\n"
|
|
"\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/zcullReconstruct.pixel",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"global.inc\"\n"
|
|
"\n"
|
|
"struct PS_OUT { \n"
|
|
" float depth : DEPTH;\n"
|
|
" float4 color : COLOR;\n"
|
|
"};\n"
|
|
"\n"
|
|
"void main( out PS_OUT result ) {\n"
|
|
" result.depth = 1;\n"
|
|
" result.color = float4( 0.0, 0.0, 0.0, 0.0 );\n"
|
|
"}\n"
|
|
|
|
},
|
|
|
|
{
|
|
"renderprogs/zcullReconstruct.vertex",
|
|
"/*\n"
|
|
"===========================================================================\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition GPL Source Code\n"
|
|
"Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. \n"
|
|
"\n"
|
|
"This file is part of the Doom 3 BFG Edition GPL Source Code (\"Doom 3 BFG Edition Source Code\"). \n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify\n"
|
|
"it under the terms of the GNU General Public License as published by\n"
|
|
"the Free Software Foundation, either version 3 of the License, or\n"
|
|
"(at your option) any later version.\n"
|
|
"\n"
|
|
"Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,\n"
|
|
"but WITHOUT ANY WARRANTY; without even the implied warranty of\n"
|
|
"MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n"
|
|
"GNU General Public License for more details.\n"
|
|
"\n"
|
|
"You should have received a copy of the GNU General Public License\n"
|
|
"along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"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.\n"
|
|
"\n"
|
|
"===========================================================================\n"
|
|
"*/\n"
|
|
"\n"
|
|
"#include \"global.inc\"\n"
|
|
"\n"
|
|
"struct VS_IN {\n"
|
|
" float4 position : POSITION;\n"
|
|
"};\n"
|
|
"\n"
|
|
"struct VS_OUT {\n"
|
|
" float4 position : POSITION;\n"
|
|
"};\n"
|
|
"\n"
|
|
"void main( VS_IN vertex, out VS_OUT result ) {\n"
|
|
" result.position = vertex.position;\n"
|
|
" result.position.z = -1.0;\n"
|
|
"}\n"
|
|
|
|
},
|
|
|
|
{0, 0},
|
|
|
|
};
|