mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-29 23:22:01 +00:00
89 lines
1.8 KiB
C
89 lines
1.8 KiB
C
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/*
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WARNING: THIS FILE IS GENERATED BY 'generatebuiltinsl.c'.
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YOU SHOULD NOT EDIT THIS FILE BY HAND
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*/
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#ifdef GLQUAKE
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{QR_OPENGL, 110, "bloom_blur",
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//apply gaussian filter
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"varying vec2 tc;\n"
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"#ifdef VERTEX_SHADER\n"
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"attribute vec2 v_texcoord;\n"
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"void main ()\n"
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"{\n"
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"tc = v_texcoord;\n"
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"gl_Position = ftetransform();\n"
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"}\n"
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"#endif\n"
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"#ifdef FRAGMENT_SHADER\n"
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/*offset should be 1.2 pixels away from the center*/
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"uniform vec3 e_glowmod;\n"
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"uniform sampler2D s_t0;\n"
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"void main ()\n"
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"{\n"
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"gl_FragColor =\n"
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"0.3125 * texture2D(s_t0, tc - e_glowmod.st) +\n"
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"0.375 * texture2D(s_t0, tc) +\n"
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"0.3125 * texture2D(s_t0, tc + e_glowmod.st);\n"
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"}\n"
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"#endif\n"
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},
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#endif
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#ifdef GLQUAKE
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{QR_OPENGL, 110, "bloom_filter",
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//the bloom filter
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//filter out any texels which are not to bloom
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"varying vec2 tc;\n"
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"#ifdef VERTEX_SHADER\n"
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"attribute vec2 v_texcoord;\n"
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"void main ()\n"
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"{\n"
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"tc = v_texcoord;\n"
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"gl_Position = ftetransform();\n"
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"}\n"
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"#endif\n"
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"#ifdef FRAGMENT_SHADER\n"
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"uniform sampler2D s_t0;\n"
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"void main ()\n"
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"{\n"
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"gl_FragColor = (texture2D(s_t0, tc) - vec4(0.5, 0.5, 0.5, 0.0)) * vec4(2.0,2.0,2.0,1.0);\n"
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"}\n"
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"#endif\n"
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},
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#endif
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#ifdef GLQUAKE
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{QR_OPENGL, 110, "bloom_final",
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//add them together
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//optionally apply tonemapping
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"varying vec2 tc;\n"
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"#ifdef VERTEX_SHADER\n"
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"attribute vec2 v_texcoord;\n"
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"void main ()\n"
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"{\n"
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"tc = v_texcoord;\n"
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"gl_Position = ftetransform();\n"
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"}\n"
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"#endif\n"
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"#ifdef FRAGMENT_SHADER\n"
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"uniform sampler2D s_t0;\n"
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"uniform sampler2D s_t1;\n"
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"uniform sampler2D s_t2;\n"
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"uniform sampler2D s_t3;\n"
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"void main ()\n"
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"{\n"
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"gl_FragColor = \n"
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"texture2D(s_t0, tc) +\n"
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"texture2D(s_t1, tc) +\n"
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"texture2D(s_t2, tc) +\n"
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"texture2D(s_t3, tc) ;\n"
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"}\n"
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"#endif\n"
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},
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#endif
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