2023-03-21 19:24:08 +00:00
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layout(set = 0, binding = 0) uniform sampler2D ShadowMap;
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layout(set = 0, binding = 1) uniform sampler2DArray LightMap;
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#ifdef SUPPORTS_RAYTRACING
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layout(set = 0, binding = 2) uniform accelerationStructureEXT TopLevelAS;
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#endif
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// This must match the HWViewpointUniforms struct
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layout(set = 1, binding = 0, std140) uniform ViewpointUBO
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{
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mat4 ProjectionMatrix;
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mat4 ViewMatrix;
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mat4 NormalViewMatrix;
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vec4 uCameraPos;
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vec4 uClipLine;
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float uGlobVis; // uGlobVis = R_GetGlobVis(r_visibility) / 32.0
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int uPalLightLevels;
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int uViewHeight; // Software fuzz scaling
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float uClipHeight;
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float uClipHeightDirection;
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int uShadowmapFilter;
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int uLightBlendMode;
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};
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layout(set = 1, binding = 1, std140) uniform MatricesUBO
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{
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mat4 ModelMatrix;
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mat4 NormalModelMatrix;
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mat4 TextureMatrix;
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};
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// This must match the StreamData struct
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struct StreamData
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{
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vec4 uObjectColor;
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vec4 uObjectColor2;
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vec4 uDynLightColor;
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vec4 uAddColor;
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vec4 uTextureAddColor;
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vec4 uTextureModulateColor;
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vec4 uTextureBlendColor;
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vec4 uFogColor;
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float uDesaturationFactor;
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float uInterpolationFactor;
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float timer; // timer data for material shaders
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int useVertexData;
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vec4 uVertexColor;
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vec4 uVertexNormal;
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vec4 uGlowTopPlane;
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vec4 uGlowTopColor;
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vec4 uGlowBottomPlane;
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vec4 uGlowBottomColor;
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vec4 uGradientTopPlane;
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vec4 uGradientBottomPlane;
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vec4 uSplitTopPlane;
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vec4 uSplitBottomPlane;
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vec4 uDetailParms;
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vec4 uNpotEmulation;
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vec4 padding1, padding2, padding3;
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};
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layout(set = 1, binding = 2, std140) uniform StreamUBO
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{
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StreamData data[MAX_STREAM_DATA];
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};
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// light buffers
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layout(set = 1, binding = 3, std430) buffer LightBufferSSO
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{
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vec4 lights[];
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};
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// bone matrix buffers
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layout(set = 1, binding = 4, std430) buffer BoneBufferSSO
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{
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mat4 bones[];
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};
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// textures
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layout(set = 2, binding = 0) uniform sampler2D tex;
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layout(set = 2, binding = 1) uniform sampler2D texture2;
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layout(set = 2, binding = 2) uniform sampler2D texture3;
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layout(set = 2, binding = 3) uniform sampler2D texture4;
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layout(set = 2, binding = 4) uniform sampler2D texture5;
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layout(set = 2, binding = 5) uniform sampler2D texture6;
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layout(set = 2, binding = 6) uniform sampler2D texture7;
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layout(set = 2, binding = 7) uniform sampler2D texture8;
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layout(set = 2, binding = 8) uniform sampler2D texture9;
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layout(set = 2, binding = 9) uniform sampler2D texture10;
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layout(set = 2, binding = 10) uniform sampler2D texture11;
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// This must match the PushConstants struct
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layout(push_constant) uniform PushConstants
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{
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2023-04-06 17:36:58 +00:00
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int padding0; // was uTextureMode;
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2023-03-21 19:24:08 +00:00
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float uAlphaThreshold;
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vec2 uClipSplit;
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// Lighting + Fog
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float uLightLevel;
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float uFogDensity;
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float uLightFactor;
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float uLightDist;
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int uFogEnabled;
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// dynamic lights
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int uLightIndex;
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// Blinn glossiness and specular level
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vec2 uSpecularMaterial;
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// bone animation
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int uBoneIndexBase;
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int uDataIndex;
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int padding2, padding3;
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};
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// material types
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#if defined(SPECULAR)
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#define normaltexture texture2
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#define speculartexture texture3
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#define brighttexture texture4
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#define detailtexture texture5
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#define glowtexture texture6
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#elif defined(PBR)
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#define normaltexture texture2
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#define metallictexture texture3
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#define roughnesstexture texture4
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#define aotexture texture5
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#define brighttexture texture6
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#define detailtexture texture7
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#define glowtexture texture8
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#else
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#define brighttexture texture2
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#define detailtexture texture3
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#define glowtexture texture4
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#endif
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#define uObjectColor data[uDataIndex].uObjectColor
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#define uObjectColor2 data[uDataIndex].uObjectColor2
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#define uDynLightColor data[uDataIndex].uDynLightColor
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#define uAddColor data[uDataIndex].uAddColor
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#define uTextureBlendColor data[uDataIndex].uTextureBlendColor
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#define uTextureModulateColor data[uDataIndex].uTextureModulateColor
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#define uTextureAddColor data[uDataIndex].uTextureAddColor
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#define uFogColor data[uDataIndex].uFogColor
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#define uDesaturationFactor data[uDataIndex].uDesaturationFactor
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#define uInterpolationFactor data[uDataIndex].uInterpolationFactor
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#define timer data[uDataIndex].timer
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#define useVertexData data[uDataIndex].useVertexData
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#define uVertexColor data[uDataIndex].uVertexColor
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#define uVertexNormal data[uDataIndex].uVertexNormal
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#define uGlowTopPlane data[uDataIndex].uGlowTopPlane
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#define uGlowTopColor data[uDataIndex].uGlowTopColor
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#define uGlowBottomPlane data[uDataIndex].uGlowBottomPlane
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#define uGlowBottomColor data[uDataIndex].uGlowBottomColor
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#define uGradientTopPlane data[uDataIndex].uGradientTopPlane
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#define uGradientBottomPlane data[uDataIndex].uGradientBottomPlane
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#define uSplitTopPlane data[uDataIndex].uSplitTopPlane
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#define uSplitBottomPlane data[uDataIndex].uSplitBottomPlane
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#define uDetailParms data[uDataIndex].uDetailParms
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#define uNpotEmulation data[uDataIndex].uNpotEmulation
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#define SUPPORTS_SHADOWMAPS
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#define VULKAN_COORDINATE_SYSTEM
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#define HAS_UNIFORM_VERTEX_DATA
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// GLSL spec 4.60, 8.15. Noise Functions
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// https://www.khronos.org/registry/OpenGL/specs/gl/GLSLangSpec.4.60.pdf
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// "The noise functions noise1, noise2, noise3, and noise4 have been deprecated starting with version 4.4 of GLSL.
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// When not generating SPIR-V they are defined to return the value 0.0 or a vector whose components are all 0.0.
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// When generating SPIR-V the noise functions are not declared and may not be used."
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// However, we need to support mods with custom shaders created for OpenGL renderer
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float noise1(float) { return 0; }
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vec2 noise2(vec2) { return vec2(0); }
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vec3 noise3(vec3) { return vec3(0); }
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vec4 noise4(vec4) { return vec4(0); }
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