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https://github.com/ZDoom/qzdoom.git
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- generate uniform declarations from c++
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parent
769867475c
commit
3207d8aef7
17 changed files with 113 additions and 131 deletions
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@ -63,9 +63,117 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
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static char buffer[10000];
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FString error;
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int i_lump = Wads.CheckNumForFullName("shaders/glsl/shaderdefs.i", 0);
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if (i_lump == -1) I_Error("Unable to load 'shaders/glsl/shaderdefs.i'");
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FMemLump i_data = Wads.ReadLump(i_lump);
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FString i_data;
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// these settings are actually pointless but there seem to be some old ATI drivers that fail to compile the shader without setting the precision here.
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i_data += "precision highp int;\n";
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i_data += "precision highp float;\n";
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i_data += "uniform vec4 uCameraPos;\n";
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i_data += "uniform int uTextureMode;\n";
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i_data += "uniform float uClipHeight;\n";
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i_data += "uniform float uClipHeightDirection;\n";
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i_data += "uniform vec2 uClipSplit;\n";
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i_data += "uniform vec4 uClipLine;\n";
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i_data += "uniform float uAlphaThreshold;\n";
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// colors
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i_data += "uniform vec4 uObjectColor;\n";
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i_data += "uniform vec4 uObjectColor2;\n";
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i_data += "uniform vec4 uDynLightColor;\n";
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i_data += "uniform vec4 uFogColor;\n";
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i_data += "uniform float uDesaturationFactor;\n";
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i_data += "uniform float uInterpolationFactor;\n";
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// Fixed colormap stuff
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i_data += "uniform int uFixedColormap;\n"; // 0, when no fixed colormap, 1 for a light value, 2 for a color blend, 3 for a fog layer
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i_data += "uniform vec4 uFixedColormapStart;\n";
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i_data += "uniform vec4 uFixedColormapRange;\n";
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// Glowing walls stuff
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i_data += "uniform vec4 uGlowTopPlane;\n";
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i_data += "uniform vec4 uGlowTopColor;\n";
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i_data += "uniform vec4 uGlowBottomPlane;\n";
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i_data += "uniform vec4 uGlowBottomColor;\n";
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i_data += "uniform vec4 uSplitTopPlane;\n";
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i_data += "uniform vec4 uSplitBottomPlane;\n";
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// Lighting + Fog
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i_data += "uniform vec4 uLightAttr;\n";
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i_data += "#define uLightLevel uLightAttr.a\n";
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i_data += "#define uFogDensity uLightAttr.b\n";
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i_data += "#define uLightFactor uLightAttr.g\n";
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i_data += "#define uLightDist uLightAttr.r\n";
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i_data += "uniform int uFogEnabled;\n";
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i_data += "uniform int uPalLightLevels;\n";
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i_data += "uniform float uGlobVis;\n"; // uGlobVis = R_GetGlobVis(r_visibility) / 32.0
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// dynamic lights
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i_data += "uniform int uLightIndex;\n";
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// Software fuzz scaling
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i_data += "uniform int uViewHeight;\n";
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// Blinn glossiness and specular level
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i_data += "uniform vec2 uSpecularMaterial;\n";
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// quad drawer stuff
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i_data += "#ifdef USE_QUAD_DRAWER\n";
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i_data += "uniform mat4 uQuadVertices;\n";
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i_data += "uniform mat4 uQuadTexCoords;\n";
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i_data += "uniform int uQuadMode;\n";
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i_data += "#endif\n";
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// matrices
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i_data += "uniform mat4 ProjectionMatrix;\n";
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i_data += "uniform mat4 ViewMatrix;\n";
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i_data += "uniform mat4 ModelMatrix;\n";
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i_data += "uniform mat4 NormalViewMatrix;\n";
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i_data += "uniform mat4 NormalModelMatrix;\n";
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i_data += "uniform mat4 TextureMatrix;\n";
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// light buffers
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i_data += "#ifdef SHADER_STORAGE_LIGHTS\n";
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i_data += "layout(std430, binding = 1) buffer LightBufferSSO\n";
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i_data += "{\n";
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i_data += " vec4 lights[];\n";
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i_data += "};\n";
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i_data += "#elif defined NUM_UBO_LIGHTS\n";
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i_data += "uniform LightBufferUBO\n";
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i_data += "{\n";
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i_data += " vec4 lights[NUM_UBO_LIGHTS];\n";
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i_data += "};\n";
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i_data += "#endif\n";
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// textures
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i_data += "uniform sampler2D tex;\n";
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i_data += "uniform sampler2D ShadowMap;\n";
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i_data += "uniform sampler2D texture2;\n";
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i_data += "uniform sampler2D texture3;\n";
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i_data += "uniform sampler2D texture4;\n";
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i_data += "uniform sampler2D texture5;\n";
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i_data += "uniform sampler2D texture6;\n";
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// timer data
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i_data += "uniform float timer;\n"; // To do: we must search user shaders for this declaration and remove it
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// material types
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i_data += "#if defined(SPECULAR)\n";
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i_data += "#define normaltexture texture2\n";
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i_data += "#define speculartexture texture3\n";
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i_data += "#define brighttexture texture4\n";
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i_data += "#elif defined(PBR)\n";
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i_data += "#define normaltexture texture2\n";
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i_data += "#define metallictexture texture3\n";
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i_data += "#define roughnesstexture texture4\n";
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i_data += "#define aotexture texture5\n";
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i_data += "#define brighttexture texture6\n";
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i_data += "#else\n";
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i_data += "#define brighttexture texture2\n";
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i_data += "#endif\n";
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i_data += "#line 1\n";
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int vp_lump = Wads.CheckNumForFullName(vert_prog_lump, 0);
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if (vp_lump == -1) I_Error("Unable to load '%s'", vert_prog_lump);
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@ -120,7 +228,7 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
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vp_comb << "#define SUPPORTS_SHADOWMAPS\n";
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}
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vp_comb << defines << i_data.GetString().GetChars();
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vp_comb << defines << i_data.GetChars();
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FString fp_comb = vp_comb;
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vp_comb << vp_data.GetString().GetChars() << "\n";
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@ -1,5 +1,4 @@
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uniform sampler2D tex;
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uniform sampler2D texture2;
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in vec4 vTexCoord;
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in vec4 vColor;
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out vec4 FragColor;
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@ -1,13 +1,3 @@
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#if defined(SPECULAR)
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uniform sampler2D texture4;
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#define brighttexture texture4
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#elif defined(PBR)
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uniform sampler2D texture6;
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#define brighttexture texture6
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#else
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uniform sampler2D texture2;
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#define brighttexture texture2
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#endif
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vec4 ProcessTexel()
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{
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@ -1,4 +1,3 @@
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uniform float timer;
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vec4 ProcessTexel()
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{
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@ -1,4 +1,3 @@
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uniform float timer;
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vec4 ProcessTexel()
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{
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@ -1,4 +1,3 @@
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uniform float timer;
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vec4 ProcessTexel()
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{
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@ -1,4 +1,3 @@
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uniform float timer;
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vec4 ProcessTexel()
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{
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@ -1,5 +1,4 @@
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//created by Evil Space Tomato
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uniform float timer;
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vec4 ProcessTexel()
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{
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@ -1,5 +1,4 @@
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//created by Evil Space Tomato
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uniform float timer;
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vec4 ProcessTexel()
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{
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@ -1,5 +1,4 @@
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//created by Evil Space Tomato
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uniform float timer;
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vec4 ProcessTexel()
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{
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@ -1,5 +1,4 @@
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//created by Evil Space Tomato
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uniform float timer;
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vec4 ProcessTexel()
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{
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@ -1,5 +1,4 @@
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//created by Evil Space Tomato
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uniform float timer;
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vec4 ProcessTexel()
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{
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@ -1,5 +1,4 @@
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// Fuzz effect as rendered by the software renderer
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uniform float timer;
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#define FUZZTABLE 50
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#define FUZZ_RANDOM_X_SIZE 100
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@ -1,5 +1,4 @@
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//created by Evil Space Tomato
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uniform float timer;
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vec4 ProcessTexel()
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{
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@ -1,5 +1,4 @@
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//created by Evil Space Tomato
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uniform float timer;
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vec4 ProcessTexel()
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{
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@ -12,38 +12,6 @@ out vec4 FragFog;
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out vec4 FragNormal;
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#endif
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#ifdef SHADER_STORAGE_LIGHTS
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layout(std430, binding = 1) buffer LightBufferSSO
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{
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vec4 lights[];
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};
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#elif defined NUM_UBO_LIGHTS
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/*layout(std140)*/ uniform LightBufferUBO
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{
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vec4 lights[NUM_UBO_LIGHTS];
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};
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#endif
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uniform sampler2D tex;
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uniform sampler2D ShadowMap;
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#if defined(SPECULAR)
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uniform sampler2D texture2;
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uniform sampler2D texture3;
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#define normaltexture texture2
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#define speculartexture texture3
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#elif defined(PBR)
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uniform sampler2D texture2;
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uniform sampler2D texture3;
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uniform sampler2D texture4;
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uniform sampler2D texture5;
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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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#endif
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vec4 Process(vec4 color);
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vec4 ProcessTexel();
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vec4 ProcessLight(vec4 color);
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@ -1,71 +0,0 @@
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// This file contains common data definitions for both vertex and fragment shader
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// these settings are actually pointless but there seem to be some old ATI drivers that fail to compile the shader without setting the precision here.
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precision highp int;
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precision highp float;
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uniform vec4 uCameraPos;
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uniform int uTextureMode;
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uniform float uClipHeight, uClipHeightDirection;
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uniform vec2 uClipSplit;
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uniform vec4 uClipLine;
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uniform float uAlphaThreshold;
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// colors
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uniform vec4 uObjectColor;
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uniform vec4 uObjectColor2;
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uniform vec4 uDynLightColor;
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uniform vec4 uFogColor;
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uniform float uDesaturationFactor;
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uniform float uInterpolationFactor;
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// Fixed colormap stuff
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uniform int uFixedColormap; // 0, when no fixed colormap, 1 for a light value, 2 for a color blend, 3 for a fog layer
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uniform vec4 uFixedColormapStart;
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uniform vec4 uFixedColormapRange;
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// Glowing walls stuff
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uniform vec4 uGlowTopPlane;
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uniform vec4 uGlowTopColor;
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uniform vec4 uGlowBottomPlane;
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uniform vec4 uGlowBottomColor;
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uniform vec4 uSplitTopPlane;
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uniform vec4 uSplitBottomPlane;
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// Lighting + Fog
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uniform vec4 uLightAttr;
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#define uLightLevel uLightAttr.a
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#define uFogDensity uLightAttr.b
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#define uLightFactor uLightAttr.g
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#define uLightDist uLightAttr.r
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uniform int uFogEnabled;
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uniform int uPalLightLevels;
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uniform float uGlobVis; // uGlobVis = R_GetGlobVis(r_visibility) / 32.0
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// dynamic lights
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uniform int uLightIndex;
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// Software fuzz scaling
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uniform int uViewHeight;
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// Blinn glossiness and specular level
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uniform vec2 uSpecularMaterial;
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// quad drawer stuff
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#ifdef USE_QUAD_DRAWER
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uniform mat4 uQuadVertices;
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uniform mat4 uQuadTexCoords;
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uniform int uQuadMode;
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#endif
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// matrices
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uniform mat4 ProjectionMatrix;
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uniform mat4 ViewMatrix;
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uniform mat4 ModelMatrix;
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uniform mat4 NormalViewMatrix;
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uniform mat4 NormalModelMatrix;
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uniform mat4 TextureMatrix;
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