mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-10 14:51:51 +00:00
- Move uniform declarations to the GLDEFS lump to make it Vulkan safe (a vulkan implementation can then declare them in an uniform block)
- Change SetUniform functions to be clearscope as they can be safely called from both play and ui - Add PlayerInfo argument to SetUniform functions to force the modder to take network play into account - Add enabled flag on custom postprocess shaders - Removed custom texture support until a more clean implementation is written
This commit is contained in:
parent
8a0e801cb5
commit
a38de996e7
4 changed files with 262 additions and 71 deletions
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@ -69,72 +69,29 @@ void FCustomPostProcessShaders::Run(FString target)
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void PostProcessShaderInstance::Run()
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{
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if (!Program)
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{
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const char *lumpName = Desc->ShaderLumpName.GetChars();
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int lump = Wads.CheckNumForFullName(lumpName);
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if (lump == -1) I_FatalError("Unable to load '%s'", lumpName);
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FString code = Wads.ReadLump(lump).GetString().GetChars();
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if (!IsShaderSupported())
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return;
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Program.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330); // Hmm, should this use shader.shaderversion?
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Program.Compile(FShaderProgram::Fragment, lumpName, code, "", Desc->ShaderVersion);
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Program.SetFragDataLocation(0, "FragColor");
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Program.Link(Desc->ShaderLumpName.GetChars());
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Program.SetAttribLocation(0, "PositionInProjection");
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InputTexture.Init(Program, "InputTexture");
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CustomTexture.Init(Program, "CustomTexture");
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CompileShader();
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if (Desc->Texture)
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{
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HWTexture = new FHardwareTexture(Desc->Texture->GetWidth(), Desc->Texture->GetHeight(), false);
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HWTexture->CreateTexture((unsigned char*)Desc->Texture->GetPixelsBgra(), Desc->Texture->GetWidth(), Desc->Texture->GetHeight(), 0, false, 0, "CustomTexture");
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}
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}
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if (!Desc->Enabled)
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return;
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FGLDebug::PushGroup(Desc->ShaderLumpName.GetChars());
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FGLPostProcessState savedState;
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savedState.SaveTextureBindings(2);
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GLRenderer->mBuffers->BindNextFB();
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GLRenderer->mBuffers->BindCurrentTexture(0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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Program.Bind();
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mProgram.Bind();
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TMap<FString, float>::Iterator it1f(Desc->Uniform1f);
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TMap<FString, float>::Pair *pair1f;
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while (it1f.NextPair(pair1f))
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{
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int location = glGetUniformLocation(Program, pair1f->Key.GetChars());
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if (location != -1)
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glUniform1f(location, pair1f->Value);
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}
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UpdateUniforms();
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TMap<FString, int>::Iterator it1i(Desc->Uniform1i);
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TMap<FString, int>::Pair *pair1i;
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while (it1i.NextPair(pair1i))
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{
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int location = glGetUniformLocation(Program, pair1i->Key.GetChars());
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if (location != -1)
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glUniform1i(location, pair1i->Value);
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}
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mInputTexture.Set(0);
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InputTexture.Set(0);
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if (HWTexture)
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{
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, HWTexture->GetTextureHandle(0));
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glActiveTexture(GL_TEXTURE0);
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CustomTexture.Set(1);
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}
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GLRenderer->RenderScreenQuad();
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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@ -143,3 +100,95 @@ void PostProcessShaderInstance::Run()
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FGLDebug::PopGroup();
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}
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bool PostProcessShaderInstance::IsShaderSupported()
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{
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int activeShaderVersion = (int)round(gl.glslversion * 10) * 10;
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return activeShaderVersion >= Desc->ShaderVersion;
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}
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void PostProcessShaderInstance::CompileShader()
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{
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if (mProgram)
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return;
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// Get the custom shader
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const char *lumpName = Desc->ShaderLumpName.GetChars();
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int lump = Wads.CheckNumForFullName(lumpName);
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if (lump == -1) I_FatalError("Unable to load '%s'", lumpName);
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FString code = Wads.ReadLump(lump).GetString().GetChars();
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// Build an uniform block to use be used as input
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// (this is technically not an uniform block, but it could be changed into that for Vulkan GLSL support)
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FString uniformBlock;
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TMap<FString, PostProcessUniformValue>::Iterator it(Desc->Uniforms);
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TMap<FString, PostProcessUniformValue>::Pair *pair;
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while (it.NextPair(pair))
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{
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FString type;
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FString name = pair->Key;
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switch (pair->Value.Type)
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{
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case PostProcessUniformType::Float: type = "float"; break;
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case PostProcessUniformType::Int: type = "int"; break;
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case PostProcessUniformType::Vec2: type = "vec2"; break;
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case PostProcessUniformType::Vec3: type = "vec3"; break;
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default: break;
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}
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if (!type.IsEmpty())
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uniformBlock.AppendFormat("uniform %s %s;\n", type.GetChars(), name.GetChars());
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}
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// Build the input textures
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FString uniformTextures;
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uniformTextures += "uniform sampler2D InputTexture;\n";
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// Setup pipeline
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FString pipelineInOut;
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pipelineInOut += "in vec2 TexCoord;\n";
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pipelineInOut += "out vec4 FragColor;\n";
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FString prolog;
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prolog += uniformBlock;
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prolog += uniformTextures;
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prolog += pipelineInOut;
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mProgram.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", Desc->ShaderVersion);
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mProgram.Compile(FShaderProgram::Fragment, lumpName, code, prolog.GetChars(), Desc->ShaderVersion);
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mProgram.SetFragDataLocation(0, "FragColor");
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mProgram.Link(Desc->ShaderLumpName.GetChars());
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mProgram.SetAttribLocation(0, "PositionInProjection");
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mInputTexture.Init(mProgram, "InputTexture");
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}
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void PostProcessShaderInstance::UpdateUniforms()
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{
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TMap<FString, PostProcessUniformValue>::Iterator it(Desc->Uniforms);
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TMap<FString, PostProcessUniformValue>::Pair *pair;
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while (it.NextPair(pair))
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{
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int location = glGetUniformLocation(mProgram, pair->Key.GetChars());
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if (location != -1)
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{
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switch (pair->Value.Type)
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{
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case PostProcessUniformType::Float:
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glUniform1f(location, (float)pair->Value.Values[0]);
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break;
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case PostProcessUniformType::Int:
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glUniform1i(location, (int)pair->Value.Values[0]);
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break;
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case PostProcessUniformType::Vec2:
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glUniform2f(location, (float)pair->Value.Values[0], (float)pair->Value.Values[1]);
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break;
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case PostProcessUniformType::Vec3:
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glUniform3f(location, (float)pair->Value.Values[0], (float)pair->Value.Values[1], (float)pair->Value.Values[2]);
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break;
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default:
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break;
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}
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}
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}
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}
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@ -4,16 +4,31 @@
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class PostProcessShaderInstance;
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enum class PostProcessUniformType
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{
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Undefined,
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Int,
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Float,
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Vec2,
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Vec3
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};
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struct PostProcessUniformValue
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{
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PostProcessUniformType Type = PostProcessUniformType::Undefined;
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double Values[4] = { 0.0, 0.0, 0.0, 0.0 };
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};
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struct PostProcessShader
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{
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FString Target;
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FString ShaderLumpName;
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int ShaderVersion = 0;
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FTexture *Texture = nullptr;
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FString Name;
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TMap<FString, int> Uniform1i;
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TMap<FString, float> Uniform1f;
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bool Enabled = false;
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TMap<FString, PostProcessUniformValue> Uniforms;
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};
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extern TArray<PostProcessShader> PostProcessShaders;
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@ -26,10 +41,14 @@ public:
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void Run();
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PostProcessShader *Desc;
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FShaderProgram Program;
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FBufferedUniformSampler InputTexture;
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FBufferedUniformSampler CustomTexture;
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FHardwareTexture *HWTexture = nullptr;
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private:
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bool IsShaderSupported();
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void CompileShader();
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void UpdateUniforms();
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FShaderProgram mProgram;
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FBufferedUniformSampler mInputTexture;
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};
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class FCustomPostProcessShaders
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@ -37,6 +37,7 @@
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#include "sc_man.h"
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#include "cmdlib.h"
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#include "vm.h"
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#include "d_player.h"
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#include "gl/system/gl_interface.h"
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#include "gl/system/gl_debug.h"
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@ -698,11 +699,28 @@ void gl_ParseHardwareShader(FScanner &sc, int deflump)
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sc.MustGetString();
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shaderdesc.Name = sc.String;
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}
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else if (sc.Compare("texture"))
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else if (sc.Compare("uniform"))
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{
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sc.MustGetString();
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FTextureID no = TexMan.CheckForTexture(sc.String, FTexture::TEX_Wall);
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shaderdesc.Texture = TexMan[no];
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FString uniformType = sc.String;
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uniformType.ToLower();
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sc.MustGetString();
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FString uniformName = sc.String;
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PostProcessUniformType parsedType = PostProcessUniformType::Undefined;
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if (uniformType.Compare("int") == 0)
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parsedType = PostProcessUniformType::Int;
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else if (uniformType.Compare("float") == 0)
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parsedType = PostProcessUniformType::Float;
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else if (uniformType.Compare("vec2") == 0)
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parsedType = PostProcessUniformType::Vec2;
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else if (uniformType.Compare("vec3") == 0)
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parsedType = PostProcessUniformType::Vec3;
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if (parsedType != PostProcessUniformType::Undefined)
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shaderdesc.Uniforms[uniformName].Type = parsedType;
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}
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}
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@ -769,18 +787,110 @@ void gl_ParseHardwareShader(FScanner &sc, int deflump)
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}
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}
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static bool IsConsolePlayer(player_t *player)
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{
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AActor *activator = player ? player->mo : nullptr;
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if (activator == nullptr || activator->player == nullptr)
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return false;
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return int(activator->player - players) == consoleplayer;
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}
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DEFINE_ACTION_FUNCTION(_Shader, SetEnabled)
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{
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PARAM_PROLOGUE;
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PARAM_POINTER_DEF(player, player_t);
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PARAM_STRING(shaderName);
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PARAM_BOOL_DEF(value);
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if (IsConsolePlayer(player))
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{
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for (unsigned int i = 0; i < PostProcessShaders.Size(); i++)
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{
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PostProcessShader &shader = PostProcessShaders[i];
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if (shader.Name == shaderName)
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shader.Enabled = value;
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}
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}
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return 0;
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}
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DEFINE_ACTION_FUNCTION(_Shader, SetUniform1f)
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{
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PARAM_PROLOGUE;
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PARAM_POINTER_DEF(player, player_t);
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PARAM_STRING(shaderName);
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PARAM_STRING(uniformName);
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PARAM_FLOAT_DEF(value);
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for (unsigned int i = 0; i < PostProcessShaders.Size(); i++)
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if (IsConsolePlayer(player))
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{
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PostProcessShader &shader = PostProcessShaders[i];
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if (shader.Name == shaderName)
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shader.Uniform1f[uniformName] = value;
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for (unsigned int i = 0; i < PostProcessShaders.Size(); i++)
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{
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PostProcessShader &shader = PostProcessShaders[i];
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if (shader.Name == shaderName)
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{
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double *vec4 = shader.Uniforms[uniformName].Values;
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vec4[0] = value;
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vec4[1] = 0.0;
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vec4[2] = 0.0;
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vec4[3] = 1.0;
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}
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}
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}
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return 0;
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}
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DEFINE_ACTION_FUNCTION(_Shader, SetUniform2f)
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{
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PARAM_PROLOGUE;
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PARAM_POINTER_DEF(player, player_t);
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PARAM_STRING(shaderName);
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PARAM_STRING(uniformName);
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PARAM_FLOAT_DEF(x);
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PARAM_FLOAT_DEF(y);
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if (IsConsolePlayer(player))
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{
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for (unsigned int i = 0; i < PostProcessShaders.Size(); i++)
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{
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PostProcessShader &shader = PostProcessShaders[i];
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if (shader.Name == shaderName)
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{
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double *vec4 = shader.Uniforms[uniformName].Values;
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vec4[0] = x;
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vec4[1] = y;
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vec4[2] = 0.0;
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vec4[3] = 1.0;
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}
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}
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}
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return 0;
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}
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DEFINE_ACTION_FUNCTION(_Shader, SetUniform3f)
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{
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PARAM_PROLOGUE;
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PARAM_POINTER_DEF(player, player_t);
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PARAM_STRING(shaderName);
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PARAM_STRING(uniformName);
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PARAM_FLOAT_DEF(x);
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PARAM_FLOAT_DEF(y);
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PARAM_FLOAT_DEF(z);
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if (IsConsolePlayer(player))
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{
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for (unsigned int i = 0; i < PostProcessShaders.Size(); i++)
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{
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PostProcessShader &shader = PostProcessShaders[i];
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if (shader.Name == shaderName)
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{
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double *vec4 = shader.Uniforms[uniformName].Values;
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vec4[0] = x;
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vec4[1] = y;
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vec4[2] = z;
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vec4[3] = 1.0;
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}
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}
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}
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return 0;
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}
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@ -788,15 +898,25 @@ DEFINE_ACTION_FUNCTION(_Shader, SetUniform1f)
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DEFINE_ACTION_FUNCTION(_Shader, SetUniform1i)
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{
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PARAM_PROLOGUE;
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PARAM_POINTER_DEF(player, player_t);
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PARAM_STRING(shaderName);
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PARAM_STRING(uniformName);
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PARAM_INT_DEF(value);
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for (unsigned int i = 0; i < PostProcessShaders.Size(); i++)
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if (IsConsolePlayer(player))
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{
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PostProcessShader &shader = PostProcessShaders[i];
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if (shader.Name == shaderName)
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shader.Uniform1i[uniformName] = value;
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for (unsigned int i = 0; i < PostProcessShaders.Size(); i++)
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{
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PostProcessShader &shader = PostProcessShaders[i];
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if (shader.Name == shaderName)
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{
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double *vec4 = shader.Uniforms[uniformName].Values;
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vec4[0] = (double)value;
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vec4[1] = 0.0;
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vec4[2] = 0.0;
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vec4[3] = 1.0;
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}
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}
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}
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return 0;
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}
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@ -777,6 +777,9 @@ class Lighting : SectorEffect native
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struct Shader native
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{
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native static void SetUniform1f(string shaderName, string uniformName, float value);
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native static void SetUniform1i(string shaderName, string uniformName, int value);
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native clearscope static void SetEnabled(PlayerInfo player, string shaderName, bool enable);
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native clearscope static void SetUniform1f(PlayerInfo player, string shaderName, string uniformName, float value);
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native clearscope static void SetUniform2f(PlayerInfo player, string shaderName, string uniformName, vector2 value);
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native clearscope static void SetUniform3f(PlayerInfo player, string shaderName, string uniformName, vector3 value);
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native clearscope static void SetUniform1i(PlayerInfo player, string shaderName, string uniformName, int value);
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}
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