forked from OctaForge/OctaCore
181 lines
3.9 KiB
INI
181 lines
3.9 KiB
INI
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shader 0 "null" [
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attribute vec4 vvertex;
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void main(void)
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{
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gl_Position = vvertex;
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}
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] [
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fragdata(0) vec4 fragcolor;
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void main(void)
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{
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fragcolor = vec4(1.0, 0.0, 1.0, 1.0);
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}
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]
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//////////////////////////////////////////////////////////////////////
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//
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// for filling the z-buffer only (i.e. multi-pass rendering, OQ)
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//
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//////////////////////////////////////////////////////////////////////
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shader 0 "nocolor" [
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attribute vec4 vvertex;
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uniform mat4 camprojmatrix;
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void main() { gl_Position = camprojmatrix * vvertex; }
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] [
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void main() {}
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]
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shader 0 "bbquery" [
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attribute vec4 vvertex;
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uniform mat4 camprojmatrix;
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uniform vec3 bborigin, bbsize;
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void main() { gl_Position = camprojmatrix * vec4(bborigin + vvertex.xyz*bbsize, vvertex.w); }
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] [
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void main() {}
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]
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shader 0 "depth" [
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attribute vec4 vvertex;
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uniform mat4 camprojmatrix;
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@(ginterpdepth)
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void main()
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{
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gl_Position = camprojmatrix * vvertex;
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@(gdepthpackvert)
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}
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] [
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@(? $gdepthformat [
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fragdata(0) vec4 gdepth;
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])
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@(ginterpdepth)
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void main()
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{
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@(if (= $gdepthformat 1) [result [
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@(gpackdepth packdepth lineardepth)
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gdepth.rgb = packdepth;
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gdepth.a = 0.0;
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]] [? (> $gdepthformat 1) [
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gdepth.r = lineardepth;
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]])
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}
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]
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//////////////////////////////////////////////////////////////////////
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//
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// LDR variants of default shaders
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//
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//////////////////////////////////////////////////////////////////////
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shader 0 "ldr" [
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attribute vec4 vvertex, vcolor;
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attribute vec2 vtexcoord0;
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uniform mat4 camprojmatrix;
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uniform float ldrscale;
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varying vec2 texcoord0;
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varying vec4 colorscale;
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void main(void)
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{
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gl_Position = camprojmatrix * vvertex;
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texcoord0 = vtexcoord0;
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colorscale = vec4(ldrscale * vcolor.rgb, vcolor.a);
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}
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] [
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uniform sampler2D tex0;
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varying vec2 texcoord0;
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varying vec4 colorscale;
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fragdata(0) vec4 fragcolor;
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void main(void)
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{
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vec4 color = texture2D(tex0, texcoord0);
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fragcolor = colorscale * color;
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}
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]
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shader 0 "ldrnotexture" [
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attribute vec4 vvertex, vcolor;
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uniform mat4 camprojmatrix;
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uniform float ldrscale;
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varying vec4 color;
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void main(void)
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{
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gl_Position = camprojmatrix * vvertex;
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color = vec4(ldrscale * vcolor.rgb, vcolor.a);
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}
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] [
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varying vec4 color;
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fragdata(0) vec4 fragcolor;
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void main(void)
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{
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fragcolor = color;
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}
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]
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//////////////////////////////////////////////////////////////////////
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//
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// fogged variants of default shaders
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//
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//////////////////////////////////////////////////////////////////////
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shader 0 "fogged" [
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//:fog
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attribute vec4 vvertex, vcolor;
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attribute vec2 vtexcoord0;
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uniform mat4 camprojmatrix;
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varying vec2 texcoord0;
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varying vec4 colorscale;
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void main(void)
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{
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gl_Position = camprojmatrix * vvertex;
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texcoord0 = vtexcoord0;
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colorscale = vcolor;
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}
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] [
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uniform sampler2D tex0;
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varying vec2 texcoord0;
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varying vec4 colorscale;
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fragdata(0) vec4 fragcolor;
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void main(void)
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{
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vec4 color = texture2D(tex0, texcoord0);
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fragcolor = colorscale * color;
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}
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]
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shader 0 "foggednotexture" [
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//:fog
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attribute vec4 vvertex, vcolor;
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uniform mat4 camprojmatrix;
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varying vec4 color;
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void main(void)
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{
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gl_Position = camprojmatrix * vvertex;
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color = vcolor;
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}
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] [
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varying vec4 color;
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fragdata(0) vec4 fragcolor;
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void main(void)
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{
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fragcolor = color;
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}
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]
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shader 0 "fogoverlay" [
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attribute vec4 vvertex, vcolor;
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varying vec4 color;
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void main(void)
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{
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gl_Position = vvertex;
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color = vcolor;
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}
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] [
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varying vec4 color;
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fragdata(0) vec4 fragcolor;
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void main(void)
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{
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fragcolor = color;
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}
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]
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