2012-07-06 08:31:48 +00:00
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#include "core.h"
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#define MRT @shPropertyBool(mrt_output)
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#ifdef SH_VERTEX_SHADER
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SH_BEGIN_PROGRAM
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shUniform(float4x4 wvp) @shAutoConstant(wvp, worldviewproj_matrix)
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shInput(float2, uv0)
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shOutput(float2, UV)
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2012-07-11 00:31:03 +00:00
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shColourInput(float4)
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shOutput(float4, colourPassthrough)
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2012-07-06 08:31:48 +00:00
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SH_START_PROGRAM
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{
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2012-07-11 00:31:03 +00:00
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2012-07-06 08:31:48 +00:00
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shOutputPosition = shMatrixMult(wvp, shInputPosition);
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UV = uv0;
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}
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#else
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SH_BEGIN_PROGRAM
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shSampler2D(diffuseMap)
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shInput(float2, UV)
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#if MRT
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shDeclareMrtOutput(1)
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#endif
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shUniform(float4 materialDiffuse) @shAutoConstant(materialDiffuse, surface_diffuse_colour)
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shUniform(float4 materialEmissive) @shAutoConstant(materialEmissive, surface_emissive_colour)
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SH_START_PROGRAM
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{
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2012-07-11 00:31:03 +00:00
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shOutputColour(0) = float4(1,1,1,materialDiffuse.a) * float4(materialEmissive.xyz, 1) * shSample(diffuseMap, UV);
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2012-07-06 08:31:48 +00:00
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#if MRT
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2012-07-11 00:31:03 +00:00
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shOutputColour(1) = float4(1,1,1,1);
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2012-07-06 08:31:48 +00:00
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#endif
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}
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#endif
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