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42 lines
1.2 KiB
Plaintext
42 lines
1.2 KiB
Plaintext
#include "core.h"
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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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shVertexInput(float2, uv0)
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shOutput(float2, UV)
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SH_START_PROGRAM
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{
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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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shSampler2D(alphaMap)
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shInput(float2, UV)
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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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shUniform(float4, atmosphereColour) @shSharedParameter(atmosphereColour)
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SH_START_PROGRAM
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{
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float4 tex = shSample(diffuseMap, UV);
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shOutputColour(0) = float4(materialEmissive.xyz, 1) * tex;
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shOutputColour(0).a = shSample(alphaMap, UV).a * materialDiffuse.a;
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shOutputColour(0).rgb += (1-tex.a) * shOutputColour(0).a * atmosphereColour.rgb; //fill dark side of moon with atmosphereColour
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shOutputColour(0).rgb += (1-materialDiffuse.a) * atmosphereColour.rgb; //fade bump
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}
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#endif
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