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40 lines
932 B
GLSL
40 lines
932 B
GLSL
#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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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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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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shOutputColor(0) = float4(1,1,1,materialDiffuse.a) * float4(materialEmissive.xyz, 1) * shSample(diffuseMap, UV);
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#if MRT
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shOutputColor(1) = float4(1,1,1,1);
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#endif
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}
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#endif
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