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Templates changes for OpenGL shaders.
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140 changed files with 9210 additions and 6 deletions
53
Templates/Full/game/shaders/common/gl/basicCloudsV.glsl
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Templates/Full/game/shaders/common/gl/basicCloudsV.glsl
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "hlslCompat.glsl"
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//CloudVert
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in vec4 vPosition;
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in vec2 vTexCoord0;
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#define IN_pos vPosition
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#define IN_uv0 vTexCoord0
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uniform mat4 modelview;
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uniform float accumTime;
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uniform float texScale;
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uniform vec2 texDirection;
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uniform vec2 texOffset;
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out vec2 texCoord;
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#define OUT_texCoord texCoord
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void main()
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{
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gl_Position = tMul(modelview, IN_pos);
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vec2 uv = IN_uv0;
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uv += texOffset;
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uv *= texScale;
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uv += accumTime * texDirection;
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OUT_texCoord = uv;
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correctSSP(gl_Position);
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}
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