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Update GLSL Shadergen. Not used on DX9.
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commit
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20 changed files with 1944 additions and 1128 deletions
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@ -56,7 +56,9 @@ void ShaderGenPrinterGLSL::printMainComment( Stream& stream )
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void ShaderGenPrinterGLSL::printVertexShaderCloser( Stream& stream )
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{
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const char *closer = "}\r\n";
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// We are render OpenGL upside down for use DX9 texture coords.
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// Must be the last vertex feature.
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const char *closer = " gl_Position.y *= -1;\r\n}\r\n";
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stream.write( dStrlen(closer), closer );
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}
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@ -67,7 +69,7 @@ void ShaderGenPrinterGLSL::printPixelShaderOutputStruct( Stream& stream, const M
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void ShaderGenPrinterGLSL::printPixelShaderCloser( Stream& stream )
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{
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const char *closer = " gl_FragColor = col;\r\n}\r\n";
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const char *closer = " OUT_FragColor0 = col;\r\n}\r\n";
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stream.write( dStrlen(closer), closer );
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}
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@ -124,6 +126,11 @@ ShaderComponent* ShaderGenComponentFactoryGLSL::createVertexInputConnector( cons
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var = vertComp->getElement( RT_TANGENT );
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var->setName( "T" );
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}
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else if ( element.isSemantic( GFXSemantic::TANGENTW ) )
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{
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var = vertComp->getElement( RT_TANGENTW );
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var->setName( "tangentW" );
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}
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else if ( element.isSemantic( GFXSemantic::BINORMAL ) )
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{
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var = vertComp->getElement( RT_BINORMAL );
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@ -152,7 +159,7 @@ ShaderComponent* ShaderGenComponentFactoryGLSL::createVertexInputConnector( cons
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if ( !var )
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continue;
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var->setStructName( "" );
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var->setStructName( "IN" );
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var->setType( typeToString( element.getType() ) );
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}
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