mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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Merge pull request #1003 from Lopuska/ribbon_opengl
Ribbon port for opengl
This commit is contained in:
commit
c20f29c672
10 changed files with 282 additions and 1 deletions
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@ -29,6 +29,11 @@ new ShaderData( BasicRibbonShader )
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DXVertexShaderFile = "shaders/common/ribbons/basicRibbonShaderV.hlsl";
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DXPixelShaderFile = "shaders/common/ribbons/basicRibbonShaderP.hlsl";
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OGLVertexShaderFile = "shaders/common/ribbons/gl/basicRibbonShaderV.glsl";
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OGLPixelShaderFile = "shaders/common/ribbons/gl/basicRibbonShaderP.glsl";
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samplerNames[0] = "$ribTex";
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pixVersion = 2.0;
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};
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@ -44,5 +49,39 @@ singleton CustomMaterial( BasicRibbonMat )
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BlendOp = AddAlpha;
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translucentBlendOp = AddAlpha;
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preload = true;
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};
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// This material can render a texture on top of a ribbon.
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//Texture ribbon shader/////////////////////////////////////////////
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new ShaderData( TexturedRibbonShader )
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{
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DXVertexShaderFile = "shaders/common/ribbons/texRibbonShaderV.hlsl";
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DXPixelShaderFile = "shaders/common/ribbons/texRibbonShaderP.hlsl";
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OGLVertexShaderFile = "shaders/common/ribbons/gl/texRibbonShaderV.glsl";
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OGLPixelShaderFile = "shaders/common/ribbons/gl/texRibbonShaderP.glsl";
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samplerNames[0] = "$ribTex";
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pixVersion = 2.0;
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};
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singleton CustomMaterial( TexturedRibbonMat )
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{
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shader = TexturedRibbonShader;
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version = 2.0;
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emissive[0] = true;
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doubleSided = true;
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translucent = true;
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BlendOp = AddAlpha;
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translucentBlendOp = AddAlpha;
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sampler["ribTex"] = "art/ribbons/ribTex.png";
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preload = true;
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};
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@ -0,0 +1,20 @@
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#include "../../gl/hlslCompat.glsl"
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in float4 _hpos;
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in float2 _texCoord;
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in float2 _shiftdata;
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in float4 _color;
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#define IN_hpos _hpos
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#define IN_texCoord _texCoord
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#define IN_shiftdata _shiftdata
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#define IN_color _color
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out float4 OUT_col;
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void main()
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{
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float fade = 1.0 - abs(IN_shiftdata.y - 0.5) * 2.0;
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OUT_col.xyz = IN_color.xyz + pow(fade, 4) / 10;
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OUT_col.a = IN_color.a * fade;
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}
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@ -0,0 +1,37 @@
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#include "../../gl/hlslCompat.glsl"
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in float2 vTexCoord0;
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in float2 vTexCoord1;
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in float3 vNormal;
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in float4 vPosition;
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in float4 vColor;
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#define IN_texCoord vTexCoord0
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#define IN_shiftdata vTexCoord1
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#define IN_normal vNormal
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#define IN_position vPosition
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#define IN_color vColor
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out float4 _hpos;
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out float2 _texCoord;
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out float2 _shiftdata;
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out float4 _color;
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#define OUT_hpos _hpos
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#define OUT_texCoord _texCoord
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#define OUT_shiftdata _shiftdata
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#define OUT_color _color
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uniform float4x4 modelview;
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uniform float3 eyePos;
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void main()
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{
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OUT_hpos = tMul(modelview, IN_position);
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OUT_color = IN_color;
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OUT_texCoord = IN_texCoord;
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OUT_shiftdata = IN_shiftdata;
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gl_Position = OUT_hpos;
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correctSSP(gl_Position);
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}
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@ -0,0 +1,22 @@
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#include "../../gl/hlslCompat.glsl"
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#include "../../gl/torque.glsl"
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in float4 _hpos;
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in float2 _texCoord;
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in float2 _shiftdata;
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in float4 _color;
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#define IN_hpos _hpos
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#define IN_texCoord _texCoord
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#define IN_shiftdata _shiftdata
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#define IN_color _color
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out float4 OUT_col;
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uniform sampler2D ribTex;
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void main()
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{
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float4 Tex = tex2D(ribTex,IN_texCoord);
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Tex.a *= IN_color.a;
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OUT_col = hdrEncode(Tex);
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}
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@ -0,0 +1,37 @@
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#include "../../gl/hlslCompat.glsl"
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in float2 vTexCoord0;
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in float2 vTexCoord1;
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in float3 vNormal;
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in float4 vPosition;
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in float4 vColor;
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#define IN_texCoord vTexCoord0
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#define IN_shiftdata vTexCoord1
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#define IN_normal vNormal
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#define IN_position vPosition
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#define IN_color vColor
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out float4 _hpos;
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out float2 _texCoord;
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out float2 _shiftdata;
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out float4 _color;
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#define OUT_hpos _hpos
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#define OUT_texCoord _texCoord
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#define OUT_shiftdata _shiftdata
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#define OUT_color _color
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uniform float4x4 modelview;
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uniform float3 eyePos;
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void main()
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{
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OUT_hpos = tMul(modelview, IN_position);
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OUT_color = IN_color;
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OUT_texCoord = IN_texCoord;
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OUT_shiftdata = IN_shiftdata;
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gl_Position = OUT_hpos;
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correctSSP(gl_Position);
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}
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@ -29,6 +29,11 @@ new ShaderData( BasicRibbonShader )
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DXVertexShaderFile = "shaders/common/ribbons/basicRibbonShaderV.hlsl";
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DXPixelShaderFile = "shaders/common/ribbons/basicRibbonShaderP.hlsl";
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OGLVertexShaderFile = "shaders/common/ribbons/gl/basicRibbonShaderV.glsl";
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OGLPixelShaderFile = "shaders/common/ribbons/gl/basicRibbonShaderP.glsl";
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samplerNames[0] = "$ribTex";
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pixVersion = 2.0;
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};
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@ -55,7 +60,12 @@ new ShaderData( TexturedRibbonShader )
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{
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DXVertexShaderFile = "shaders/common/ribbons/texRibbonShaderV.hlsl";
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DXPixelShaderFile = "shaders/common/ribbons/texRibbonShaderP.hlsl";
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OGLVertexShaderFile = "shaders/common/ribbons/gl/texRibbonShaderV.glsl";
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OGLPixelShaderFile = "shaders/common/ribbons/gl/texRibbonShaderP.glsl";
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samplerNames[0] = "$ribTex";
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pixVersion = 2.0;
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};
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@ -0,0 +1,20 @@
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#include "../../gl/hlslCompat.glsl"
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in float4 _hpos;
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in float2 _texCoord;
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in float2 _shiftdata;
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in float4 _color;
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#define IN_hpos _hpos
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#define IN_texCoord _texCoord
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#define IN_shiftdata _shiftdata
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#define IN_color _color
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out float4 OUT_col;
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void main()
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{
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float fade = 1.0 - abs(IN_shiftdata.y - 0.5) * 2.0;
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OUT_col.xyz = IN_color.xyz + pow(fade, 4) / 10;
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OUT_col.a = IN_color.a * fade;
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}
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@ -0,0 +1,37 @@
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#include "../../gl/hlslCompat.glsl"
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in float2 vTexCoord0;
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in float2 vTexCoord1;
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in float3 vNormal;
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in float4 vPosition;
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in float4 vColor;
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#define IN_texCoord vTexCoord0
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#define IN_shiftdata vTexCoord1
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#define IN_normal vNormal
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#define IN_position vPosition
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#define IN_color vColor
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out float4 _hpos;
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out float2 _texCoord;
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out float2 _shiftdata;
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out float4 _color;
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#define OUT_hpos _hpos
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#define OUT_texCoord _texCoord
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#define OUT_shiftdata _shiftdata
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#define OUT_color _color
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uniform float4x4 modelview;
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uniform float3 eyePos;
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void main()
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{
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OUT_hpos = tMul(modelview, IN_position);
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OUT_color = IN_color;
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OUT_texCoord = IN_texCoord;
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OUT_shiftdata = IN_shiftdata;
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gl_Position = OUT_hpos;
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correctSSP(gl_Position);
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}
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@ -0,0 +1,22 @@
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#include "../../gl/hlslCompat.glsl"
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#include "../../gl/torque.glsl"
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in float4 _hpos;
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in float2 _texCoord;
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in float2 _shiftdata;
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in float4 _color;
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#define IN_hpos _hpos
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#define IN_texCoord _texCoord
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#define IN_shiftdata _shiftdata
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#define IN_color _color
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out float4 OUT_col;
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uniform sampler2D ribTex;
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void main()
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{
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float4 Tex = tex2D(ribTex,IN_texCoord);
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Tex.a *= IN_color.a;
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OUT_col = hdrEncode(Tex);
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}
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@ -0,0 +1,37 @@
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#include "../../gl/hlslCompat.glsl"
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in float2 vTexCoord0;
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in float2 vTexCoord1;
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in float3 vNormal;
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in float4 vPosition;
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in float4 vColor;
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#define IN_texCoord vTexCoord0
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#define IN_shiftdata vTexCoord1
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#define IN_normal vNormal
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#define IN_position vPosition
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#define IN_color vColor
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out float4 _hpos;
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out float2 _texCoord;
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out float2 _shiftdata;
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out float4 _color;
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#define OUT_hpos _hpos
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#define OUT_texCoord _texCoord
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#define OUT_shiftdata _shiftdata
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#define OUT_color _color
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uniform float4x4 modelview;
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uniform float3 eyePos;
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void main()
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{
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OUT_hpos = tMul(modelview, IN_position);
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OUT_color = IN_color;
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OUT_texCoord = IN_texCoord;
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OUT_shiftdata = IN_shiftdata;
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gl_Position = OUT_hpos;
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correctSSP(gl_Position);
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}
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