mirror of
https://github.com/aap/librw.git
synced 2025-12-20 01:19:51 +00:00
fix for gl backend
This commit is contained in:
@@ -1,28 +0,0 @@
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const char *default_vert_src =
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"layout(location = 0) in vec3 in_pos;\n"
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"layout(location = 1) in vec3 in_normal;\n"
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"layout(location = 2) in vec4 in_color;\n"
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"layout(location = 3) in vec2 in_tex0;\n"
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"out vec4 v_color;\n"
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"out vec2 v_tex0;\n"
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"out float v_fog;\n"
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"void\n"
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"main(void)\n"
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"{\n"
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" vec4 Vertex = u_world * vec4(in_pos, 1.0);\n"
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" gl_Position = u_proj * u_view * Vertex;\n"
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" vec3 Normal = mat3(u_world) * in_normal;\n"
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" v_tex0 = in_tex0;\n"
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" v_color = in_color;\n"
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" v_color.rgb += u_ambLight.rgb*surfAmbient;\n"
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" v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse;\n"
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" v_color = clamp(v_color, 0.0, 1.0);\n"
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" v_color *= u_matColor;\n"
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" v_fog = DoFog(gl_Position.w);\n"
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"}\n"
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;
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@@ -1,23 +0,0 @@
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const char *im2d_vert_src =
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"uniform vec4 u_xform;\n"
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"layout(location = 0) in vec4 in_pos;\n"
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"layout(location = 2) in vec4 in_color;\n"
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"layout(location = 3) in vec2 in_tex0;\n"
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"out vec4 v_color;\n"
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"out vec2 v_tex0;\n"
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"out float v_fog;\n"
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"void\n"
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"main(void)\n"
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"{\n"
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" gl_Position = in_pos;\n"
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" gl_Position.w = 1.0;\n"
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" gl_Position.xy = gl_Position.xy * u_xform.xy + u_xform.zw;\n"
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" v_fog = DoFog(gl_Position.z);\n"
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" gl_Position.xyz *= gl_Position.w;\n"
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" v_color = in_color;\n"
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" v_tex0 = in_tex0;\n"
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"}\n"
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;
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@@ -1,20 +0,0 @@
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const char *im3d_vert_src =
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"layout(location = 0) in vec3 in_pos;\n"
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"layout(location = 2) in vec4 in_color;\n"
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"layout(location = 3) in vec2 in_tex0;\n"
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"out vec4 v_color;\n"
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"out vec2 v_tex0;\n"
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"out float v_fog;\n"
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"void\n"
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"main(void)\n"
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"{\n"
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" vec4 Vertex = u_world * vec4(in_pos, 1.0);\n"
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" vec4 CamVertex = u_view * Vertex;\n"
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" gl_Position = u_proj * CamVertex;\n"
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" v_color = in_color;\n"
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" v_tex0 = in_tex0;\n"
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" v_fog = DoFog(gl_Position.w);\n"
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"}\n"
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;
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@@ -1,68 +0,0 @@
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const char *matfx_env_vert_src =
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"uniform mat4 u_texMatrix;\n"
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"layout(location = 0) in vec3 in_pos;\n"
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"layout(location = 1) in vec3 in_normal;\n"
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"layout(location = 2) in vec4 in_color;\n"
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"layout(location = 3) in vec2 in_tex0;\n"
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"out vec4 v_color;\n"
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"out vec2 v_tex0;\n"
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"out vec2 v_tex1;\n"
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"out float v_fog;\n"
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"void\n"
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"main(void)\n"
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"{\n"
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" vec4 Vertex = u_world * vec4(in_pos, 1.0);\n"
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" gl_Position = u_proj * u_view * Vertex;\n"
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" vec3 Normal = mat3(u_world) * in_normal;\n"
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" v_tex0 = in_tex0;\n"
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" v_tex1 = (u_texMatrix * vec4(Normal, 1.0)).xy;\n"
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" v_color = in_color;\n"
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" v_color.rgb += u_ambLight.rgb*surfAmbient;\n"
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" v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse;\n"
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" v_color = clamp(v_color, 0.0, 1.0);\n"
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" v_color *= u_matColor;\n"
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" v_fog = DoFog(gl_Position.w);\n"
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"}\n"
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;
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const char *matfx_env_frag_src =
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"uniform sampler2D tex0;\n"
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"uniform sampler2D tex1;\n"
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"uniform vec2 u_fxparams;\n"
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"uniform vec4 u_colorClamp;\n"
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"#define shininess (u_fxparams.x)\n"
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"#define disableFBA (u_fxparams.y)\n"
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"in vec4 v_color;\n"
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"in vec2 v_tex0;\n"
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"in vec2 v_tex1;\n"
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"in float v_fog;\n"
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"out vec4 color;\n"
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"void\n"
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"main(void)\n"
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"{\n"
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" vec4 pass1 = v_color;\n"
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" vec4 envColor = max(pass1, u_colorClamp);\n"
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" pass1 *= texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));\n"
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" vec4 pass2 = envColor*shininess*texture(tex1, vec2(v_tex1.x, 1.0-v_tex1.y));\n"
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" pass1.rgb = mix(u_fogColor.rgb, pass1.rgb, v_fog);\n"
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" pass2.rgb = mix(vec3(0.0, 0.0, 0.0), pass2.rgb, v_fog);\n"
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" float fba = max(pass1.a, disableFBA);\n"
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" color.rgb = pass1.rgb*pass1.a + pass2.rgb*fba;\n"
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" color.a = pass1.a;\n"
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" DoAlphaTest(color.a);\n"
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"}\n"
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;
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@@ -1,18 +0,0 @@
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const char *simple_frag_src =
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"uniform sampler2D tex0;\n"
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"in vec4 v_color;\n"
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"in vec2 v_tex0;\n"
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"in float v_fog;\n"
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"out vec4 color;\n"
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"void\n"
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"main(void)\n"
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"{\n"
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" color = v_color*texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));\n"
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" color.rgb = mix(u_fogColor.rgb, color.rgb, v_fog);\n"
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" DoAlphaTest(color.a);\n"
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"}\n"
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;
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@@ -1,39 +0,0 @@
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const char *skin_vert_src =
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"uniform mat4 u_boneMatrices[64];\n"
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"layout(location = 0) in vec3 in_pos;\n"
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"layout(location = 1) in vec3 in_normal;\n"
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"layout(location = 2) in vec4 in_color;\n"
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"layout(location = 3) in vec2 in_tex0;\n"
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"layout(location = 11) in vec4 in_weights;\n"
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"layout(location = 12) in vec4 in_indices;\n"
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"out vec4 v_color;\n"
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"out vec2 v_tex0;\n"
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"out float v_fog;\n"
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"void\n"
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"main(void)\n"
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"{\n"
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" vec3 SkinVertex = vec3(0.0, 0.0, 0.0);\n"
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" vec3 SkinNormal = vec3(0.0, 0.0, 0.0);\n"
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" for(int i = 0; i < 4; i++){\n"
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" SkinVertex += (u_boneMatrices[int(in_indices[i])] * vec4(in_pos, 1.0)).xyz * in_weights[i];\n"
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" SkinNormal += (mat3(u_boneMatrices[int(in_indices[i])]) * in_normal) * in_weights[i];\n"
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" }\n"
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" vec4 Vertex = u_world * vec4(SkinVertex, 1.0);\n"
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" gl_Position = u_proj * u_view * Vertex;\n"
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" vec3 Normal = mat3(u_world) * SkinNormal;\n"
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" v_tex0 = in_tex0;\n"
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" v_color = in_color;\n"
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" v_color.rgb += u_ambLight.rgb*surfAmbient;\n"
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" v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse;\n"
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" v_color = clamp(v_color, 0.0, 1.0);\n"
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" v_color *= u_matColor;\n"
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" v_fog = DoFog(gl_Position.z);\n"
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"}\n"
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;
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