Include only referenced shaders
This commit is contained in:
parent
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commit
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@ -6,20 +6,9 @@
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"blend_destination": "blend_zero",
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"blend_source": "blend_one",
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"compare_mode": "always",
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"constants": [
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{
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"id": "light",
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"link": "_lightPosition",
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"type": "vec3"
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},
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{
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"id": "eye",
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"link": "_cameraPosition",
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"type": "vec3"
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}
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],
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"constants": [],
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"cull_mode": "none",
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"depth_write": true,
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"depth_write": false,
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"fragment_shader": "deferred_pass.frag",
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"id": "deferred_pass",
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"texture_units": [
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@ -1,7 +1,7 @@
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{
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"pipeline_resources": [
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{
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"id": "blender_pipeline",
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"id": "forward_pipeline",
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"render_targets": [],
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"stages": [
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@ -16,7 +16,7 @@
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},
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{
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"command": "draw_geometry",
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"params": ["blender"]
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"params": ["forward"]
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}
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]
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},
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@ -25,8 +25,8 @@
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"render_targets": [
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{
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"id": "gbuffer",
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"width": 1136,
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"height": 640,
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"width": 0,
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"height": 0,
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"color_buffers": 3,
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"depth": true,
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"format": "RGBA128"
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blender/__pycache__/armory.cpython-34.pyc
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blender/__pycache__/armory.cpython-34.pyc
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@ -1,5 +1,5 @@
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# =============================================================
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# Lue Scene Exporter
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# Armory Scene Exporter
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# http://lue3d.org/
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# by Lubos Lenco
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#
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@ -9,23 +9,20 @@
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#
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# Export plugin for Blender
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# by Eric Lengyel
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#
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# Version 1.1.2.2
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#
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# Copyright 2015, Terathon Software LLC
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#
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# This software is licensed under the Creative Commons
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# Attribution-ShareAlike 3.0 Unported License:
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#
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# http://creativecommons.org/licenses/by-sa/3.0/deed.en_US
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#
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# =============================================================
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bl_info = {
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"name": "Lue format (.json)",
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"description": "Lue Exporter",
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"author": "Eric Lengyel, adapted by Lubos Lenco",
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"name": "Armory format (.json)",
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"description": "Armory Exporter",
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"author": "Eric Lengyel, Armory by Lubos Lenco",
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"version": (1, 0, 0, 0),
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"location": "File > Import-Export",
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"wiki_url": "http://lue3d.org/",
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@ -111,15 +108,17 @@ class Object:
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return json.dumps(self, default=lambda o: o.__dict__, sort_keys=True, indent=4)
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class LueExporter(bpy.types.Operator, ExportHelper):
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"""Export to Lue format"""
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bl_idname = "export_scene.lue"
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bl_label = "Export Lue"
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class ArmoryExporter(bpy.types.Operator, ExportHelper):
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"""Export to Armory format"""
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bl_idname = "export_scene.armory"
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bl_label = "Export Armory"
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filename_ext = ".json"
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option_export_selection = bpy.props.BoolProperty(name = "Export Selection Only", description = "Export only selected objects", default = False)
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option_sample_animation = bpy.props.BoolProperty(name = "Force Sampled Animation", description = "Always export animation as per-frame samples", default = False)
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option_no_cycles = bpy.props.BoolProperty(name = "Export Pure Lue", description = "Export pure lue data", default = False)
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option_no_cycles = bpy.props.BoolProperty(name = "Export Pure Armory", description = "Export pure armory data", default = False)
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shader_references = None
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def WriteColor(self, color):
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return [color[0], color[1], color[2]]
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@ -341,9 +340,9 @@ class LueExporter(bpy.types.Operator, ExportHelper):
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@staticmethod
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def AnimationPresent(fcurve, kind):
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if (kind != kAnimationBezier):
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return (LueExporter.AnimationKeysDifferent(fcurve))
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return (ArmoryExporter.AnimationKeysDifferent(fcurve))
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return ((LueExporter.AnimationKeysDifferent(fcurve)) or (LueExporter.AnimationTangentsNonzero(fcurve)))
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return ((ArmoryExporter.AnimationKeysDifferent(fcurve)) or (ArmoryExporter.AnimationTangentsNonzero(fcurve)))
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@staticmethod
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@ -534,7 +533,7 @@ class LueExporter(bpy.types.Operator, ExportHelper):
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for i in range(len(exportVertexArray)):
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ev = exportVertexArray[i]
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bucket = ev.hash & (bucketCount - 1)
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index = LueExporter.FindExportVertex(hashTable[bucket], exportVertexArray, ev)
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index = ArmoryExporter.FindExportVertex(hashTable[bucket], exportVertexArray, ev)
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if (index < 0):
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indexTable.append(len(unifiedVertexArray))
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unifiedVertexArray.append(ev)
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@ -596,7 +595,7 @@ class LueExporter(bpy.types.Operator, ExportHelper):
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for i in range(self.beginFrame, self.endFrame):
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scene.frame_set(i)
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m2 = node.matrix_local
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if (LueExporter.MatricesDifferent(m1, m2)):
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if (ArmoryExporter.MatricesDifferent(m1, m2)):
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animationFlag = True
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break
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@ -642,7 +641,7 @@ class LueExporter(bpy.types.Operator, ExportHelper):
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for i in range(self.beginFrame, self.endFrame):
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scene.frame_set(i)
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m2 = poseBone.matrix
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if (LueExporter.MatricesDifferent(m1, m2)):
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if (ArmoryExporter.MatricesDifferent(m1, m2)):
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animationFlag = True
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break
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@ -718,49 +717,49 @@ class LueExporter(bpy.types.Operator, ExportHelper):
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action = node.animation_data.action
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if (action):
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for fcurve in action.fcurves:
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kind = LueExporter.ClassifyAnimationCurve(fcurve)
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kind = ArmoryExporter.ClassifyAnimationCurve(fcurve)
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if (kind != kAnimationSampled):
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if (fcurve.data_path == "location"):
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for i in range(3):
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if ((fcurve.array_index == i) and (not posAnimCurve[i])):
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posAnimCurve[i] = fcurve
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posAnimKind[i] = kind
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if (LueExporter.AnimationPresent(fcurve, kind)):
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if (ArmoryExporter.AnimationPresent(fcurve, kind)):
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posAnimated[i] = True
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elif (fcurve.data_path == "delta_location"):
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for i in range(3):
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if ((fcurve.array_index == i) and (not deltaPosAnimCurve[i])):
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deltaPosAnimCurve[i] = fcurve
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deltaPosAnimKind[i] = kind
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if (LueExporter.AnimationPresent(fcurve, kind)):
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if (ArmoryExporter.AnimationPresent(fcurve, kind)):
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deltaPosAnimated[i] = True
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elif (fcurve.data_path == "rotation_euler"):
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for i in range(3):
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if ((fcurve.array_index == i) and (not rotAnimCurve[i])):
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rotAnimCurve[i] = fcurve
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rotAnimKind[i] = kind
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if (LueExporter.AnimationPresent(fcurve, kind)):
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if (ArmoryExporter.AnimationPresent(fcurve, kind)):
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rotAnimated[i] = True
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elif (fcurve.data_path == "delta_rotation_euler"):
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for i in range(3):
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if ((fcurve.array_index == i) and (not deltaRotAnimCurve[i])):
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deltaRotAnimCurve[i] = fcurve
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deltaRotAnimKind[i] = kind
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if (LueExporter.AnimationPresent(fcurve, kind)):
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if (ArmoryExporter.AnimationPresent(fcurve, kind)):
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deltaRotAnimated[i] = True
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elif (fcurve.data_path == "scale"):
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for i in range(3):
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if ((fcurve.array_index == i) and (not sclAnimCurve[i])):
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sclAnimCurve[i] = fcurve
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sclAnimKind[i] = kind
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if (LueExporter.AnimationPresent(fcurve, kind)):
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if (ArmoryExporter.AnimationPresent(fcurve, kind)):
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sclAnimated[i] = True
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elif (fcurve.data_path == "delta_scale"):
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for i in range(3):
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if ((fcurve.array_index == i) and (not deltaSclAnimCurve[i])):
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deltaSclAnimCurve[i] = fcurve
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deltaSclAnimKind[i] = kind
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if (LueExporter.AnimationPresent(fcurve, kind)):
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if (ArmoryExporter.AnimationPresent(fcurve, kind)):
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deltaSclAnimated[i] = True
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elif ((fcurve.data_path == "rotation_axis_angle") or (fcurve.data_path == "rotation_quaternion") or (fcurve.data_path == "delta_rotation_quaternion")):
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sampledAnimation = True
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def ProcessNode(self, node):
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if ((self.exportAllFlag) or (node.select)):
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type = LueExporter.GetNodeType(node)
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type = ArmoryExporter.GetNodeType(node)
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self.nodeArray[node] = {"nodeType" : type, "structName" : node.name}
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if (node.parent_type == "BONE"):
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for i in range(len(node.particle_systems)):
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self.ExportParticleSystemRef(node.particle_systems[i], i, o)
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#shapeKeys = LueExporter.GetShapeKeys(object)
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#shapeKeys = ArmoryExporter.GetShapeKeys(object)
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#if (shapeKeys):
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# self.ExportMorphWeights(node, shapeKeys, scene, o)
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# TODO
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showOnlyShapeKey = node.show_only_shape_key
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currentMorphValue = []
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shapeKeys = LueExporter.GetShapeKeys(mesh)
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shapeKeys = ArmoryExporter.GetShapeKeys(mesh)
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if (shapeKeys):
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node.active_shape_key_index = 0
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node.show_only_shape_key = True
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@ -1552,11 +1551,11 @@ class LueExporter(bpy.types.Operator, ExportHelper):
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# Triangulate mesh and remap vertices to eliminate duplicates.
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materialTable = []
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exportVertexArray = LueExporter.DeindexMesh(exportMesh, materialTable)
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exportVertexArray = ArmoryExporter.DeindexMesh(exportMesh, materialTable)
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triangleCount = len(materialTable)
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indexTable = []
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unifiedVertexArray = LueExporter.UnifyVertices(exportVertexArray, indexTable)
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unifiedVertexArray = ArmoryExporter.UnifyVertices(exportVertexArray, indexTable)
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vertexCount = len(unifiedVertexArray)
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# Write the position array.
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@ -1935,7 +1934,7 @@ class LueExporter(bpy.types.Operator, ExportHelper):
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o.near_plane = object.clip_start
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o.far_plane = object.clip_end
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o.frustum_culling = False
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o.pipeline = "pipeline_resource/blender_pipeline"
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o.pipeline = "pipeline_resource/forward_pipeline"
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if 'Background' in bpy.data.worlds[0].node_tree.nodes: # TODO: parse node tree
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col = bpy.data.worlds[0].node_tree.nodes['Background'].inputs[0].default_value
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o.contexts = []
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c = Object()
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c.id = "blender"
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c.id = "forward"
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c.bind_constants = []
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const1 = Object()
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const1.id = "diffuseColor"
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# Merge duplicates and sort
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defs = sorted(list(set(defs)))
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# Select correct shader variant
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o.shader = "blender_resource/blender"
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o.shader = "forward_resource/forward"
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ext = ''
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for d in defs:
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o.shader += d
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ext += d
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o.shader += ext
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ArmoryExporter.shader_references.append('forward' + ext)
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else:
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o.shader = material.custom_shader_name
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def execute(self, context):
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self.output = Object()
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# Store used shaders in this scene
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ArmoryExporter.shader_references = []
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scene = context.scene
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originalFrame = scene.frame_current
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def menu_func(self, context):
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self.layout.operator(LueExporter.bl_idname, text = "Lue (.json)")
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self.layout.operator(ArmoryExporter.bl_idname, text = "Armory (.json)")
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def register():
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bpy.utils.register_class(LueExporter)
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bpy.utils.register_class(ArmoryExporter)
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bpy.types.INFO_MT_file_export.append(menu_func)
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def unregister():
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bpy.types.INFO_MT_file_export.remove(menu_func)
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bpy.utils.unregister_class(LueExporter)
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bpy.utils.unregister_class(ArmoryExporter)
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if __name__ == "__main__":
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register()
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# Cycles Game Engine
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# https://github.com/luboslenco/cyclesgame
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# cyclesgame.py 15.12.0
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bl_info = {
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"name": "Cycles Game",
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"category": "Game Engine",
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"description": "3D Game Engine built for Cycles",
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"author": "Lubos Lenco",
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"version": (15, 12, 0, 0),
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"version": (16, 1, 0, 0),
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"wiki_url": "http://cyclesgame.org/"
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}
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output = subprocess.check_output([haxelib_path + " path cyclesgame"], shell=True)
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output = str(output).split("\\n")[0].split("'")[1]
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scripts_path = output + "blender/"
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scripts_path = output[:-8] + "blender/" # Remove 'Sources/' from haxelib path
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sys.path.append(scripts_path)
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import start
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import atexit
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import webbrowser
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import write_data
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from armory import ArmoryExporter
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def defaultSettings():
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wrd = bpy.data.worlds[0]
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wrd['CGVersion'] = "15.12.0"
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wrd['CGVersion'] = "16.1.0"
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wrd['CGProjectTarget'] = 0
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wrd['CGProjectName'] = "cycles_game"
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wrd['CGProjectPackage'] = "game"
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o.location.z = 0
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# Export scene data
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shader_references = []
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for scene in bpy.data.scenes:
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if scene.name[0] != '.': # Skip hidden scenes
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bpy.ops.export_scene.lue({"scene":scene}, filepath='Assets/' + scene.name + '.json')
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bpy.ops.export_scene.armory({"scene":scene}, filepath='Assets/' + scene.name + '.json')
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shader_references += ArmoryExporter.shader_references
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# Move armatures back
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for a in armatures:
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@ -136,7 +139,7 @@ def exportGameData():
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a.armature.location.z = a.z
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# Write khafile.js
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write_data.write_khafilejs()
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write_data.write_khafilejs(shader_references)
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# Write Main.hx
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write_data.write_main()
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@ -194,7 +197,7 @@ def buildProject(self, build_type=0):
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output = subprocess.check_output([haxelib_path + " path cyclesgame"], shell=True)
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output = str(output).split("\\n")[0].split("'")[1]
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scripts_path = output + "blender/"
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scripts_path = output[:-8] + "blender/"
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blender_path = bpy.app.binary_path
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blend_path = bpy.data.filepath
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@ -1,6 +1,6 @@
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import project
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import nodes
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import scene
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import armory
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import traits_animation
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import traits
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import props
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@ -8,7 +8,7 @@ import props
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def register():
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project.register()
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nodes.register()
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scene.register()
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armory.register()
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traits_animation.register()
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traits.register()
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props.register()
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@ -16,7 +16,7 @@ def register():
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def unregister():
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project.unregister()
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nodes.unregister()
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scene.unregister()
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armory.unregister()
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traits_animation.unregister()
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traits.unregister()
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props.unregister()
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@ -2,7 +2,7 @@ import bpy
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import os
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# Write khafile.js
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def write_khafilejs():
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def write_khafilejs(shader_references):
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with open('khafile.js', 'w') as f:
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f.write(
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"""// Auto-generated
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@ -10,15 +10,18 @@ var project = new Project('""" + bpy.data.worlds[0]['CGProjectName'] + """');
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project.addSources('Sources');
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project.addShaders('Sources/Shaders/**');
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project.addAssets('Libraries/cyclesgame/Assets/**');
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project.addAssets('Assets/**');
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project.addLibrary('lue');
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project.addLibrary('cyclesgame');
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project.addLibrary('haxebullet');
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return project;
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project.addLibrary('cyclesgame');
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project.addAssets('Libraries/cyclesgame/Assets/**');
|
||||
""")
|
||||
|
||||
for ref in shader_references:
|
||||
f.write("project.addShaders('Libraries/cyclesgame/compiled/Shaders/" + ref + ".frag.glsl');\n")
|
||||
f.write("project.addShaders('Libraries/cyclesgame/compiled/Shaders/" + ref + ".vert.glsl');\n")
|
||||
|
||||
f.write("\nreturn project;")
|
||||
|
||||
# Write Main.hx
|
||||
def write_main():
|
||||
#if not os.path.isfile('Sources/Main.hx'):
|
||||
|
|
3156
compiled/Assets/attrib_pass_resource.json
Normal file
3156
compiled/Assets/attrib_pass_resource.json
Normal file
File diff suppressed because it is too large
Load diff
37
compiled/Assets/deferred_pass_resource.json
Normal file
37
compiled/Assets/deferred_pass_resource.json
Normal file
|
@ -0,0 +1,37 @@
|
|||
{
|
||||
"shader_resources": [
|
||||
{
|
||||
"contexts": [
|
||||
{
|
||||
"blend_destination": "blend_zero",
|
||||
"blend_source": "blend_one",
|
||||
"compare_mode": "always",
|
||||
"constants": [],
|
||||
"cull_mode": "none",
|
||||
"depth_write": false,
|
||||
"fragment_shader": "deferred_pass.frag",
|
||||
"id": "deferred_pass",
|
||||
"texture_units": [
|
||||
{
|
||||
"id": "gbuffer0"
|
||||
},
|
||||
{
|
||||
"id": "gbuffer1"
|
||||
},
|
||||
{
|
||||
"id": "gbuffer2"
|
||||
}
|
||||
],
|
||||
"vertex_shader": "deferred_pass.vert"
|
||||
}
|
||||
],
|
||||
"id": "deferred_pass",
|
||||
"vertex_structure": [
|
||||
{
|
||||
"name": "pos",
|
||||
"size": 2
|
||||
}
|
||||
]
|
||||
}
|
||||
]
|
||||
}
|
42
compiled/Assets/env_map_resource.json
Normal file
42
compiled/Assets/env_map_resource.json
Normal file
|
@ -0,0 +1,42 @@
|
|||
{
|
||||
"shader_resources": [
|
||||
{
|
||||
"contexts": [
|
||||
{
|
||||
"blend_destination": "blend_zero",
|
||||
"blend_source": "blend_one",
|
||||
"compare_mode": "always",
|
||||
"constants": [
|
||||
{
|
||||
"id": "V",
|
||||
"link": "_viewMatrix",
|
||||
"type": "mat4"
|
||||
},
|
||||
{
|
||||
"id": "P",
|
||||
"link": "_projectionMatrix",
|
||||
"type": "mat4"
|
||||
}
|
||||
],
|
||||
"cull_mode": "none",
|
||||
"depth_write": false,
|
||||
"fragment_shader": "env_map.frag",
|
||||
"id": "env_map",
|
||||
"texture_units": [
|
||||
{
|
||||
"id": "envmap"
|
||||
}
|
||||
],
|
||||
"vertex_shader": "env_map.vert"
|
||||
}
|
||||
],
|
||||
"id": "env_map",
|
||||
"vertex_structure": [
|
||||
{
|
||||
"name": "pos",
|
||||
"size": 2
|
||||
}
|
||||
]
|
||||
}
|
||||
]
|
||||
}
|
6308
compiled/Assets/forward_resource.json
Normal file
6308
compiled/Assets/forward_resource.json
Normal file
File diff suppressed because it is too large
Load diff
41
compiled/Shaders/attrib_pass_Instancing.frag.glsl
Normal file
41
compiled/Shaders/attrib_pass_Instancing.frag.glsl
Normal file
|
@ -0,0 +1,41 @@
|
|||
#define _Instancing
|
||||
#extension GL_EXT_draw_buffers : require
|
||||
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
#ifdef _NormalMapping
|
||||
#define _Texturing
|
||||
#endif
|
||||
|
||||
|
||||
#ifdef _Texturing
|
||||
uniform sampler2D stex;
|
||||
#endif
|
||||
uniform sampler2D shadowMap;
|
||||
#ifdef _NormalMapping
|
||||
uniform sampler2D normalMap;
|
||||
#endif
|
||||
uniform bool lighting;
|
||||
uniform bool receiveShadow;
|
||||
uniform float roughness;
|
||||
|
||||
varying vec3 position;
|
||||
#ifdef _Texturing
|
||||
varying vec2 texCoord;
|
||||
#endif
|
||||
varying vec3 normal;
|
||||
varying vec4 lPos;
|
||||
varying vec4 matColor;
|
||||
varying vec3 lightDir;
|
||||
varying vec3 eyeDir;
|
||||
|
||||
void kore() {
|
||||
|
||||
gl_FragData[0] = vec4(position.xyz, 0);
|
||||
gl_FragData[1] = vec4(normal.xyz, 0);
|
||||
#ifdef _Texturing
|
||||
gl_FragData[2] = vec4(texture2D(stex, texCoord).rgb, 0);
|
||||
#endif
|
||||
}
|
|
@ -0,0 +1,42 @@
|
|||
#define _Instancing
|
||||
#define _NormalMapping
|
||||
#extension GL_EXT_draw_buffers : require
|
||||
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
#ifdef _NormalMapping
|
||||
#define _Texturing
|
||||
#endif
|
||||
|
||||
|
||||
#ifdef _Texturing
|
||||
uniform sampler2D stex;
|
||||
#endif
|
||||
uniform sampler2D shadowMap;
|
||||
#ifdef _NormalMapping
|
||||
uniform sampler2D normalMap;
|
||||
#endif
|
||||
uniform bool lighting;
|
||||
uniform bool receiveShadow;
|
||||
uniform float roughness;
|
||||
|
||||
varying vec3 position;
|
||||
#ifdef _Texturing
|
||||
varying vec2 texCoord;
|
||||
#endif
|
||||
varying vec3 normal;
|
||||
varying vec4 lPos;
|
||||
varying vec4 matColor;
|
||||
varying vec3 lightDir;
|
||||
varying vec3 eyeDir;
|
||||
|
||||
void kore() {
|
||||
|
||||
gl_FragData[0] = vec4(position.xyz, 0);
|
||||
gl_FragData[1] = vec4(normal.xyz, 0);
|
||||
#ifdef _Texturing
|
||||
gl_FragData[2] = vec4(texture2D(stex, texCoord).rgb, 0);
|
||||
#endif
|
||||
}
|
|
@ -0,0 +1,43 @@
|
|||
#define _Instancing
|
||||
#define _NormalMapping
|
||||
#define _Skinning
|
||||
#extension GL_EXT_draw_buffers : require
|
||||
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
#ifdef _NormalMapping
|
||||
#define _Texturing
|
||||
#endif
|
||||
|
||||
|
||||
#ifdef _Texturing
|
||||
uniform sampler2D stex;
|
||||
#endif
|
||||
uniform sampler2D shadowMap;
|
||||
#ifdef _NormalMapping
|
||||
uniform sampler2D normalMap;
|
||||
#endif
|
||||
uniform bool lighting;
|
||||
uniform bool receiveShadow;
|
||||
uniform float roughness;
|
||||
|
||||
varying vec3 position;
|
||||
#ifdef _Texturing
|
||||
varying vec2 texCoord;
|
||||
#endif
|
||||
varying vec3 normal;
|
||||
varying vec4 lPos;
|
||||
varying vec4 matColor;
|
||||
varying vec3 lightDir;
|
||||
varying vec3 eyeDir;
|
||||
|
||||
void kore() {
|
||||
|
||||
gl_FragData[0] = vec4(position.xyz, 0);
|
||||
gl_FragData[1] = vec4(normal.xyz, 0);
|
||||
#ifdef _Texturing
|
||||
gl_FragData[2] = vec4(texture2D(stex, texCoord).rgb, 0);
|
||||
#endif
|
||||
}
|
|
@ -0,0 +1,44 @@
|
|||
#define _Instancing
|
||||
#define _NormalMapping
|
||||
#define _Skinning
|
||||
#define _Texturing
|
||||
#extension GL_EXT_draw_buffers : require
|
||||
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
#ifdef _NormalMapping
|
||||
#define _Texturing
|
||||
#endif
|
||||
|
||||
|
||||
#ifdef _Texturing
|
||||
uniform sampler2D stex;
|
||||
#endif
|
||||
uniform sampler2D shadowMap;
|
||||
#ifdef _NormalMapping
|
||||
uniform sampler2D normalMap;
|
||||
#endif
|
||||
uniform bool lighting;
|
||||
uniform bool receiveShadow;
|
||||
uniform float roughness;
|
||||
|
||||
varying vec3 position;
|
||||
#ifdef _Texturing
|
||||
varying vec2 texCoord;
|
||||
#endif
|
||||
varying vec3 normal;
|
||||
varying vec4 lPos;
|
||||
varying vec4 matColor;
|
||||
varying vec3 lightDir;
|
||||
varying vec3 eyeDir;
|
||||
|
||||
void kore() {
|
||||
|
||||
gl_FragData[0] = vec4(position.xyz, 0);
|
||||
gl_FragData[1] = vec4(normal.xyz, 0);
|
||||
#ifdef _Texturing
|
||||
gl_FragData[2] = vec4(texture2D(stex, texCoord).rgb, 0);
|
||||
#endif
|
||||
}
|
|
@ -0,0 +1,45 @@
|
|||
#define _Instancing
|
||||
#define _NormalMapping
|
||||
#define _Skinning
|
||||
#define _Texturing
|
||||
#define _VCols
|
||||
#extension GL_EXT_draw_buffers : require
|
||||
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
#ifdef _NormalMapping
|
||||
#define _Texturing
|
||||
#endif
|
||||
|
||||
|
||||
#ifdef _Texturing
|
||||
uniform sampler2D stex;
|
||||
#endif
|
||||
uniform sampler2D shadowMap;
|
||||
#ifdef _NormalMapping
|
||||
uniform sampler2D normalMap;
|
||||
#endif
|
||||
uniform bool lighting;
|
||||
uniform bool receiveShadow;
|
||||
uniform float roughness;
|
||||
|
||||
varying vec3 position;
|
||||
#ifdef _Texturing
|
||||
varying vec2 texCoord;
|
||||
#endif
|
||||
varying vec3 normal;
|
||||
varying vec4 lPos;
|
||||
varying vec4 matColor;
|
||||
varying vec3 lightDir;
|
||||
varying vec3 eyeDir;
|
||||
|
||||
void kore() {
|
||||
|
||||
gl_FragData[0] = vec4(position.xyz, 0);
|
||||
gl_FragData[1] = vec4(normal.xyz, 0);
|
||||
#ifdef _Texturing
|
||||
gl_FragData[2] = vec4(texture2D(stex, texCoord).rgb, 0);
|
||||
#endif
|
||||
}
|
|
@ -0,0 +1,44 @@
|
|||
#define _Instancing
|
||||
#define _NormalMapping
|
||||
#define _Skinning
|
||||
#define _VCols
|
||||
#extension GL_EXT_draw_buffers : require
|
||||
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
#ifdef _NormalMapping
|
||||
#define _Texturing
|
||||
#endif
|
||||
|
||||
|
||||
#ifdef _Texturing
|
||||
uniform sampler2D stex;
|
||||
#endif
|
||||
uniform sampler2D shadowMap;
|
||||
#ifdef _NormalMapping
|
||||
uniform sampler2D normalMap;
|
||||
#endif
|
||||
uniform bool lighting;
|
||||
uniform bool receiveShadow;
|
||||
uniform float roughness;
|
||||
|
||||
varying vec3 position;
|
||||
#ifdef _Texturing
|
||||
varying vec2 texCoord;
|
||||
#endif
|
||||
varying vec3 normal;
|
||||
varying vec4 lPos;
|
||||
varying vec4 matColor;
|
||||
varying vec3 lightDir;
|
||||
varying vec3 eyeDir;
|
||||
|
||||
void kore() {
|
||||
|
||||
gl_FragData[0] = vec4(position.xyz, 0);
|
||||
gl_FragData[1] = vec4(normal.xyz, 0);
|
||||
#ifdef _Texturing
|
||||
gl_FragData[2] = vec4(texture2D(stex, texCoord).rgb, 0);
|
||||
#endif
|
||||
}
|
|
@ -0,0 +1,43 @@
|
|||
#define _Instancing
|
||||
#define _NormalMapping
|
||||
#define _Texturing
|
||||
#extension GL_EXT_draw_buffers : require
|
||||
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
#ifdef _NormalMapping
|
||||
#define _Texturing
|
||||
#endif
|
||||
|
||||
|
||||
#ifdef _Texturing
|
||||
uniform sampler2D stex;
|
||||
#endif
|
||||
uniform sampler2D shadowMap;
|
||||
#ifdef _NormalMapping
|
||||
uniform sampler2D normalMap;
|
||||
#endif
|
||||
uniform bool lighting;
|
||||
uniform bool receiveShadow;
|
||||
uniform float roughness;
|
||||
|
||||
varying vec3 position;
|
||||
#ifdef _Texturing
|
||||
varying vec2 texCoord;
|
||||
#endif
|
||||
varying vec3 normal;
|
||||
varying vec4 lPos;
|
||||
varying vec4 matColor;
|
||||
varying vec3 lightDir;
|
||||
varying vec3 eyeDir;
|
||||
|
||||
void kore() {
|
||||
|
||||
gl_FragData[0] = vec4(position.xyz, 0);
|
||||
gl_FragData[1] = vec4(normal.xyz, 0);
|
||||
#ifdef _Texturing
|
||||
gl_FragData[2] = vec4(texture2D(stex, texCoord).rgb, 0);
|
||||
#endif
|
||||
}
|
|
@ -0,0 +1,44 @@
|
|||
#define _Instancing
|
||||
#define _NormalMapping
|
||||
#define _Texturing
|
||||
#define _VCols
|
||||
#extension GL_EXT_draw_buffers : require
|
||||
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
#ifdef _NormalMapping
|
||||
#define _Texturing
|
||||
#endif
|
||||
|
||||
|
||||
#ifdef _Texturing
|
||||
uniform sampler2D stex;
|
||||
#endif
|
||||
uniform sampler2D shadowMap;
|
||||
#ifdef _NormalMapping
|
||||
uniform sampler2D normalMap;
|
||||
#endif
|
||||
uniform bool lighting;
|
||||
uniform bool receiveShadow;
|
||||
uniform float roughness;
|
||||
|
||||
varying vec3 position;
|
||||
#ifdef _Texturing
|
||||
varying vec2 texCoord;
|
||||
#endif
|
||||
varying vec3 normal;
|
||||
varying vec4 lPos;
|
||||
varying vec4 matColor;
|
||||
varying vec3 lightDir;
|
||||
varying vec3 eyeDir;
|
||||
|
||||
void kore() {
|
||||
|
||||
gl_FragData[0] = vec4(position.xyz, 0);
|
||||
gl_FragData[1] = vec4(normal.xyz, 0);
|
||||
#ifdef _Texturing
|
||||
gl_FragData[2] = vec4(texture2D(stex, texCoord).rgb, 0);
|
||||
#endif
|
||||
}
|
|
@ -0,0 +1,43 @@
|
|||
#define _Instancing
|
||||
#define _NormalMapping
|
||||
#define _VCols
|
||||
#extension GL_EXT_draw_buffers : require
|
||||
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
#ifdef _NormalMapping
|
||||
#define _Texturing
|
||||
#endif
|
||||
|
||||
|
||||
#ifdef _Texturing
|
||||
uniform sampler2D stex;
|
||||
#endif
|
||||
uniform sampler2D shadowMap;
|
||||
#ifdef _NormalMapping
|
||||
uniform sampler2D normalMap;
|
||||
#endif
|
||||
uniform bool lighting;
|
||||
uniform bool receiveShadow;
|
||||
uniform float roughness;
|
||||
|
||||
varying vec3 position;
|
||||
#ifdef _Texturing
|
||||
varying vec2 texCoord;
|
||||
#endif
|
||||
varying vec3 normal;
|
||||
varying vec4 lPos;
|
||||
varying vec4 matColor;
|
||||
varying vec3 lightDir;
|
||||
varying vec3 eyeDir;
|
||||
|
||||
void kore() {
|
||||
|
||||
gl_FragData[0] = vec4(position.xyz, 0);
|
||||
gl_FragData[1] = vec4(normal.xyz, 0);
|
||||
#ifdef _Texturing
|
||||
gl_FragData[2] = vec4(texture2D(stex, texCoord).rgb, 0);
|
||||
#endif
|
||||
}
|
42
compiled/Shaders/attrib_pass_Instancing_Skinning.frag.glsl
Normal file
42
compiled/Shaders/attrib_pass_Instancing_Skinning.frag.glsl
Normal file
|
@ -0,0 +1,42 @@
|
|||
#define _Instancing
|
||||
#define _Skinning
|
||||
#extension GL_EXT_draw_buffers : require
|
||||
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
#ifdef _NormalMapping
|
||||
#define _Texturing
|
||||
#endif
|
||||
|
||||
|
||||
#ifdef _Texturing
|
||||
uniform sampler2D stex;
|
||||
#endif
|
||||
uniform sampler2D shadowMap;
|
||||
#ifdef _NormalMapping
|
||||
uniform sampler2D normalMap;
|
||||
#endif
|
||||
uniform bool lighting;
|
||||
uniform bool receiveShadow;
|
||||
uniform float roughness;
|
||||
|
||||
varying vec3 position;
|
||||
#ifdef _Texturing
|
||||
varying vec2 texCoord;
|
||||
#endif
|
||||
varying vec3 normal;
|
||||
varying vec4 lPos;
|
||||
varying vec4 matColor;
|
||||
varying vec3 lightDir;
|
||||
varying vec3 eyeDir;
|
||||
|
||||
void kore() {
|
||||
|
||||
gl_FragData[0] = vec4(position.xyz, 0);
|
||||
gl_FragData[1] = vec4(normal.xyz, 0);
|
||||
#ifdef _Texturing
|
||||
gl_FragData[2] = vec4(texture2D(stex, texCoord).rgb, 0);
|
||||
#endif
|
||||
}
|
|
@ -0,0 +1,43 @@
|
|||
#define _Instancing
|
||||
#define _Skinning
|
||||
#define _Texturing
|
||||
#extension GL_EXT_draw_buffers : require
|
||||
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
#ifdef _NormalMapping
|
||||
#define _Texturing
|
||||
#endif
|
||||
|
||||
|
||||
#ifdef _Texturing
|
||||
uniform sampler2D stex;
|
||||
#endif
|
||||
uniform sampler2D shadowMap;
|
||||
#ifdef _NormalMapping
|
||||
uniform sampler2D normalMap;
|
||||
#endif
|
||||
uniform bool lighting;
|
||||
uniform bool receiveShadow;
|
||||
uniform float roughness;
|
||||
|
||||
varying vec3 position;
|
||||
#ifdef _Texturing
|
||||
varying vec2 texCoord;
|
||||
#endif
|
||||
varying vec3 normal;
|
||||
varying vec4 lPos;
|
||||
varying vec4 matColor;
|
||||
varying vec3 lightDir;
|
||||
varying vec3 eyeDir;
|
||||
|
||||
void kore() {
|
||||
|
||||
gl_FragData[0] = vec4(position.xyz, 0);
|
||||
gl_FragData[1] = vec4(normal.xyz, 0);
|
||||
#ifdef _Texturing
|
||||
gl_FragData[2] = vec4(texture2D(stex, texCoord).rgb, 0);
|
||||
#endif
|
||||
}
|
|
@ -0,0 +1,44 @@
|
|||
#define _Instancing
|
||||
#define _Skinning
|
||||
#define _Texturing
|
||||
#define _VCols
|
||||
#extension GL_EXT_draw_buffers : require
|
||||
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
#ifdef _NormalMapping
|
||||
#define _Texturing
|
||||
#endif
|
||||
|
||||
|
||||
#ifdef _Texturing
|
||||
uniform sampler2D stex;
|
||||
#endif
|
||||
uniform sampler2D shadowMap;
|
||||
#ifdef _NormalMapping
|
||||
uniform sampler2D normalMap;
|
||||
#endif
|
||||
uniform bool lighting;
|
||||
uniform bool receiveShadow;
|
||||
uniform float roughness;
|
||||
|
||||
varying vec3 position;
|
||||
#ifdef _Texturing
|
||||
varying vec2 texCoord;
|
||||
#endif
|
||||
varying vec3 normal;
|
||||
varying vec4 lPos;
|
||||
varying vec4 matColor;
|
||||
varying vec3 lightDir;
|
||||
varying vec3 eyeDir;
|
||||
|
||||
void kore() {
|
||||
|
||||
gl_FragData[0] = vec4(position.xyz, 0);
|
||||
gl_FragData[1] = vec4(normal.xyz, 0);
|
||||
#ifdef _Texturing
|
||||
gl_FragData[2] = vec4(texture2D(stex, texCoord).rgb, 0);
|
||||
#endif
|
||||
}
|
|
@ -0,0 +1,43 @@
|
|||
#define _Instancing
|
||||
#define _Skinning
|
||||
#define _VCols
|
||||
#extension GL_EXT_draw_buffers : require
|
||||
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
#ifdef _NormalMapping
|
||||
#define _Texturing
|
||||
#endif
|
||||
|
||||
|
||||
#ifdef _Texturing
|
||||
uniform sampler2D stex;
|
||||
#endif
|
||||
uniform sampler2D shadowMap;
|
||||
#ifdef _NormalMapping
|
||||
uniform sampler2D normalMap;
|
||||
#endif
|
||||
uniform bool lighting;
|
||||
uniform bool receiveShadow;
|
||||
uniform float roughness;
|
||||
|
||||
varying vec3 position;
|
||||
#ifdef _Texturing
|
||||
varying vec2 texCoord;
|
||||
#endif
|
||||
varying vec3 normal;
|
||||
varying vec4 lPos;
|
||||
varying vec4 matColor;
|
||||
varying vec3 lightDir;
|
||||
varying vec3 eyeDir;
|
||||
|
||||
void kore() {
|
||||
|
||||
gl_FragData[0] = vec4(position.xyz, 0);
|
||||
gl_FragData[1] = vec4(normal.xyz, 0);
|
||||
#ifdef _Texturing
|
||||
gl_FragData[2] = vec4(texture2D(stex, texCoord).rgb, 0);
|
||||
#endif
|
||||
}
|
42
compiled/Shaders/attrib_pass_Instancing_Texturing.frag.glsl
Normal file
42
compiled/Shaders/attrib_pass_Instancing_Texturing.frag.glsl
Normal file
|
@ -0,0 +1,42 @@
|
|||
#define _Instancing
|
||||
#define _Texturing
|
||||
#extension GL_EXT_draw_buffers : require
|
||||
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
#ifdef _NormalMapping
|
||||
#define _Texturing
|
||||
#endif
|
||||
|
||||
|
||||
#ifdef _Texturing
|
||||
uniform sampler2D stex;
|
||||
#endif
|
||||
uniform sampler2D shadowMap;
|
||||
#ifdef _NormalMapping
|
||||
uniform sampler2D normalMap;
|
||||
#endif
|
||||
uniform bool lighting;
|
||||
uniform bool receiveShadow;
|
||||
uniform float roughness;
|
||||
|
||||
varying vec3 position;
|
||||
#ifdef _Texturing
|
||||
varying vec2 texCoord;
|
||||
#endif
|
||||
varying vec3 normal;
|
||||
varying vec4 lPos;
|
||||
varying vec4 matColor;
|
||||
varying vec3 lightDir;
|
||||
varying vec3 eyeDir;
|
||||
|
||||
void kore() {
|
||||
|
||||
gl_FragData[0] = vec4(position.xyz, 0);
|
||||
gl_FragData[1] = vec4(normal.xyz, 0);
|
||||
#ifdef _Texturing
|
||||
gl_FragData[2] = vec4(texture2D(stex, texCoord).rgb, 0);
|
||||
#endif
|
||||
}
|
|
@ -0,0 +1,43 @@
|
|||
#define _Instancing
|
||||
#define _Texturing
|
||||
#define _VCols
|
||||
#extension GL_EXT_draw_buffers : require
|
||||
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
#ifdef _NormalMapping
|
||||
#define _Texturing
|
||||
#endif
|
||||
|
||||
|
||||
#ifdef _Texturing
|
||||
uniform sampler2D stex;
|
||||
#endif
|
||||
uniform sampler2D shadowMap;
|
||||
#ifdef _NormalMapping
|
||||
uniform sampler2D normalMap;
|
||||
#endif
|
||||
uniform bool lighting;
|
||||
uniform bool receiveShadow;
|
||||
uniform float roughness;
|
||||
|
||||
varying vec3 position;
|
||||
#ifdef _Texturing
|
||||
varying vec2 texCoord;
|
||||
#endif
|
||||
varying vec3 normal;
|
||||
varying vec4 lPos;
|
||||
varying vec4 matColor;
|
||||
varying vec3 lightDir;
|
||||
varying vec3 eyeDir;
|
||||
|
||||
void kore() {
|
||||
|
||||
gl_FragData[0] = vec4(position.xyz, 0);
|
||||
gl_FragData[1] = vec4(normal.xyz, 0);
|
||||
#ifdef _Texturing
|
||||
gl_FragData[2] = vec4(texture2D(stex, texCoord).rgb, 0);
|
||||
#endif
|
||||
}
|
42
compiled/Shaders/attrib_pass_Instancing_VCols.frag.glsl
Normal file
42
compiled/Shaders/attrib_pass_Instancing_VCols.frag.glsl
Normal file
|
@ -0,0 +1,42 @@
|
|||
#define _Instancing
|
||||
#define _VCols
|
||||
#extension GL_EXT_draw_buffers : require
|
||||
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
#ifdef _NormalMapping
|
||||
#define _Texturing
|
||||
#endif
|
||||
|
||||
|
||||
#ifdef _Texturing
|
||||
uniform sampler2D stex;
|
||||
#endif
|
||||
uniform sampler2D shadowMap;
|
||||
#ifdef _NormalMapping
|
||||
uniform sampler2D normalMap;
|
||||
#endif
|
||||
uniform bool lighting;
|
||||
uniform bool receiveShadow;
|
||||
uniform float roughness;
|
||||
|
||||
varying vec3 position;
|
||||
#ifdef _Texturing
|
||||
varying vec2 texCoord;
|
||||
#endif
|
||||
varying vec3 normal;
|
||||
varying vec4 lPos;
|
||||
varying vec4 matColor;
|
||||
varying vec3 lightDir;
|
||||
varying vec3 eyeDir;
|
||||
|
||||
void kore() {
|
||||
|
||||
gl_FragData[0] = vec4(position.xyz, 0);
|
||||
gl_FragData[1] = vec4(normal.xyz, 0);
|
||||
#ifdef _Texturing
|
||||
gl_FragData[2] = vec4(texture2D(stex, texCoord).rgb, 0);
|
||||
#endif
|
||||
}
|
41
compiled/Shaders/attrib_pass_NormalMapping.frag.glsl
Normal file
41
compiled/Shaders/attrib_pass_NormalMapping.frag.glsl
Normal file
|
@ -0,0 +1,41 @@
|
|||
#define _NormalMapping
|
||||
#extension GL_EXT_draw_buffers : require
|
||||
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
#ifdef _NormalMapping
|
||||
#define _Texturing
|
||||
#endif
|
||||
|
||||
|
||||
#ifdef _Texturing
|
||||
uniform sampler2D stex;
|
||||
#endif
|
||||
uniform sampler2D shadowMap;
|
||||
#ifdef _NormalMapping
|
||||
uniform sampler2D normalMap;
|
||||
#endif
|
||||
uniform bool lighting;
|
||||
uniform bool receiveShadow;
|
||||
uniform float roughness;
|
||||
|
||||
varying vec3 position;
|
||||
#ifdef _Texturing
|
||||
varying vec2 texCoord;
|
||||
#endif
|
||||
varying vec3 normal;
|
||||
varying vec4 lPos;
|
||||
varying vec4 matColor;
|
||||
varying vec3 lightDir;
|
||||
varying vec3 eyeDir;
|
||||
|
||||
void kore() {
|
||||
|
||||
gl_FragData[0] = vec4(position.xyz, 0);
|
||||
gl_FragData[1] = vec4(normal.xyz, 0);
|
||||
#ifdef _Texturing
|
||||
gl_FragData[2] = vec4(texture2D(stex, texCoord).rgb, 0);
|
||||
#endif
|
||||
}
|
|
@ -0,0 +1,42 @@
|
|||
#define _NormalMapping
|
||||
#define _Skinning
|
||||
#extension GL_EXT_draw_buffers : require
|
||||
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
#ifdef _NormalMapping
|
||||
#define _Texturing
|
||||
#endif
|
||||
|
||||
|
||||
#ifdef _Texturing
|
||||
uniform sampler2D stex;
|
||||
#endif
|
||||
uniform sampler2D shadowMap;
|
||||
#ifdef _NormalMapping
|
||||
uniform sampler2D normalMap;
|
||||
#endif
|
||||
uniform bool lighting;
|
||||
uniform bool receiveShadow;
|
||||
uniform float roughness;
|
||||
|
||||
varying vec3 position;
|
||||
#ifdef _Texturing
|
||||
varying vec2 texCoord;
|
||||
#endif
|
||||
varying vec3 normal;
|
||||
varying vec4 lPos;
|
||||
varying vec4 matColor;
|
||||
varying vec3 lightDir;
|
||||
varying vec3 eyeDir;
|
||||
|
||||
void kore() {
|
||||
|
||||
gl_FragData[0] = vec4(position.xyz, 0);
|
||||
gl_FragData[1] = vec4(normal.xyz, 0);
|
||||
#ifdef _Texturing
|
||||
gl_FragData[2] = vec4(texture2D(stex, texCoord).rgb, 0);
|
||||
#endif
|
||||
}
|
|
@ -0,0 +1,43 @@
|
|||
#define _NormalMapping
|
||||
#define _Skinning
|
||||
#define _Texturing
|
||||
#extension GL_EXT_draw_buffers : require
|
||||
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
#ifdef _NormalMapping
|
||||
#define _Texturing
|
||||
#endif
|
||||
|
||||
|
||||
#ifdef _Texturing
|
||||
uniform sampler2D stex;
|
||||
#endif
|
||||
uniform sampler2D shadowMap;
|
||||
#ifdef _NormalMapping
|
||||
uniform sampler2D normalMap;
|
||||
#endif
|
||||
uniform bool lighting;
|
||||
uniform bool receiveShadow;
|
||||
uniform float roughness;
|
||||
|
||||
varying vec3 position;
|
||||
#ifdef _Texturing
|
||||
varying vec2 texCoord;
|
||||
#endif
|
||||
varying vec3 normal;
|
||||
varying vec4 lPos;
|
||||
varying vec4 matColor;
|
||||
varying vec3 lightDir;
|
||||
varying vec3 eyeDir;
|
||||
|
||||
void kore() {
|
||||
|
||||
gl_FragData[0] = vec4(position.xyz, 0);
|
||||
gl_FragData[1] = vec4(normal.xyz, 0);
|
||||
#ifdef _Texturing
|
||||
gl_FragData[2] = vec4(texture2D(stex, texCoord).rgb, 0);
|
||||
#endif
|
||||
}
|
|
@ -0,0 +1,44 @@
|
|||
#define _NormalMapping
|
||||
#define _Skinning
|
||||
#define _Texturing
|
||||
#define _VCols
|
||||
#extension GL_EXT_draw_buffers : require
|
||||
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
#ifdef _NormalMapping
|
||||
#define _Texturing
|
||||
#endif
|
||||
|
||||
|
||||
#ifdef _Texturing
|
||||
uniform sampler2D stex;
|
||||
#endif
|
||||
uniform sampler2D shadowMap;
|
||||
#ifdef _NormalMapping
|
||||
uniform sampler2D normalMap;
|
||||
#endif
|
||||
uniform bool lighting;
|
||||
uniform bool receiveShadow;
|
||||
uniform float roughness;
|
||||
|
||||
varying vec3 position;
|
||||
#ifdef _Texturing
|
||||
varying vec2 texCoord;
|
||||
#endif
|
||||
varying vec3 normal;
|
||||
varying vec4 lPos;
|
||||
varying vec4 matColor;
|
||||
varying vec3 lightDir;
|
||||
varying vec3 eyeDir;
|
||||
|
||||
void kore() {
|
||||
|
||||
gl_FragData[0] = vec4(position.xyz, 0);
|
||||
gl_FragData[1] = vec4(normal.xyz, 0);
|
||||
#ifdef _Texturing
|
||||
gl_FragData[2] = vec4(texture2D(stex, texCoord).rgb, 0);
|
||||
#endif
|
||||
}
|
|
@ -0,0 +1,43 @@
|
|||
#define _NormalMapping
|
||||
#define _Skinning
|
||||
#define _VCols
|
||||
#extension GL_EXT_draw_buffers : require
|
||||
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
#ifdef _NormalMapping
|
||||
#define _Texturing
|
||||
#endif
|
||||
|
||||
|
||||
#ifdef _Texturing
|
||||
uniform sampler2D stex;
|
||||
#endif
|
||||
uniform sampler2D shadowMap;
|
||||
#ifdef _NormalMapping
|
||||
uniform sampler2D normalMap;
|
||||
#endif
|
||||
uniform bool lighting;
|
||||
uniform bool receiveShadow;
|
||||
uniform float roughness;
|
||||
|
||||
varying vec3 position;
|
||||
#ifdef _Texturing
|
||||
varying vec2 texCoord;
|
||||
#endif
|
||||
varying vec3 normal;
|
||||
varying vec4 lPos;
|
||||
varying vec4 matColor;
|
||||
varying vec3 lightDir;
|
||||
varying vec3 eyeDir;
|
||||
|
||||
void kore() {
|
||||
|
||||
gl_FragData[0] = vec4(position.xyz, 0);
|
||||
gl_FragData[1] = vec4(normal.xyz, 0);
|
||||
#ifdef _Texturing
|
||||
gl_FragData[2] = vec4(texture2D(stex, texCoord).rgb, 0);
|
||||
#endif
|
||||
}
|
|
@ -0,0 +1,42 @@
|
|||
#define _NormalMapping
|
||||
#define _Texturing
|
||||
#extension GL_EXT_draw_buffers : require
|
||||
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
#ifdef _NormalMapping
|
||||
#define _Texturing
|
||||
#endif
|
||||
|
||||
|
||||
#ifdef _Texturing
|
||||
uniform sampler2D stex;
|
||||
#endif
|
||||
uniform sampler2D shadowMap;
|
||||
#ifdef _NormalMapping
|
||||
uniform sampler2D normalMap;
|
||||
#endif
|
||||
uniform bool lighting;
|
||||
uniform bool receiveShadow;
|
||||
uniform float roughness;
|
||||
|
||||
varying vec3 position;
|
||||
#ifdef _Texturing
|
||||
varying vec2 texCoord;
|
||||
#endif
|
||||
varying vec3 normal;
|
||||
varying vec4 lPos;
|
||||
varying vec4 matColor;
|
||||
varying vec3 lightDir;
|
||||
varying vec3 eyeDir;
|
||||
|
||||
void kore() {
|
||||
|
||||
gl_FragData[0] = vec4(position.xyz, 0);
|
||||
gl_FragData[1] = vec4(normal.xyz, 0);
|
||||
#ifdef _Texturing
|
||||
gl_FragData[2] = vec4(texture2D(stex, texCoord).rgb, 0);
|
||||
#endif
|
||||
}
|
|
@ -0,0 +1,43 @@
|
|||
#define _NormalMapping
|
||||
#define _Texturing
|
||||
#define _VCols
|
||||
#extension GL_EXT_draw_buffers : require
|
||||
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
#ifdef _NormalMapping
|
||||
#define _Texturing
|
||||
#endif
|
||||
|
||||
|
||||
#ifdef _Texturing
|
||||
uniform sampler2D stex;
|
||||
#endif
|
||||
uniform sampler2D shadowMap;
|
||||
#ifdef _NormalMapping
|
||||
uniform sampler2D normalMap;
|
||||
#endif
|
||||
uniform bool lighting;
|
||||
uniform bool receiveShadow;
|
||||
uniform float roughness;
|
||||
|
||||
varying vec3 position;
|
||||
#ifdef _Texturing
|
||||
varying vec2 texCoord;
|
||||
#endif
|
||||
varying vec3 normal;
|
||||
varying vec4 lPos;
|
||||
varying vec4 matColor;
|
||||
varying vec3 lightDir;
|
||||
varying vec3 eyeDir;
|
||||
|
||||
void kore() {
|
||||
|
||||
gl_FragData[0] = vec4(position.xyz, 0);
|
||||
gl_FragData[1] = vec4(normal.xyz, 0);
|
||||
#ifdef _Texturing
|
||||
gl_FragData[2] = vec4(texture2D(stex, texCoord).rgb, 0);
|
||||
#endif
|
||||
}
|
42
compiled/Shaders/attrib_pass_NormalMapping_VCols.frag.glsl
Normal file
42
compiled/Shaders/attrib_pass_NormalMapping_VCols.frag.glsl
Normal file
|
@ -0,0 +1,42 @@
|
|||
#define _NormalMapping
|
||||
#define _VCols
|
||||
#extension GL_EXT_draw_buffers : require
|
||||
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
#ifdef _NormalMapping
|
||||
#define _Texturing
|
||||
#endif
|
||||
|
||||
|
||||
#ifdef _Texturing
|
||||
uniform sampler2D stex;
|
||||
#endif
|
||||
uniform sampler2D shadowMap;
|
||||
#ifdef _NormalMapping
|
||||
uniform sampler2D normalMap;
|
||||
#endif
|
||||
uniform bool lighting;
|
||||
uniform bool receiveShadow;
|
||||
uniform float roughness;
|
||||
|
||||
varying vec3 position;
|
||||
#ifdef _Texturing
|
||||
varying vec2 texCoord;
|
||||
#endif
|
||||
varying vec3 normal;
|
||||
varying vec4 lPos;
|
||||
varying vec4 matColor;
|
||||
varying vec3 lightDir;
|
||||
varying vec3 eyeDir;
|
||||
|
||||
void kore() {
|
||||
|
||||
gl_FragData[0] = vec4(position.xyz, 0);
|
||||
gl_FragData[1] = vec4(normal.xyz, 0);
|
||||
#ifdef _Texturing
|
||||
gl_FragData[2] = vec4(texture2D(stex, texCoord).rgb, 0);
|
||||
#endif
|
||||
}
|
41
compiled/Shaders/attrib_pass_Skinning.frag.glsl
Normal file
41
compiled/Shaders/attrib_pass_Skinning.frag.glsl
Normal file
|
@ -0,0 +1,41 @@
|
|||
#define _Skinning
|
||||
#extension GL_EXT_draw_buffers : require
|
||||
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
#ifdef _NormalMapping
|
||||
#define _Texturing
|
||||
#endif
|
||||
|
||||
|
||||
#ifdef _Texturing
|
||||
uniform sampler2D stex;
|
||||
#endif
|
||||
uniform sampler2D shadowMap;
|
||||
#ifdef _NormalMapping
|
||||
uniform sampler2D normalMap;
|
||||
#endif
|
||||
uniform bool lighting;
|
||||
uniform bool receiveShadow;
|
||||
uniform float roughness;
|
||||
|
||||
varying vec3 position;
|
||||
#ifdef _Texturing
|
||||
varying vec2 texCoord;
|
||||
#endif
|
||||
varying vec3 normal;
|
||||
varying vec4 lPos;
|
||||
varying vec4 matColor;
|
||||
varying vec3 lightDir;
|
||||
varying vec3 eyeDir;
|
||||
|
||||
void kore() {
|
||||
|
||||
gl_FragData[0] = vec4(position.xyz, 0);
|
||||
gl_FragData[1] = vec4(normal.xyz, 0);
|
||||
#ifdef _Texturing
|
||||
gl_FragData[2] = vec4(texture2D(stex, texCoord).rgb, 0);
|
||||
#endif
|
||||
}
|
42
compiled/Shaders/attrib_pass_Skinning_Texturing.frag.glsl
Normal file
42
compiled/Shaders/attrib_pass_Skinning_Texturing.frag.glsl
Normal file
|
@ -0,0 +1,42 @@
|
|||
#define _Skinning
|
||||
#define _Texturing
|
||||
#extension GL_EXT_draw_buffers : require
|
||||
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
#ifdef _NormalMapping
|
||||
#define _Texturing
|
||||
#endif
|
||||
|
||||
|
||||
#ifdef _Texturing
|
||||
uniform sampler2D stex;
|
||||
#endif
|
||||
uniform sampler2D shadowMap;
|
||||
#ifdef _NormalMapping
|
||||
uniform sampler2D normalMap;
|
||||
#endif
|
||||
uniform bool lighting;
|
||||
uniform bool receiveShadow;
|
||||
uniform float roughness;
|
||||
|
||||
varying vec3 position;
|
||||
#ifdef _Texturing
|
||||
varying vec2 texCoord;
|
||||
#endif
|
||||
varying vec3 normal;
|
||||
varying vec4 lPos;
|
||||
varying vec4 matColor;
|
||||
varying vec3 lightDir;
|
||||
varying vec3 eyeDir;
|
||||
|
||||
void kore() {
|
||||
|
||||
gl_FragData[0] = vec4(position.xyz, 0);
|
||||
gl_FragData[1] = vec4(normal.xyz, 0);
|
||||
#ifdef _Texturing
|
||||
gl_FragData[2] = vec4(texture2D(stex, texCoord).rgb, 0);
|
||||
#endif
|
||||
}
|
|
@ -0,0 +1,43 @@
|
|||
#define _Skinning
|
||||
#define _Texturing
|
||||
#define _VCols
|
||||
#extension GL_EXT_draw_buffers : require
|
||||
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
#ifdef _NormalMapping
|
||||
#define _Texturing
|
||||
#endif
|
||||
|
||||
|
||||
#ifdef _Texturing
|
||||
uniform sampler2D stex;
|
||||
#endif
|
||||
uniform sampler2D shadowMap;
|
||||
#ifdef _NormalMapping
|
||||
uniform sampler2D normalMap;
|
||||
#endif
|
||||
uniform bool lighting;
|
||||
uniform bool receiveShadow;
|
||||
uniform float roughness;
|
||||
|
||||
varying vec3 position;
|
||||
#ifdef _Texturing
|
||||
varying vec2 texCoord;
|
||||
#endif
|
||||
varying vec3 normal;
|
||||
varying vec4 lPos;
|
||||
varying vec4 matColor;
|
||||
varying vec3 lightDir;
|
||||
varying vec3 eyeDir;
|
||||
|
||||
void kore() {
|
||||
|
||||
gl_FragData[0] = vec4(position.xyz, 0);
|
||||
gl_FragData[1] = vec4(normal.xyz, 0);
|
||||
#ifdef _Texturing
|
||||
gl_FragData[2] = vec4(texture2D(stex, texCoord).rgb, 0);
|
||||
#endif
|
||||
}
|
42
compiled/Shaders/attrib_pass_Skinning_VCols.frag.glsl
Normal file
42
compiled/Shaders/attrib_pass_Skinning_VCols.frag.glsl
Normal file
|
@ -0,0 +1,42 @@
|
|||
#define _Skinning
|
||||
#define _VCols
|
||||
#extension GL_EXT_draw_buffers : require
|
||||
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
#ifdef _NormalMapping
|
||||
#define _Texturing
|
||||
#endif
|
||||
|
||||
|
||||
#ifdef _Texturing
|
||||
uniform sampler2D stex;
|
||||
#endif
|
||||
uniform sampler2D shadowMap;
|
||||
#ifdef _NormalMapping
|
||||
uniform sampler2D normalMap;
|
||||
#endif
|
||||
uniform bool lighting;
|
||||
uniform bool receiveShadow;
|
||||
uniform float roughness;
|
||||
|
||||
varying vec3 position;
|
||||
#ifdef _Texturing
|
||||
varying vec2 texCoord;
|
||||
#endif
|
||||
varying vec3 normal;
|
||||
varying vec4 lPos;
|
||||
varying vec4 matColor;
|
||||
varying vec3 lightDir;
|
||||
varying vec3 eyeDir;
|
||||
|
||||
void kore() {
|
||||
|
||||
gl_FragData[0] = vec4(position.xyz, 0);
|
||||
gl_FragData[1] = vec4(normal.xyz, 0);
|
||||
#ifdef _Texturing
|
||||
gl_FragData[2] = vec4(texture2D(stex, texCoord).rgb, 0);
|
||||
#endif
|
||||
}
|
41
compiled/Shaders/attrib_pass_Texturing.frag.glsl
Normal file
41
compiled/Shaders/attrib_pass_Texturing.frag.glsl
Normal file
|
@ -0,0 +1,41 @@
|
|||
#define _Texturing
|
||||
#extension GL_EXT_draw_buffers : require
|
||||
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
#ifdef _NormalMapping
|
||||
#define _Texturing
|
||||
#endif
|
||||
|
||||
|
||||
#ifdef _Texturing
|
||||
uniform sampler2D stex;
|
||||
#endif
|
||||
uniform sampler2D shadowMap;
|
||||
#ifdef _NormalMapping
|
||||
uniform sampler2D normalMap;
|
||||
#endif
|
||||
uniform bool lighting;
|
||||
uniform bool receiveShadow;
|
||||
uniform float roughness;
|
||||
|
||||
varying vec3 position;
|
||||
#ifdef _Texturing
|
||||
varying vec2 texCoord;
|
||||
#endif
|
||||
varying vec3 normal;
|
||||
varying vec4 lPos;
|
||||
varying vec4 matColor;
|
||||
varying vec3 lightDir;
|
||||
varying vec3 eyeDir;
|
||||
|
||||
void kore() {
|
||||
|
||||
gl_FragData[0] = vec4(position.xyz, 0);
|
||||
gl_FragData[1] = vec4(normal.xyz, 0);
|
||||
#ifdef _Texturing
|
||||
gl_FragData[2] = vec4(texture2D(stex, texCoord).rgb, 0);
|
||||
#endif
|
||||
}
|
42
compiled/Shaders/attrib_pass_Texturing_VCols.frag.glsl
Normal file
42
compiled/Shaders/attrib_pass_Texturing_VCols.frag.glsl
Normal file
|
@ -0,0 +1,42 @@
|
|||
#define _Texturing
|
||||
#define _VCols
|
||||
#extension GL_EXT_draw_buffers : require
|
||||
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
#ifdef _NormalMapping
|
||||
#define _Texturing
|
||||
#endif
|
||||
|
||||
|
||||
#ifdef _Texturing
|
||||
uniform sampler2D stex;
|
||||
#endif
|
||||
uniform sampler2D shadowMap;
|
||||
#ifdef _NormalMapping
|
||||
uniform sampler2D normalMap;
|
||||
#endif
|
||||
uniform bool lighting;
|
||||
uniform bool receiveShadow;
|
||||
uniform float roughness;
|
||||
|
||||
varying vec3 position;
|
||||
#ifdef _Texturing
|
||||
varying vec2 texCoord;
|
||||
#endif
|
||||
varying vec3 normal;
|
||||
varying vec4 lPos;
|
||||
varying vec4 matColor;
|
||||
varying vec3 lightDir;
|
||||
varying vec3 eyeDir;
|
||||
|
||||
void kore() {
|
||||
|
||||
gl_FragData[0] = vec4(position.xyz, 0);
|
||||
gl_FragData[1] = vec4(normal.xyz, 0);
|
||||
#ifdef _Texturing
|
||||
gl_FragData[2] = vec4(texture2D(stex, texCoord).rgb, 0);
|
||||
#endif
|
||||
}
|
41
compiled/Shaders/attrib_pass_VCols.frag.glsl
Normal file
41
compiled/Shaders/attrib_pass_VCols.frag.glsl
Normal file
|
@ -0,0 +1,41 @@
|
|||
#define _VCols
|
||||
#extension GL_EXT_draw_buffers : require
|
||||
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
#ifdef _NormalMapping
|
||||
#define _Texturing
|
||||
#endif
|
||||
|
||||
|
||||
#ifdef _Texturing
|
||||
uniform sampler2D stex;
|
||||
#endif
|
||||
uniform sampler2D shadowMap;
|
||||
#ifdef _NormalMapping
|
||||
uniform sampler2D normalMap;
|
||||
#endif
|
||||
uniform bool lighting;
|
||||
uniform bool receiveShadow;
|
||||
uniform float roughness;
|
||||
|
||||
varying vec3 position;
|
||||
#ifdef _Texturing
|
||||
varying vec2 texCoord;
|
||||
#endif
|
||||
varying vec3 normal;
|
||||
varying vec4 lPos;
|
||||
varying vec4 matColor;
|
||||
varying vec3 lightDir;
|
||||
varying vec3 eyeDir;
|
||||
|
||||
void kore() {
|
||||
|
||||
gl_FragData[0] = vec4(position.xyz, 0);
|
||||
gl_FragData[1] = vec4(normal.xyz, 0);
|
||||
#ifdef _Texturing
|
||||
gl_FragData[2] = vec4(texture2D(stex, texCoord).rgb, 0);
|
||||
#endif
|
||||
}
|
Some files were not shown because too many files have changed in this diff Show more
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Reference in a new issue