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GLSL macros
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@@ -10,11 +10,12 @@ namespace pshag
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static const char* VS_GLSL_TEX =
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"#version 330\n"
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BOO_GLSL_BINDING_HEAD
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"layout(location=0) in vec4 posIn[4];\n"
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"layout(location=4) in vec4 colorIn;\n"
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"layout(location=5) in vec4 uvsIn[4];\n"
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"\n"
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"uniform ParticleUniform\n"
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"UBINDING0 uniform ParticleUniform\n"
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"{\n"
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" mat4 mvp;\n"
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" vec4 moduColor;\n"
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@@ -36,6 +37,7 @@ static const char* VS_GLSL_TEX =
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static const char* FS_GLSL_TEX =
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"#version 330\n"
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BOO_GLSL_BINDING_HEAD
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"struct VertToFrag\n"
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"{\n"
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" vec4 color;\n"
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@@ -44,7 +46,7 @@ static const char* FS_GLSL_TEX =
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"\n"
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"in VertToFrag vtf;\n"
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"layout(location=0) out vec4 colorOut;\n"
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"uniform sampler2D texs[1];\n"
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"TBINDING0 uniform sampler2D texs[1];\n"
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"void main()\n"
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"{\n"
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" colorOut = vtf.color * texture(texs[0], vtf.uv);\n"
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@@ -52,6 +54,7 @@ static const char* FS_GLSL_TEX =
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static const char* FS_GLSL_TEX_REDTOALPHA =
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"#version 330\n"
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BOO_GLSL_BINDING_HEAD
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"struct VertToFrag\n"
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"{\n"
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" vec4 color;\n"
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@@ -60,7 +63,7 @@ static const char* FS_GLSL_TEX_REDTOALPHA =
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"\n"
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"in VertToFrag vtf;\n"
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"layout(location=0) out vec4 colorOut;\n"
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"uniform sampler2D texs[1];\n"
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"TBINDING0 uniform sampler2D texs[1];\n"
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"void main()\n"
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"{\n"
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" colorOut = vtf.color * texture(texs[0], vtf.uv);\n"
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@@ -69,12 +72,13 @@ static const char* FS_GLSL_TEX_REDTOALPHA =
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static const char* VS_GLSL_INDTEX =
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"#version 330\n"
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BOO_GLSL_BINDING_HEAD
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"layout(location=0) in vec4 posIn[4];\n"
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"layout(location=4) in vec4 colorIn;\n"
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"layout(location=5) in vec4 uvsInTexrTind[4];\n"
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"layout(location=9) in vec2 uvsInScene[4];\n"
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"\n"
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"uniform ParticleUniform\n"
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"UBINDING0 uniform ParticleUniform\n"
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"{\n"
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" mat4 mvp;\n"
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" vec4 moduColor;\n"
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@@ -100,6 +104,7 @@ static const char* VS_GLSL_INDTEX =
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static const char* FS_GLSL_INDTEX =
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"#version 330\n"
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BOO_GLSL_BINDING_HEAD
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"struct VertToFrag\n"
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"{\n"
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" vec4 color;\n"
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@@ -110,7 +115,7 @@ static const char* FS_GLSL_INDTEX =
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"\n"
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"in VertToFrag vtf;\n"
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"layout(location=0) out vec4 colorOut;\n"
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"uniform sampler2D texs[3];\n"
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"TBINDING0 uniform sampler2D texs[3];\n"
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"void main()\n"
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"{\n"
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" vec2 tindTexel = texture(texs[2], vtf.uvTind).ba;\n"
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@@ -122,6 +127,7 @@ static const char* FS_GLSL_INDTEX =
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static const char* FS_GLSL_CINDTEX =
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"#version 330\n"
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BOO_GLSL_BINDING_HEAD
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"struct VertToFrag\n"
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"{\n"
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" vec4 color;\n"
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@@ -132,7 +138,7 @@ static const char* FS_GLSL_CINDTEX =
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"\n"
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"in VertToFrag vtf;\n"
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"layout(location=0) out vec4 colorOut;\n"
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"uniform sampler2D texs[3];\n"
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"TBINDING0 uniform sampler2D texs[3];\n"
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"void main()\n"
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"{\n"
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" vec2 tindTexel = texture(texs[2], vtf.uvTind).ba;\n"
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@@ -142,10 +148,11 @@ static const char* FS_GLSL_CINDTEX =
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static const char* VS_GLSL_NOTEX =
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"#version 330\n"
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BOO_GLSL_BINDING_HEAD
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"layout(location=0) in vec4 posIn[4];\n"
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"layout(location=4) in vec4 colorIn;\n"
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"\n"
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"uniform ParticleUniform\n"
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"UBINDING0 uniform ParticleUniform\n"
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"{\n"
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" mat4 mvp;\n"
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" vec4 moduColor;\n"
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