mirror of https://github.com/AxioDL/metaforce.git
GLSL macros
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@ -129,19 +129,19 @@ protected:
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m_mv[3][1] = sub.location[1] * m_mv[1][1] - 1.0f;
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}
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} m_viewVertBlock;
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#define SPECTER_VIEW_VERT_BLOCK_GLSL\
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"uniform SpecterViewBlock\n"\
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#define SPECTER_GLSL_VIEW_VERT_BLOCK\
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"UBINDING0 uniform SpecterViewBlock\n"\
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"{\n"\
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" mat4 mv;\n"\
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" vec4 mulColor;\n"\
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"};\n"
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#define SPECTER_VIEW_VERT_BLOCK_HLSL\
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#define SPECTER_HLSL_VIEW_VERT_BLOCK\
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"cbuffer SpecterViewBlock : register(b0)\n"\
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"{\n"\
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" float4x4 mv;\n"\
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" float4 mulColor;\n"\
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"};\n"
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#define SPECTER_VIEW_VERT_BLOCK_METAL\
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#define SPECTER_METAL_VIEW_VERT_BLOCK\
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"struct SpecterViewBlock\n"\
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"{\n"\
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" float4x4 mv;\n"\
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@ -13,7 +13,7 @@ RootView::RootView(IViewManager& viewMan, ViewResources& res, boo::IWindow* wind
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{
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window->setCallback(&m_events);
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boo::SWindowRect rect = window->getWindowFrame();
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m_renderTex = res.m_factory->newRenderTexture(rect.size[0], rect.size[1], 1);
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m_renderTex = res.m_factory->newRenderTexture(rect.size[0], rect.size[1]);
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commitResources(res);
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resized(rect, rect);
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}
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@ -11,11 +11,12 @@ static LogVisor::LogModule Log("Specter::TextView");
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static const char* GLSLVS =
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"#version 330\n"
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BOO_GLSL_BINDING_HEAD
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"layout(location=0) in vec3 posIn[4];\n"
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"layout(location=4) in mat4 mvMtx;\n"
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"layout(location=8) in vec3 uvIn[4];\n"
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"layout(location=12) in vec4 colorIn;\n"
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SPECTER_VIEW_VERT_BLOCK_GLSL
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SPECTER_GLSL_VIEW_VERT_BLOCK
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"struct VertToFrag\n"
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"{\n"
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" vec3 uv;\n"
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@ -31,7 +32,8 @@ SPECTER_VIEW_VERT_BLOCK_GLSL
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static const char* GLSLFSReg =
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"#version 330\n"
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"uniform sampler2DArray fontTex;\n"
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BOO_GLSL_BINDING_HEAD
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"TBINDING0 uniform sampler2DArray fontTex;\n"
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"struct VertToFrag\n"
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"{\n"
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" vec3 uv;\n"
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@ -47,7 +49,8 @@ static const char* GLSLFSReg =
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static const char* GLSLFSSubpixel =
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"#version 330\n"
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"uniform sampler2DArray fontTex;\n"
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BOO_GLSL_BINDING_HEAD
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"TBINDING0 uniform sampler2DArray fontTex;\n"
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"struct VertToFrag\n"
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"{\n"
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" vec3 uv;\n"
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@ -8,9 +8,10 @@ static LogVisor::LogModule Log("Specter::View");
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static const char* GLSLSolidVS =
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"#version 330\n"
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BOO_GLSL_BINDING_HEAD
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"layout(location=0) in vec3 posIn;\n"
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"layout(location=1) in vec4 colorIn;\n"
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SPECTER_VIEW_VERT_BLOCK_GLSL
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SPECTER_GLSL_VIEW_VERT_BLOCK
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"struct VertToFrag\n"
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"{\n"
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" vec4 color;\n"
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@ -37,9 +38,10 @@ static const char* GLSLSolidFS =
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static const char* GLSLTexVS =
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"#version 330\n"
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BOO_GLSL_BINDING_HEAD
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"layout(location=0) in vec3 posIn;\n"
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"layout(location=1) in vec2 uvIn;\n"
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SPECTER_VIEW_VERT_BLOCK_GLSL
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SPECTER_GLSL_VIEW_VERT_BLOCK
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"struct VertToFrag\n"
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"{\n"
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" vec4 color;\n"
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@ -55,13 +57,14 @@ SPECTER_VIEW_VERT_BLOCK_GLSL
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static const char* GLSLTexFS =
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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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" vec2 uv;\n"
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"};\n"
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"in VertToFrag vtf;\n"
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"uniform sampler2D tex;\n"
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"TBINDING0 uniform sampler2D tex;\n"
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"layout(location=0) out vec4 colorOut;\n"
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"void main()\n"
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"{\n"
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