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Huge shader refactor
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122
Shaders/CWorldShadowShader.shader
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122
Shaders/CWorldShadowShader.shader
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#shader CWorldShadowShader
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#attribute position4
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#srcfac srcalpha
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#dstfac invsrcalpha
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#primitive tristrips
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#depthtest none
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#depthwrite false
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#culling none
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#vertex glsl
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layout(location=0) in vec4 posIn;
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UBINDING0 uniform ColoredQuadUniform
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{
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mat4 xf;
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vec4 color;
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};
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struct VertToFrag
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{
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vec4 color;
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};
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SBINDING(0) out VertToFrag vtf;
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void main()
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{
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vtf.color = color;
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gl_Position = xf * vec4(posIn.xyz, 1.0);
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}
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#fragment glsl
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struct VertToFrag
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{
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vec4 color;
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};
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SBINDING(0) in VertToFrag vtf;
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layout(location=0) out vec4 colorOut;
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void main()
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{
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colorOut = vtf.color;
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}
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#vertex hlsl
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struct VertData
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{
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float4 posIn : POSITION;
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};
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cbuffer ColoredQuadUniform : register(b0)
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{
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float4x4 xf;
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float4 color;
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};
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struct VertToFrag
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{
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float4 position : SV_Position;
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float4 color : COLOR;
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};
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VertToFrag main(in VertData v)
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{
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VertToFrag vtf;
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vtf.color = color;
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vtf.position = mul(xf, float4(v.posIn.xyz, 1.0));
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return vtf;
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}
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#fragment hlsl
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struct VertToFrag
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{
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float4 position : SV_Position;
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float4 color : COLOR;
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};
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float4 main(in VertToFrag vtf) : SV_Target0
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{
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return vtf.color;
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}
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#vertex metal
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struct VertData
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{
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float4 posIn [[ attribute(0) ]];
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};
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struct ColoredQuadUniform
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{
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float4x4 xf;
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float4 color;
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};
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struct VertToFrag
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{
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float4 position [[ position ]];
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float4 color;
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};
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vertex VertToFrag vmain(VertData v [[ stage_in ]], constant ColoredQuadUniform& cqu [[ buffer(2) ]])
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{
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VertToFrag vtf;
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vtf.color = cqu.color;
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vtf.position = cqu.xf * float4(v.posIn.xyz, 1.0);
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return vtf;
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}
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#fragment metal
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struct VertToFrag
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{
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float4 position [[ position ]];
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float4 color;
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};
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fragment float4 fmain(VertToFrag vtf [[ stage_in ]])
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{
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return vtf.color;
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}
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#shader CWorldShadowShaderZ : CWorldShadowShader
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#depthtest lequal
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#depthwrite true
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