65 lines
1.4 KiB
C++
65 lines
1.4 KiB
C++
#include <string>
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static std::string shader_v2f_c4f_t2f_t2f_d28f_vert() {
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return R"(#version 150
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// Program Uniforms
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uniform vec4 State;
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uniform mat4 Transform;
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uniform vec4 Scalar4[2];
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uniform vec4 Vector[8];
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uniform uint ClipSize;
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uniform mat4 Clip[8];
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// Uniform Accessor Functions
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float Time() { return State[0]; }
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float ScreenWidth() { return State[1]; }
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float ScreenHeight() { return State[2]; }
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float ScreenScale() { return State[3]; }
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float Scalar(uint i) { if (i < 4u) return Scalar4[0][i]; else return Scalar4[1][i - 4u]; }
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vec4 sRGBToLinear(vec4 val) { return vec4(val.xyz * (val.xyz * (val.xyz * 0.305306011 + 0.682171111) + 0.012522878), val.w); }
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// Vertex Attributes
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in vec2 in_Position;
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in vec4 in_Color;
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in vec2 in_TexCoord;
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in vec2 in_ObjCoord;
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in vec4 in_Data0;
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in vec4 in_Data1;
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in vec4 in_Data2;
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in vec4 in_Data3;
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in vec4 in_Data4;
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in vec4 in_Data5;
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in vec4 in_Data6;
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// Out Params
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out vec4 ex_Color;
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out vec2 ex_TexCoord;
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out vec4 ex_Data0;
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out vec4 ex_Data1;
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out vec4 ex_Data2;
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out vec4 ex_Data3;
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out vec4 ex_Data4;
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out vec4 ex_Data5;
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out vec4 ex_Data6;
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out vec2 ex_ObjectCoord;
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out vec2 ex_ScreenCoord;
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void main(void)
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{
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ex_ObjectCoord = in_ObjCoord;
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gl_Position = Transform * vec4(in_Position, 0.0, 1.0);
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ex_Color = in_Color;
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ex_TexCoord = in_TexCoord;
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ex_Data0 = in_Data0;
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ex_Data1 = in_Data1;
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ex_Data2 = in_Data2;
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ex_Data3 = in_Data3;
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ex_Data4 = in_Data4;
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ex_Data5 = in_Data5;
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ex_Data6 = in_Data6;
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}
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)";
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}
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