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-rw-r--r--src/extras/shaders/Makefile69
-rw-r--r--src/extras/shaders/colourfilterVC.frag13
-rw-r--r--src/extras/shaders/colourfilterVC_fs_gl.inc29
-rw-r--r--src/extras/shaders/colourfilterVC_fs_gl3.inc28
-rw-r--r--src/extras/shaders/contrast.frag11
-rw-r--r--src/extras/shaders/contrast_fs_gl.inc21
-rw-r--r--src/extras/shaders/contrast_fs_gl3.inc20
-rw-r--r--src/extras/shaders/default_UV2.vert14
-rw-r--r--src/extras/shaders/default_UV2_gl.inc27
-rw-r--r--src/extras/shaders/default_UV2_gl3.inc31
-rw-r--r--src/extras/shaders/im2d.vert10
-rw-r--r--src/extras/shaders/im2d_UV2.vert21
-rw-r--r--src/extras/shaders/im2d_UV2_gl.inc23
-rw-r--r--src/extras/shaders/im2d_gl.inc21
-rw-r--r--src/extras/shaders/im2d_gl3.inc23
-rw-r--r--src/extras/shaders/neoGloss.frag14
-rw-r--r--src/extras/shaders/neoGloss.vert14
-rw-r--r--src/extras/shaders/neoGloss_fs_gl.inc28
-rw-r--r--src/extras/shaders/neoGloss_fs_gl3.inc28
-rw-r--r--src/extras/shaders/neoGloss_vs_gl.inc27
-rw-r--r--src/extras/shaders/neoGloss_vs_gl3.inc31
-rw-r--r--src/extras/shaders/neoRim.vert13
-rw-r--r--src/extras/shaders/neoRimSkin.vert15
-rw-r--r--src/extras/shaders/neoRimSkin_gl.inc45
-rw-r--r--src/extras/shaders/neoRimSkin_gl3.inc50
-rw-r--r--src/extras/shaders/neoRim_gl.inc36
-rw-r--r--src/extras/shaders/neoRim_gl3.inc39
-rw-r--r--src/extras/shaders/neoVehicle.frag15
-rw-r--r--src/extras/shaders/neoVehicle.vert17
-rw-r--r--src/extras/shaders/neoVehicle_fs_gl.inc31
-rw-r--r--src/extras/shaders/neoVehicle_fs_gl3.inc30
-rw-r--r--src/extras/shaders/neoVehicle_vs_gl.inc53
-rw-r--r--src/extras/shaders/neoVehicle_vs_gl3.inc56
-rw-r--r--src/extras/shaders/neoWorldVC.frag15
-rw-r--r--src/extras/shaders/neoWorldVC_fs_gl.inc28
-rw-r--r--src/extras/shaders/neoWorldVC_fs_gl3.inc27
-rw-r--r--src/extras/shaders/screenDroplet.frag18
-rw-r--r--src/extras/shaders/screenDroplet_PS.csobin0 -> 324 bytes
-rw-r--r--src/extras/shaders/screenDroplet_PS.hlsl17
-rw-r--r--src/extras/shaders/screenDroplet_PS.inc29
-rw-r--r--src/extras/shaders/screenDroplet_fs_gl.inc20
-rw-r--r--src/extras/shaders/simple.frag11
-rw-r--r--src/extras/shaders/simple_fs_gl.inc19
-rw-r--r--src/extras/shaders/simple_fs_gl3.inc18
44 files changed, 606 insertions, 499 deletions
diff --git a/src/extras/shaders/Makefile b/src/extras/shaders/Makefile
index 605190c9..5089e16a 100644
--- a/src/extras/shaders/Makefile
+++ b/src/extras/shaders/Makefile
@@ -1,67 +1,78 @@
-all: im2d_gl3.inc simple_fs_gl3.inc default_UV2_gl3.inc \
- colourfilterVC_fs_gl3.inc contrast_fs_gl3.inc \
- neoRim_gl3.inc neoRimSkin_gl3.inc \
- neoWorldVC_fs_gl3.inc neoGloss_vs_gl3.inc neoGloss_fs_gl3.inc \
- neoVehicle_vs_gl3.inc neoVehicle_fs_gl3.inc
+all: im2d_gl.inc simple_fs_gl.inc default_UV2_gl.inc \
+ colourfilterVC_fs_gl.inc contrast_fs_gl.inc \
+ neoRim_gl.inc neoRimSkin_gl.inc \
+ neoWorldVC_fs_gl.inc neoGloss_vs_gl.inc neoGloss_fs_gl.inc \
+ neoVehicle_vs_gl.inc neoVehicle_fs_gl.inc \
+ im2d_UV2_gl.inc screenDroplet_fs_gl.inc
-im2d_gl3.inc: im2d.vert
+im2d_gl.inc: im2d.vert
(echo 'const char *im2d_vert_src =';\
sed 's/..*/"&\\n"/' im2d.vert;\
- echo ';') >im2d_gl3.inc
+ echo ';') >im2d_gl.inc
-colourfilterVC_fs_gl3.inc: colourfilterVC.frag
+colourfilterVC_fs_gl.inc: colourfilterVC.frag
(echo 'const char *colourfilterVC_frag_src =';\
sed 's/..*/"&\\n"/' colourfilterVC.frag;\
- echo ';') >colourfilterVC_fs_gl3.inc
-simple_fs_gl3.inc: simple.frag
+ echo ';') >colourfilterVC_fs_gl.inc
+simple_fs_gl.inc: simple.frag
(echo 'const char *simple_frag_src =';\
sed 's/..*/"&\\n"/' simple.frag;\
- echo ';') >simple_fs_gl3.inc
+ echo ';') >simple_fs_gl.inc
-default_UV2_gl3.inc: default_UV2.vert
+default_UV2_gl.inc: default_UV2.vert
(echo 'const char *default_UV2_vert_src =';\
sed 's/..*/"&\\n"/' default_UV2.vert;\
- echo ';') >default_UV2_gl3.inc
+ echo ';') >default_UV2_gl.inc
-contrast_fs_gl3.inc: contrast.frag
+contrast_fs_gl.inc: contrast.frag
(echo 'const char *contrast_frag_src =';\
sed 's/..*/"&\\n"/' contrast.frag;\
- echo ';') >contrast_fs_gl3.inc
+ echo ';') >contrast_fs_gl.inc
-neoRim_gl3.inc: neoRim.vert
+neoRim_gl.inc: neoRim.vert
(echo 'const char *neoRim_vert_src =';\
sed 's/..*/"&\\n"/' neoRim.vert;\
- echo ';') >neoRim_gl3.inc
+ echo ';') >neoRim_gl.inc
-neoRimSkin_gl3.inc: neoRimSkin.vert
+neoRimSkin_gl.inc: neoRimSkin.vert
(echo 'const char *neoRimSkin_vert_src =';\
sed 's/..*/"&\\n"/' neoRimSkin.vert;\
- echo ';') >neoRimSkin_gl3.inc
+ echo ';') >neoRimSkin_gl.inc
-neoWorldVC_fs_gl3.inc: neoWorldVC.frag
+neoWorldVC_fs_gl.inc: neoWorldVC.frag
(echo 'const char *neoWorldVC_frag_src =';\
sed 's/..*/"&\\n"/' neoWorldVC.frag;\
- echo ';') >neoWorldVC_fs_gl3.inc
+ echo ';') >neoWorldVC_fs_gl.inc
-neoGloss_fs_gl3.inc: neoGloss.frag
+neoGloss_fs_gl.inc: neoGloss.frag
(echo 'const char *neoGloss_frag_src =';\
sed 's/..*/"&\\n"/' neoGloss.frag;\
- echo ';') >neoGloss_fs_gl3.inc
+ echo ';') >neoGloss_fs_gl.inc
-neoGloss_vs_gl3.inc: neoGloss.vert
+neoGloss_vs_gl.inc: neoGloss.vert
(echo 'const char *neoGloss_vert_src =';\
sed 's/..*/"&\\n"/' neoGloss.vert;\
- echo ';') >neoGloss_vs_gl3.inc
+ echo ';') >neoGloss_vs_gl.inc
-neoVehicle_vs_gl3.inc: neoVehicle.vert
+neoVehicle_vs_gl.inc: neoVehicle.vert
(echo 'const char *neoVehicle_vert_src =';\
sed 's/..*/"&\\n"/' neoVehicle.vert;\
- echo ';') >neoVehicle_vs_gl3.inc
+ echo ';') >neoVehicle_vs_gl.inc
-neoVehicle_fs_gl3.inc: neoVehicle.frag
+neoVehicle_fs_gl.inc: neoVehicle.frag
(echo 'const char *neoVehicle_frag_src =';\
sed 's/..*/"&\\n"/' neoVehicle.frag;\
- echo ';') >neoVehicle_fs_gl3.inc
+ echo ';') >neoVehicle_fs_gl.inc
+
+im2d_UV2_gl.inc: im2d_UV2.vert
+ (echo 'const char *im2d_UV2_vert_src =';\
+ sed 's/..*/"&\\n"/' im2d_UV2.vert;\
+ echo ';') >im2d_UV2_gl.inc
+
+screenDroplet_fs_gl.inc: screenDroplet.frag
+ (echo 'const char *screenDroplet_frag_src =';\
+ sed 's/..*/"&\\n"/' screenDroplet.frag;\
+ echo ';') >screenDroplet_fs_gl.inc
diff --git a/src/extras/shaders/colourfilterVC.frag b/src/extras/shaders/colourfilterVC.frag
index 5069af52..9db3950e 100644
--- a/src/extras/shaders/colourfilterVC.frag
+++ b/src/extras/shaders/colourfilterVC.frag
@@ -1,17 +1,15 @@
uniform sampler2D tex0;
uniform vec4 u_blurcolor;
-in vec4 v_color;
-in vec2 v_tex0;
-in float v_fog;
-
-out vec4 color;
+FSIN vec4 v_color;
+FSIN vec2 v_tex0;
+FSIN float v_fog;
void
main(void)
{
float a = u_blurcolor.a;
- vec4 doublec = clamp(u_blurcolor*2, 0.0, 1.0);
+ vec4 doublec = clamp(u_blurcolor*2.0, 0.0, 1.0);
vec4 dst = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));
vec4 prev = dst;
for(int i = 0; i < 5; i++){
@@ -20,7 +18,10 @@ main(void)
tmp += prev*u_blurcolor;
prev = clamp(tmp, 0.0, 1.0);
}
+ vec4 color;
color.rgb = prev.rgb;
color.a = 1.0f;
+
+ FRAGCOLOR(color);
}
diff --git a/src/extras/shaders/colourfilterVC_fs_gl.inc b/src/extras/shaders/colourfilterVC_fs_gl.inc
new file mode 100644
index 00000000..1f9bf6d8
--- /dev/null
+++ b/src/extras/shaders/colourfilterVC_fs_gl.inc
@@ -0,0 +1,29 @@
+const char *colourfilterVC_frag_src =
+"uniform sampler2D tex0;\n"
+"uniform vec4 u_blurcolor;\n"
+
+"FSIN vec4 v_color;\n"
+"FSIN vec2 v_tex0;\n"
+"FSIN float v_fog;\n"
+
+"void\n"
+"main(void)\n"
+"{\n"
+" float a = u_blurcolor.a;\n"
+" vec4 doublec = clamp(u_blurcolor*2.0, 0.0, 1.0);\n"
+" vec4 dst = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));\n"
+" vec4 prev = dst;\n"
+" for(int i = 0; i < 5; i++){\n"
+" vec4 tmp = dst*(1.0-a) + prev*doublec*a;\n"
+" tmp += prev*u_blurcolor;\n"
+" tmp += prev*u_blurcolor;\n"
+" prev = clamp(tmp, 0.0, 1.0);\n"
+" }\n"
+" vec4 color;\n"
+" color.rgb = prev.rgb;\n"
+" color.a = 1.0f;\n"
+
+" FRAGCOLOR(color);\n"
+"}\n"
+
+;
diff --git a/src/extras/shaders/colourfilterVC_fs_gl3.inc b/src/extras/shaders/colourfilterVC_fs_gl3.inc
deleted file mode 100644
index d11cdc5a..00000000
--- a/src/extras/shaders/colourfilterVC_fs_gl3.inc
+++ /dev/null
@@ -1,28 +0,0 @@
-const char *colourfilterVC_frag_src =
-"uniform sampler2D tex0;\n"
-"uniform vec4 u_blurcolor;\n"
-
-"in vec4 v_color;\n"
-"in vec2 v_tex0;\n"
-"in float v_fog;\n"
-
-"out vec4 color;\n"
-
-"void\n"
-"main(void)\n"
-"{\n"
-" float a = u_blurcolor.a;\n"
-" vec4 doublec = clamp(u_blurcolor*2, 0.0, 1.0);\n"
-" vec4 dst = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));\n"
-" vec4 prev = dst;\n"
-" for(int i = 0; i < 5; i++){\n"
-" vec4 tmp = dst*(1.0-a) + prev*doublec*a;\n"
-" tmp += prev*u_blurcolor;\n"
-" tmp += prev*u_blurcolor;\n"
-" prev = clamp(tmp, 0.0, 1.0);\n"
-" }\n"
-" color.rgb = prev.rgb;\n"
-" color.a = 1.0f;\n"
-"}\n"
-
-;
diff --git a/src/extras/shaders/contrast.frag b/src/extras/shaders/contrast.frag
index d6dec478..1b93f6fe 100644
--- a/src/extras/shaders/contrast.frag
+++ b/src/extras/shaders/contrast.frag
@@ -2,17 +2,18 @@ uniform sampler2D tex0;
uniform vec3 u_contrastAdd;
uniform vec3 u_contrastMult;
-in vec4 v_color;
-in vec2 v_tex0;
-in float v_fog;
-
-out vec4 color;
+FSIN vec4 v_color;
+FSIN vec2 v_tex0;
+FSIN float v_fog;
void
main(void)
{
vec4 dst = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));
+ vec4 color;
color.rgb = dst.rgb*u_contrastMult + u_contrastAdd;
color.a = 1.0f;
+
+ FRAGCOLOR(color);
}
diff --git a/src/extras/shaders/contrast_fs_gl.inc b/src/extras/shaders/contrast_fs_gl.inc
new file mode 100644
index 00000000..97f78194
--- /dev/null
+++ b/src/extras/shaders/contrast_fs_gl.inc
@@ -0,0 +1,21 @@
+const char *contrast_frag_src =
+"uniform sampler2D tex0;\n"
+"uniform vec3 u_contrastAdd;\n"
+"uniform vec3 u_contrastMult;\n"
+
+"FSIN vec4 v_color;\n"
+"FSIN vec2 v_tex0;\n"
+"FSIN float v_fog;\n"
+
+"void\n"
+"main(void)\n"
+"{\n"
+" vec4 dst = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));\n"
+" vec4 color;\n"
+" color.rgb = dst.rgb*u_contrastMult + u_contrastAdd;\n"
+" color.a = 1.0f;\n"
+
+" FRAGCOLOR(color);\n"
+"}\n"
+
+;
diff --git a/src/extras/shaders/contrast_fs_gl3.inc b/src/extras/shaders/contrast_fs_gl3.inc
deleted file mode 100644
index 58aaf079..00000000
--- a/src/extras/shaders/contrast_fs_gl3.inc
+++ /dev/null
@@ -1,20 +0,0 @@
-const char *contrast_frag_src =
-"uniform sampler2D tex0;\n"
-"uniform vec3 u_contrastAdd;\n"
-"uniform vec3 u_contrastMult;\n"
-
-"in vec4 v_color;\n"
-"in vec2 v_tex0;\n"
-"in float v_fog;\n"
-
-"out vec4 color;\n"
-
-"void\n"
-"main(void)\n"
-"{\n"
-" vec4 dst = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));\n"
-" color.rgb = dst.rgb*u_contrastMult + u_contrastAdd;\n"
-" color.a = 1.0f;\n"
-"}\n"
-
-;
diff --git a/src/extras/shaders/default_UV2.vert b/src/extras/shaders/default_UV2.vert
index 3dbad20f..694c012b 100644
--- a/src/extras/shaders/default_UV2.vert
+++ b/src/extras/shaders/default_UV2.vert
@@ -1,13 +1,9 @@
-layout(location = 0) in vec3 in_pos;
-layout(location = 1) in vec3 in_normal;
-layout(location = 2) in vec4 in_color;
-layout(location = 3) in vec2 in_tex0;
-layout(location = 4) in vec2 in_tex1;
+VSIN(ATTRIB_POS) vec3 in_pos;
-out vec4 v_color;
-out vec2 v_tex0;
-out vec2 v_tex1;
-out float v_fog;
+VSOUT vec4 v_color;
+VSOUT vec2 v_tex0;
+VSOUT vec2 v_tex1;
+VSOUT float v_fog;
void
main(void)
diff --git a/src/extras/shaders/default_UV2_gl.inc b/src/extras/shaders/default_UV2_gl.inc
new file mode 100644
index 00000000..450f3d9a
--- /dev/null
+++ b/src/extras/shaders/default_UV2_gl.inc
@@ -0,0 +1,27 @@
+const char *default_UV2_vert_src =
+"VSIN(ATTRIB_POS) vec3 in_pos;\n"
+
+"VSOUT vec4 v_color;\n"
+"VSOUT vec2 v_tex0;\n"
+"VSOUT vec2 v_tex1;\n"
+"VSOUT float v_fog;\n"
+
+"void\n"
+"main(void)\n"
+"{\n"
+" vec4 Vertex = u_world * vec4(in_pos, 1.0);\n"
+" gl_Position = u_proj * u_view * Vertex;\n"
+" vec3 Normal = mat3(u_world) * in_normal;\n"
+
+" v_tex0 = in_tex0;\n"
+" v_tex1 = in_tex1;\n"
+
+" v_color = in_color;\n"
+" v_color.rgb += u_ambLight.rgb*surfAmbient;\n"
+" v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse;\n"
+" v_color = clamp(v_color, 0.0, 1.0);\n"
+" v_color *= u_matColor;\n"
+
+" v_fog = DoFog(gl_Position.w);\n"
+"}\n"
+;
diff --git a/src/extras/shaders/default_UV2_gl3.inc b/src/extras/shaders/default_UV2_gl3.inc
deleted file mode 100644
index 14106b29..00000000
--- a/src/extras/shaders/default_UV2_gl3.inc
+++ /dev/null
@@ -1,31 +0,0 @@
-const char *default_UV2_vert_src =
-"layout(location = 0) in vec3 in_pos;\n"
-"layout(location = 1) in vec3 in_normal;\n"
-"layout(location = 2) in vec4 in_color;\n"
-"layout(location = 3) in vec2 in_tex0;\n"
-"layout(location = 4) in vec2 in_tex1;\n"
-
-"out vec4 v_color;\n"
-"out vec2 v_tex0;\n"
-"out vec2 v_tex1;\n"
-"out float v_fog;\n"
-
-"void\n"
-"main(void)\n"
-"{\n"
-" vec4 Vertex = u_world * vec4(in_pos, 1.0);\n"
-" gl_Position = u_proj * u_view * Vertex;\n"
-" vec3 Normal = mat3(u_world) * in_normal;\n"
-
-" v_tex0 = in_tex0;\n"
-" v_tex1 = in_tex1;\n"
-
-" v_color = in_color;\n"
-" v_color.rgb += u_ambLight.rgb*surfAmbient;\n"
-" v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse;\n"
-" v_color = clamp(v_color, 0.0, 1.0);\n"
-" v_color *= u_matColor;\n"
-
-" v_fog = DoFog(gl_Position.w);\n"
-"}\n"
-;
diff --git a/src/extras/shaders/im2d.vert b/src/extras/shaders/im2d.vert
index 241593b1..fcd81c2c 100644
--- a/src/extras/shaders/im2d.vert
+++ b/src/extras/shaders/im2d.vert
@@ -1,12 +1,10 @@
uniform vec4 u_xform;
-layout(location = 0) in vec4 in_pos;
-layout(location = 2) in vec4 in_color;
-layout(location = 3) in vec2 in_tex0;
+VSIN(ATTRIB_POS) vec4 in_pos;
-out vec4 v_color;
-out vec2 v_tex0;
-out float v_fog;
+VSOUT vec4 v_color;
+VSOUT vec2 v_tex0;
+VSOUT float v_fog;
void
main(void)
diff --git a/src/extras/shaders/im2d_UV2.vert b/src/extras/shaders/im2d_UV2.vert
new file mode 100644
index 00000000..e5fd4d08
--- /dev/null
+++ b/src/extras/shaders/im2d_UV2.vert
@@ -0,0 +1,21 @@
+uniform vec4 u_xform;
+
+VSIN(ATTRIB_POS) vec4 in_pos;
+
+VSOUT vec4 v_color;
+VSOUT vec2 v_tex0;
+VSOUT vec2 v_tex1;
+VSOUT float v_fog;
+
+void
+main(void)
+{
+ gl_Position = in_pos;
+ gl_Position.w = 1.0;
+ gl_Position.xy = gl_Position.xy * u_xform.xy + u_xform.zw;
+ v_fog = DoFog(gl_Position.z);
+ gl_Position.xyz *= gl_Position.w;
+ v_color = in_color;
+ v_tex0 = in_tex0;
+ v_tex1 = in_tex1;
+}
diff --git a/src/extras/shaders/im2d_UV2_gl.inc b/src/extras/shaders/im2d_UV2_gl.inc
new file mode 100644
index 00000000..3feb2bc1
--- /dev/null
+++ b/src/extras/shaders/im2d_UV2_gl.inc
@@ -0,0 +1,23 @@
+const char *im2d_UV2_vert_src =
+"uniform vec4 u_xform;\n"
+
+"VSIN(ATTRIB_POS) vec4 in_pos;\n"
+
+"VSOUT vec4 v_color;\n"
+"VSOUT vec2 v_tex0;\n"
+"VSOUT vec2 v_tex1;\n"
+"VSOUT float v_fog;\n"
+
+"void\n"
+"main(void)\n"
+"{\n"
+" gl_Position = in_pos;\n"
+" gl_Position.w = 1.0;\n"
+" gl_Position.xy = gl_Position.xy * u_xform.xy + u_xform.zw;\n"
+" v_fog = DoFog(gl_Position.z);\n"
+" gl_Position.xyz *= gl_Position.w;\n"
+" v_color = in_color;\n"
+" v_tex0 = in_tex0;\n"
+" v_tex1 = in_tex1;\n"
+"}\n"
+;
diff --git a/src/extras/shaders/im2d_gl.inc b/src/extras/shaders/im2d_gl.inc
new file mode 100644
index 00000000..d11f5d33
--- /dev/null
+++ b/src/extras/shaders/im2d_gl.inc
@@ -0,0 +1,21 @@
+const char *im2d_vert_src =
+"uniform vec4 u_xform;\n"
+
+"VSIN(ATTRIB_POS) vec4 in_pos;\n"
+
+"VSOUT vec4 v_color;\n"
+"VSOUT vec2 v_tex0;\n"
+"VSOUT float v_fog;\n"
+
+"void\n"
+"main(void)\n"
+"{\n"
+" gl_Position = in_pos;\n"
+" gl_Position.w = 1.0;\n"
+" gl_Position.xy = gl_Position.xy * u_xform.xy + u_xform.zw;\n"
+" v_fog = DoFog(gl_Position.z);\n"
+" gl_Position.xyz *= gl_Position.w;\n"
+" v_color = in_color;\n"
+" v_tex0 = in_tex0;\n"
+"}\n"
+;
diff --git a/src/extras/shaders/im2d_gl3.inc b/src/extras/shaders/im2d_gl3.inc
deleted file mode 100644
index 68341b39..00000000
--- a/src/extras/shaders/im2d_gl3.inc
+++ /dev/null
@@ -1,23 +0,0 @@
-const char *im2d_vert_src =
-"uniform vec4 u_xform;\n"
-
-"layout(location = 0) in vec4 in_pos;\n"
-"layout(location = 2) in vec4 in_color;\n"
-"layout(location = 3) in vec2 in_tex0;\n"
-
-"out vec4 v_color;\n"
-"out vec2 v_tex0;\n"
-"out float v_fog;\n"
-
-"void\n"
-"main(void)\n"
-"{\n"
-" gl_Position = in_pos;\n"
-" gl_Position.w = 1.0;\n"
-" gl_Position.xy = gl_Position.xy * u_xform.xy + u_xform.zw;\n"
-" v_fog = DoFog(gl_Position.z);\n"
-" gl_Position.xyz *= gl_Position.w;\n"
-" v_color = in_color;\n"
-" v_tex0 = in_tex0;\n"
-"}\n"
-;
diff --git a/src/extras/shaders/neoGloss.frag b/src/extras/shaders/neoGloss.frag
index 14ef0e15..4f097b0b 100644
--- a/src/extras/shaders/neoGloss.frag
+++ b/src/extras/shaders/neoGloss.frag
@@ -4,17 +4,15 @@ uniform vec4 u_reflProps;
#define glossMult (u_reflProps.x)
-in vec3 v_normal;
-in vec3 v_light;
-in vec2 v_tex0;
-in float v_fog;
-
-out vec4 color;
+FSIN vec3 v_normal;
+FSIN vec3 v_light;
+FSIN vec2 v_tex0;
+FSIN float v_fog;
void
main(void)
{
- color = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));
+ vec4 color = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));
vec3 n = 2.0*v_normal-1.0; // unpack
vec3 v = 2.0*v_light-1.0; //
@@ -22,5 +20,7 @@ main(void)
color = s*s*s*s*s*s*s*s*color*v_fog*glossMult;
DoAlphaTest(color.a);
+
+ FRAGCOLOR(color);
}
diff --git a/src/extras/shaders/neoGloss.vert b/src/extras/shaders/neoGloss.vert
index 78dd1b33..41102f3f 100644
--- a/src/extras/shaders/neoGloss.vert
+++ b/src/extras/shaders/neoGloss.vert
@@ -1,15 +1,11 @@
uniform vec3 u_eye;
+VSIN(ATTRIB_POS) vec3 in_pos;
-layout(location = 0) in vec3 in_pos;
-layout(location = 1) in vec3 in_normal;
-layout(location = 2) in vec4 in_color;
-layout(location = 3) in vec2 in_tex0;
-
-out vec3 v_normal;
-out vec3 v_light;
-out vec2 v_tex0;
-out float v_fog;
+VSOUT vec3 v_normal;
+VSOUT vec3 v_light;
+VSOUT vec2 v_tex0;
+VSOUT float v_fog;
void
main(void)
diff --git a/src/extras/shaders/neoGloss_fs_gl.inc b/src/extras/shaders/neoGloss_fs_gl.inc
new file mode 100644
index 00000000..67e9724e
--- /dev/null
+++ b/src/extras/shaders/neoGloss_fs_gl.inc
@@ -0,0 +1,28 @@
+const char *neoGloss_frag_src =
+"uniform sampler2D tex0;\n"
+
+"uniform vec4 u_reflProps;\n"
+
+"#define glossMult (u_reflProps.x)\n"
+
+"FSIN vec3 v_normal;\n"
+"FSIN vec3 v_light;\n"
+"FSIN vec2 v_tex0;\n"
+"FSIN float v_fog;\n"
+
+"void\n"
+"main(void)\n"
+"{\n"
+" vec4 color = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));\n"
+" vec3 n = 2.0*v_normal-1.0; // unpack\n"
+" vec3 v = 2.0*v_light-1.0; //\n"
+
+" float s = dot(n, v);\n"
+" color = s*s*s*s*s*s*s*s*color*v_fog*glossMult;\n"
+
+" DoAlphaTest(color.a);\n"
+
+" FRAGCOLOR(color);\n"
+"}\n"
+
+;
diff --git a/src/extras/shaders/neoGloss_fs_gl3.inc b/src/extras/shaders/neoGloss_fs_gl3.inc
deleted file mode 100644
index 736b0c5d..00000000
--- a/src/extras/shaders/neoGloss_fs_gl3.inc
+++ /dev/null
@@ -1,28 +0,0 @@
-const char *neoGloss_frag_src =
-"uniform sampler2D tex0;\n"
-
-"uniform vec4 u_reflProps;\n"
-
-"#define glossMult (u_reflProps.x)\n"
-
-"in vec3 v_normal;\n"
-"in vec3 v_light;\n"
-"in vec2 v_tex0;\n"
-"in float v_fog;\n"
-
-"out vec4 color;\n"
-
-"void\n"
-"main(void)\n"
-"{\n"
-" color = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));\n"
-" vec3 n = 2.0*v_normal-1.0; // unpack\n"
-" vec3 v = 2.0*v_light-1.0; //\n"
-
-" float s = dot(n, v);\n"
-" color = s*s*s*s*s*s*s*s*color*v_fog*glossMult;\n"
-
-" DoAlphaTest(color.a);\n"
-"}\n"
-
-;
diff --git a/src/extras/shaders/neoGloss_vs_gl.inc b/src/extras/shaders/neoGloss_vs_gl.inc
new file mode 100644
index 00000000..dffb423f
--- /dev/null
+++ b/src/extras/shaders/neoGloss_vs_gl.inc
@@ -0,0 +1,27 @@
+const char *neoGloss_vert_src =
+"uniform vec3 u_eye;\n"
+
+"VSIN(ATTRIB_POS) vec3 in_pos;\n"
+
+"VSOUT vec3 v_normal;\n"
+"VSOUT vec3 v_light;\n"
+"VSOUT vec2 v_tex0;\n"
+"VSOUT float v_fog;\n"
+
+"void\n"
+"main(void)\n"
+"{\n"
+" vec4 Vertex = u_world * vec4(in_pos, 1.0);\n"
+" gl_Position = u_proj * u_view * Vertex;\n"
+" vec3 Normal = mat3(u_world) * in_normal;\n"
+
+" v_tex0 = in_tex0;\n"
+
+" vec3 viewVec = normalize(u_eye - Vertex.xyz);\n"
+" vec3 Light = normalize(viewVec - u_lightDirection[0].xyz);\n"
+" v_normal = 0.5*(1.0 + vec3(0.0, 0.0, 1.0)); // compress\n"
+" v_light = 0.5*(1.0 + Light); //\n"
+
+" v_fog = DoFog(gl_Position.w);\n"
+"}\n"
+;
diff --git a/src/extras/shaders/neoGloss_vs_gl3.inc b/src/extras/shaders/neoGloss_vs_gl3.inc
deleted file mode 100644
index 4adc9cb2..00000000
--- a/src/extras/shaders/neoGloss_vs_gl3.inc
+++ /dev/null
@@ -1,31 +0,0 @@
-const char *neoGloss_vert_src =
-"uniform vec3 u_eye;\n"
-
-
-"layout(location = 0) in vec3 in_pos;\n"
-"layout(location = 1) in vec3 in_normal;\n"
-"layout(location = 2) in vec4 in_color;\n"
-"layout(location = 3) in vec2 in_tex0;\n"
-
-"out vec3 v_normal;\n"
-"out vec3 v_light;\n"
-"out vec2 v_tex0;\n"
-"out float v_fog;\n"
-
-"void\n"
-"main(void)\n"
-"{\n"
-" vec4 Vertex = u_world * vec4(in_pos, 1.0);\n"
-" gl_Position = u_proj * u_view * Vertex;\n"
-" vec3 Normal = mat3(u_world) * in_normal;\n"
-
-" v_tex0 = in_tex0;\n"
-
-" vec3 viewVec = normalize(u_eye - Vertex.xyz);\n"
-" vec3 Light = normalize(viewVec - u_lightDirection[0].xyz);\n"
-" v_normal = 0.5*(1.0 + vec3(0.0, 0.0, 1.0)); // compress\n"
-" v_light = 0.5*(1.0 + Light); //\n"
-
-" v_fog = DoFog(gl_Position.w);\n"
-"}\n"
-;
diff --git a/src/extras/shaders/neoRim.vert b/src/extras/shaders/neoRim.vert
index 4a2b545f..81ee1090 100644
--- a/src/extras/shaders/neoRim.vert
+++ b/src/extras/shaders/neoRim.vert
@@ -3,14 +3,11 @@ uniform vec4 u_rampStart;
uniform vec4 u_rampEnd;
uniform vec3 u_rimData;
-layout(location = 0) in vec3 in_pos;
-layout(location = 1) in vec3 in_normal;
-layout(location = 2) in vec4 in_color;
-layout(location = 3) in vec2 in_tex0;
-
-out vec4 v_color;
-out vec2 v_tex0;
-out float v_fog;
+VSIN(ATTRIB_POS) vec3 in_pos;
+
+VSOUT vec4 v_color;
+VSOUT vec2 v_tex0;
+VSOUT float v_fog;
void
main(void)
diff --git a/src/extras/shaders/neoRimSkin.vert b/src/extras/shaders/neoRimSkin.vert
index f16f2310..1515ad71 100644
--- a/src/extras/shaders/neoRimSkin.vert
+++ b/src/extras/shaders/neoRimSkin.vert
@@ -5,16 +5,11 @@ uniform vec4 u_rampStart;
uniform vec4 u_rampEnd;
uniform vec3 u_rimData;
-layout(location = 0) in vec3 in_pos;
-layout(location = 1) in vec3 in_normal;
-layout(location = 2) in vec4 in_color;
-layout(location = 3) in vec2 in_tex0;
-layout(location = 11) in vec4 in_weights;
-layout(location = 12) in vec4 in_indices;
-
-out vec4 v_color;
-out vec2 v_tex0;
-out float v_fog;
+VSIN(ATTRIB_POS) vec3 in_pos;
+
+VSOUT vec4 v_color;
+VSOUT vec2 v_tex0;
+VSOUT float v_fog;
void
main(void)
diff --git a/src/extras/shaders/neoRimSkin_gl.inc b/src/extras/shaders/neoRimSkin_gl.inc
new file mode 100644
index 00000000..01b739b2
--- /dev/null
+++ b/src/extras/shaders/neoRimSkin_gl.inc
@@ -0,0 +1,45 @@
+const char *neoRimSkin_vert_src =
+"uniform mat4 u_boneMatrices[64];\n"
+
+"uniform vec3 u_viewVec;\n"
+"uniform vec4 u_rampStart;\n"
+"uniform vec4 u_rampEnd;\n"
+"uniform vec3 u_rimData;\n"
+
+"VSIN(ATTRIB_POS) vec3 in_pos;\n"
+
+"VSOUT vec4 v_color;\n"
+"VSOUT vec2 v_tex0;\n"
+"VSOUT float v_fog;\n"
+
+"void\n"
+"main(void)\n"
+"{\n"
+" vec3 SkinVertex = vec3(0.0, 0.0, 0.0);\n"
+" vec3 SkinNormal = vec3(0.0, 0.0, 0.0);\n"
+" for(int i = 0; i < 4; i++){\n"
+" SkinVertex += (u_boneMatrices[int(in_indices[i])] * vec4(in_pos, 1.0)).xyz * in_weights[i];\n"
+" SkinNormal += (mat3(u_boneMatrices[int(in_indices[i])]) * in_normal) * in_weights[i];\n"
+" }\n"
+
+" vec4 Vertex = u_world * vec4(SkinVertex, 1.0);\n"
+" gl_Position = u_proj * u_view * Vertex;\n"
+" vec3 Normal = mat3(u_world) * SkinNormal;\n"
+
+" v_tex0 = in_tex0;\n"
+
+" v_color = in_color;\n"
+" v_color.rgb += u_ambLight.rgb*surfAmbient;\n"
+" v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse;\n"
+
+" // rim light\n"
+" float f = u_rimData.x - u_rimData.y*dot(Normal, u_viewVec);\n"
+" vec4 rimlight = clamp(mix(u_rampEnd, u_rampStart, f)*u_rimData.z, 0.0, 1.0);\n"
+" v_color.rgb += rimlight.rgb;\n"
+
+" v_color = clamp(v_color, 0.0, 1.0);\n"
+" v_color *= u_matColor;\n"
+
+" v_fog = DoFog(gl_Position.z);\n"
+"}\n"
+;
diff --git a/src/extras/shaders/neoRimSkin_gl3.inc b/src/extras/shaders/neoRimSkin_gl3.inc
deleted file mode 100644
index 70948e1f..00000000
--- a/src/extras/shaders/neoRimSkin_gl3.inc
+++ /dev/null
@@ -1,50 +0,0 @@
-const char *neoRimSkin_vert_src =
-"uniform mat4 u_boneMatrices[64];\n"
-
-"uniform vec3 u_viewVec;\n"
-"uniform vec4 u_rampStart;\n"
-"uniform vec4 u_rampEnd;\n"
-"uniform vec3 u_rimData;\n"
-
-"layout(location = 0) in vec3 in_pos;\n"
-"layout(location = 1) in vec3 in_normal;\n"
-"layout(location = 2) in vec4 in_color;\n"
-"layout(location = 3) in vec2 in_tex0;\n"
-"layout(location = 11) in vec4 in_weights;\n"
-"layout(location = 12) in vec4 in_indices;\n"
-
-"out vec4 v_color;\n"
-"out vec2 v_tex0;\n"
-"out float v_fog;\n"
-
-"void\n"
-"main(void)\n"
-"{\n"
-" vec3 SkinVertex = vec3(0.0, 0.0, 0.0);\n"
-" vec3 SkinNormal = vec3(0.0, 0.0, 0.0);\n"
-" for(int i = 0; i < 4; i++){\n"
-" SkinVertex += (u_boneMatrices[int(in_indices[i])] * vec4(in_pos, 1.0)).xyz * in_weights[i];\n"
-" SkinNormal += (mat3(u_boneMatrices[int(in_indices[i])]) * in_normal) * in_weights[i];\n"
-" }\n"
-
-" vec4 Vertex = u_world * vec4(SkinVertex, 1.0);\n"
-" gl_Position = u_proj * u_view * Vertex;\n"
-" vec3 Normal = mat3(u_world) * SkinNormal;\n"
-
-" v_tex0 = in_tex0;\n"
-
-" v_color = in_color;\n"
-" v_color.rgb += u_ambLight.rgb*surfAmbient;\n"
-" v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse;\n"
-
-" // rim light\n"
-" float f = u_rimData.x - u_rimData.y*dot(Normal, u_viewVec);\n"
-" vec4 rimlight = clamp(mix(u_rampEnd, u_rampStart, f)*u_rimData.z, 0.0, 1.0);\n"
-" v_color.rgb += rimlight.rgb;\n"
-
-" v_color = clamp(v_color, 0.0, 1.0);\n"
-" v_color *= u_matColor;\n"
-
-" v_fog = DoFog(gl_Position.z);\n"
-"}\n"
-;
diff --git a/src/extras/shaders/neoRim_gl.inc b/src/extras/shaders/neoRim_gl.inc
new file mode 100644
index 00000000..7cd199d0
--- /dev/null
+++ b/src/extras/shaders/neoRim_gl.inc
@@ -0,0 +1,36 @@
+const char *neoRim_vert_src =
+"uniform vec3 u_viewVec;\n"
+"uniform vec4 u_rampStart;\n"
+"uniform vec4 u_rampEnd;\n"
+"uniform vec3 u_rimData;\n"
+
+"VSIN(ATTRIB_POS) vec3 in_pos;\n"
+
+"VSOUT vec4 v_color;\n"
+"VSOUT vec2 v_tex0;\n"
+"VSOUT float v_fog;\n"
+
+"void\n"
+"main(void)\n"
+"{\n"
+" vec4 Vertex = u_world * vec4(in_pos, 1.0);\n"
+" gl_Position = u_proj * u_view * Vertex;\n"
+" vec3 Normal = mat3(u_world) * in_normal;\n"
+
+" v_tex0 = in_tex0;\n"
+
+" v_color = in_color;\n"
+" v_color.rgb += u_ambLight.rgb*surfAmbient;\n"
+" v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse;\n"
+
+" // rim light\n"
+" float f = u_rimData.x - u_rimData.y*dot(Normal, u_viewVec);\n"
+" vec4 rimlight = clamp(mix(u_rampEnd, u_rampStart, f)*u_rimData.z, 0.0, 1.0);\n"
+" v_color.rgb += rimlight.rgb;\n"
+
+" v_color = clamp(v_color, 0.0, 1.0);\n"
+" v_color *= u_matColor;\n"
+
+" v_fog = DoFog(gl_Position.w);\n"
+"}\n"
+;
diff --git a/src/extras/shaders/neoRim_gl3.inc b/src/extras/shaders/neoRim_gl3.inc
deleted file mode 100644
index 7e36e95a..00000000
--- a/src/extras/shaders/neoRim_gl3.inc
+++ /dev/null
@@ -1,39 +0,0 @@
-const char *neoRim_vert_src =
-"uniform vec3 u_viewVec;\n"
-"uniform vec4 u_rampStart;\n"
-"uniform vec4 u_rampEnd;\n"
-"uniform vec3 u_rimData;\n"
-
-"layout(location = 0) in vec3 in_pos;\n"
-"layout(location = 1) in vec3 in_normal;\n"
-"layout(location = 2) in vec4 in_color;\n"
-"layout(location = 3) in vec2 in_tex0;\n"
-
-"out vec4 v_color;\n"
-"out vec2 v_tex0;\n"
-"out float v_fog;\n"
-
-"void\n"
-"main(void)\n"
-"{\n"
-" vec4 Vertex = u_world * vec4(in_pos, 1.0);\n"
-" gl_Position = u_proj * u_view * Vertex;\n"
-" vec3 Normal = mat3(u_world) * in_normal;\n"
-
-" v_tex0 = in_tex0;\n"
-
-" v_color = in_color;\n"
-" v_color.rgb += u_ambLight.rgb*surfAmbient;\n"
-" v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse;\n"
-
-" // rim light\n"
-" float f = u_rimData.x - u_rimData.y*dot(Normal, u_viewVec);\n"
-" vec4 rimlight = clamp(mix(u_rampEnd, u_rampStart, f)*u_rimData.z, 0.0, 1.0);\n"
-" v_color.rgb += rimlight.rgb;\n"
-
-" v_color = clamp(v_color, 0.0, 1.0);\n"
-" v_color *= u_matColor;\n"
-
-" v_fog = DoFog(gl_Position.w);\n"
-"}\n"
-;
diff --git a/src/extras/shaders/neoVehicle.frag b/src/extras/shaders/neoVehicle.frag
index 96d4a632..2ac24f70 100644
--- a/src/extras/shaders/neoVehicle.frag
+++ b/src/extras/shaders/neoVehicle.frag
@@ -1,13 +1,11 @@
uniform sampler2D tex0;
uniform sampler2D tex1;
-in vec4 v_color;
-in vec4 v_reflcolor;
-in vec2 v_tex0;
-in vec2 v_tex1;
-in float v_fog;
-
-out vec4 color;
+FSIN vec4 v_color;
+FSIN vec4 v_reflcolor;
+FSIN vec2 v_tex0;
+FSIN vec2 v_tex1;
+FSIN float v_fog;
void
main(void)
@@ -20,9 +18,12 @@ main(void)
vec3 pass2 = v_reflcolor.rgb * v_fog;
+ vec4 color;
color.rgb = pass1.rgb*pass1.a + pass2;
color.a = pass1.a;
// color.rgb = mix(u_fogColor.rgb, color.rgb, v_fog);
DoAlphaTest(color.a);
+
+ FRAGCOLOR(color);
}
diff --git a/src/extras/shaders/neoVehicle.vert b/src/extras/shaders/neoVehicle.vert
index f2f54d6d..f0224ddb 100644
--- a/src/extras/shaders/neoVehicle.vert
+++ b/src/extras/shaders/neoVehicle.vert
@@ -8,16 +8,13 @@ uniform vec4 u_specColor[5];
#define shininess (u_reflProps.z)
#define specularity (u_reflProps.w)
-layout(location = 0) in vec3 in_pos;
-layout(location = 1) in vec3 in_normal;
-layout(location = 2) in vec4 in_color;
-layout(location = 3) in vec2 in_tex0;
-
-out vec4 v_color;
-out vec4 v_reflcolor;
-out vec2 v_tex0;
-out vec2 v_tex1;
-out float v_fog;
+VSIN(ATTRIB_POS) vec3 in_pos;
+
+VSOUT vec4 v_color;
+VSOUT vec4 v_reflcolor;
+VSOUT vec2 v_tex0;
+VSOUT vec2 v_tex1;
+VSOUT float v_fog;
vec3 DoDirLightSpec(vec3 Ldir, vec3 Lcol, vec3 N, vec3 V, float power)
{
diff --git a/src/extras/shaders/neoVehicle_fs_gl.inc b/src/extras/shaders/neoVehicle_fs_gl.inc
new file mode 100644
index 00000000..20537440
--- /dev/null
+++ b/src/extras/shaders/neoVehicle_fs_gl.inc
@@ -0,0 +1,31 @@
+const char *neoVehicle_frag_src =
+"uniform sampler2D tex0;\n"
+"uniform sampler2D tex1;\n"
+
+"FSIN vec4 v_color;\n"
+"FSIN vec4 v_reflcolor;\n"
+"FSIN vec2 v_tex0;\n"
+"FSIN vec2 v_tex1;\n"
+"FSIN float v_fog;\n"
+
+"void\n"
+"main(void)\n"
+"{\n"
+" vec4 pass1 = v_color*texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));\n"
+" vec3 envmap = texture(tex1, vec2(v_tex1.x, 1.0-v_tex1.y)).rgb;\n"
+" pass1.rgb = mix(pass1.rgb, envmap, v_reflcolor.a);\n"
+" pass1.rgb = mix(u_fogColor.rgb, pass1.rgb, v_fog);\n"
+"// pass1.rgb += v_reflcolor.rgb * v_fog;\n"
+
+" vec3 pass2 = v_reflcolor.rgb * v_fog;\n"
+
+" vec4 color;\n"
+" color.rgb = pass1.rgb*pass1.a + pass2;\n"
+" color.a = pass1.a;\n"
+
+"// color.rgb = mix(u_fogColor.rgb, color.rgb, v_fog);\n"
+" DoAlphaTest(color.a);\n"
+
+" FRAGCOLOR(color);\n"
+"}\n"
+;
diff --git a/src/extras/shaders/neoVehicle_fs_gl3.inc b/src/extras/shaders/neoVehicle_fs_gl3.inc
deleted file mode 100644
index c75ba717..00000000
--- a/src/extras/shaders/neoVehicle_fs_gl3.inc
+++ /dev/null
@@ -1,30 +0,0 @@
-const char *neoVehicle_frag_src =
-"uniform sampler2D tex0;\n"
-"uniform sampler2D tex1;\n"
-
-"in vec4 v_color;\n"
-"in vec4 v_reflcolor;\n"
-"in vec2 v_tex0;\n"
-"in vec2 v_tex1;\n"
-"in float v_fog;\n"
-
-"out vec4 color;\n"
-
-"void\n"
-"main(void)\n"
-"{\n"
-" vec4 pass1 = v_color*texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));\n"
-" vec3 envmap = texture(tex1, vec2(v_tex1.x, 1.0-v_tex1.y)).rgb;\n"
-" pass1.rgb = mix(pass1.rgb, envmap, v_reflcolor.a);\n"
-" pass1.rgb = mix(u_fogColor.rgb, pass1.rgb, v_fog);\n"
-"// pass1.rgb += v_reflcolor.rgb * v_fog;\n"
-
-" vec3 pass2 = v_reflcolor.rgb * v_fog;\n"
-
-" color.rgb = pass1.rgb*pass1.a + pass2;\n"
-" color.a = pass1.a;\n"
-
-"// color.rgb = mix(u_fogColor.rgb, color.rgb, v_fog);\n"
-" DoAlphaTest(color.a);\n"
-"}\n"
-;
diff --git a/src/extras/shaders/neoVehicle_vs_gl.inc b/src/extras/shaders/neoVehicle_vs_gl.inc
new file mode 100644
index 00000000..b7b42622
--- /dev/null
+++ b/src/extras/shaders/neoVehicle_vs_gl.inc
@@ -0,0 +1,53 @@
+const char *neoVehicle_vert_src =
+"uniform vec3 u_eye;\n"
+"uniform vec4 u_reflProps;\n"
+"uniform vec4 u_specDir[5];\n"
+"uniform vec4 u_specColor[5];\n"
+
+"#define fresnel (u_reflProps.x)\n"
+"#define lightStrength (u_reflProps.y) // speclight alpha\n"
+"#define shininess (u_reflProps.z)\n"
+"#define specularity (u_reflProps.w)\n"
+
+"VSIN(ATTRIB_POS) vec3 in_pos;\n"
+
+"VSOUT vec4 v_color;\n"
+"VSOUT vec4 v_reflcolor;\n"
+"VSOUT vec2 v_tex0;\n"
+"VSOUT vec2 v_tex1;\n"
+"VSOUT float v_fog;\n"
+
+"vec3 DoDirLightSpec(vec3 Ldir, vec3 Lcol, vec3 N, vec3 V, float power)\n"
+"{\n"
+" return pow(clamp(dot(N, normalize(V + -Ldir)), 0.0, 1.0), power)*Lcol;\n"
+"}\n"
+
+"void\n"
+"main(void)\n"
+"{\n"
+" vec4 Vertex = u_world * vec4(in_pos, 1.0);\n"
+" gl_Position = u_proj * u_view * Vertex;\n"
+" vec3 Normal = mat3(u_world) * in_normal;\n"
+" vec3 viewVec = normalize(u_eye - Vertex.xyz);\n"
+
+" v_tex0 = in_tex0;\n"
+
+" v_color = in_color;\n"
+" v_color.rgb += u_ambLight.rgb*surfAmbient;\n"
+" v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse*lightStrength;\n"
+" v_color = clamp(v_color, 0.0, 1.0);\n"
+" v_color *= u_matColor;\n"
+
+" // reflect V along Normal\n"
+" vec3 uv2 = Normal*dot(viewVec, Normal)*2.0 - viewVec;\n"
+" v_tex1 = uv2.xy*0.5 + 0.5;\n"
+" float b = 1.0 - clamp(dot(viewVec, Normal), 0.0, 1.0);\n"
+" v_reflcolor = vec4(0.0, 0.0, 0.0, 1.0);\n"
+" v_reflcolor.a = mix(b*b*b*b*b, 1.0f, fresnel)*shininess;\n"
+
+" for(int i = 0; i < 5; i++)\n"
+" v_reflcolor.rgb += DoDirLightSpec(u_specDir[i].xyz, u_specColor[i].rgb, Normal, viewVec, u_specDir[i].w)*specularity*lightStrength;\n"
+
+" v_fog = DoFog(gl_Position.w);\n"
+"}\n"
+;
diff --git a/src/extras/shaders/neoVehicle_vs_gl3.inc b/src/extras/shaders/neoVehicle_vs_gl3.inc
deleted file mode 100644
index 268180e1..00000000
--- a/src/extras/shaders/neoVehicle_vs_gl3.inc
+++ /dev/null
@@ -1,56 +0,0 @@
-const char *neoVehicle_vert_src =
-"uniform vec3 u_eye;\n"
-"uniform vec4 u_reflProps;\n"
-"uniform vec4 u_specDir[5];\n"
-"uniform vec4 u_specColor[5];\n"
-
-"#define fresnel (u_reflProps.x)\n"
-"#define lightStrength (u_reflProps.y) // speclight alpha\n"
-"#define shininess (u_reflProps.z)\n"
-"#define specularity (u_reflProps.w)\n"
-
-"layout(location = 0) in vec3 in_pos;\n"
-"layout(location = 1) in vec3 in_normal;\n"
-"layout(location = 2) in vec4 in_color;\n"
-"layout(location = 3) in vec2 in_tex0;\n"
-
-"out vec4 v_color;\n"
-"out vec4 v_reflcolor;\n"
-"out vec2 v_tex0;\n"
-"out vec2 v_tex1;\n"
-"out float v_fog;\n"
-
-"vec3 DoDirLightSpec(vec3 Ldir, vec3 Lcol, vec3 N, vec3 V, float power)\n"
-"{\n"
-" return pow(clamp(dot(N, normalize(V + -Ldir)), 0.0, 1.0), power)*Lcol;\n"
-"}\n"
-
-"void\n"
-"main(void)\n"
-"{\n"
-" vec4 Vertex = u_world * vec4(in_pos, 1.0);\n"
-" gl_Position = u_proj * u_view * Vertex;\n"
-" vec3 Normal = mat3(u_world) * in_normal;\n"
-" vec3 viewVec = normalize(u_eye - Vertex.xyz);\n"
-
-" v_tex0 = in_tex0;\n"
-
-" v_color = in_color;\n"
-" v_color.rgb += u_ambLight.rgb*surfAmbient;\n"
-" v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse*lightStrength;\n"
-" v_color = clamp(v_color, 0.0, 1.0);\n"
-" v_color *= u_matColor;\n"
-
-" // reflect V along Normal\n"
-" vec3 uv2 = Normal*dot(viewVec, Normal)*2.0 - viewVec;\n"
-" v_tex1 = uv2.xy*0.5 + 0.5;\n"
-" float b = 1.0 - clamp(dot(viewVec, Normal), 0.0, 1.0);\n"
-" v_reflcolor = vec4(0.0, 0.0, 0.0, 1.0);\n"
-" v_reflcolor.a = mix(b*b*b*b*b, 1.0f, fresnel)*shininess;\n"
-
-" for(int i = 0; i < 5; i++)\n"
-" v_reflcolor.rgb += DoDirLightSpec(u_specDir[i].xyz, u_specColor[i].rgb, Normal, viewVec, u_specDir[i].w)*specularity*lightStrength;\n"
-
-" v_fog = DoFog(gl_Position.w);\n"
-"}\n"
-;
diff --git a/src/extras/shaders/neoWorldVC.frag b/src/extras/shaders/neoWorldVC.frag
index 0270f305..08cae743 100644
--- a/src/extras/shaders/neoWorldVC.frag
+++ b/src/extras/shaders/neoWorldVC.frag
@@ -3,12 +3,10 @@ uniform sampler2D tex1;
uniform vec4 u_lightMap;
-in vec4 v_color;
-in vec2 v_tex0;
-in vec2 v_tex1;
-in float v_fog;
-
-out vec4 color;
+FSIN vec4 v_color;
+FSIN vec2 v_tex0;
+FSIN vec2 v_tex1;
+FSIN float v_fog;
void
main(void)
@@ -16,10 +14,13 @@ main(void)
vec4 t0 = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));
vec4 t1 = texture(tex1, vec2(v_tex1.x, 1.0-v_tex1.y));
- color = t0*v_color*(1 + u_lightMap*(t1-1));
+ vec4 color;
+ color = t0*v_color*(1.0 + u_lightMap*(t1-1.0));
color.a = v_color.a*t0.a*u_lightMap.a;
color.rgb = mix(u_fogColor.rgb, color.rgb, v_fog);
DoAlphaTest(color.a);
+
+ FRAGCOLOR(color);
}
diff --git a/src/extras/shaders/neoWorldVC_fs_gl.inc b/src/extras/shaders/neoWorldVC_fs_gl.inc
new file mode 100644
index 00000000..b4385fc7
--- /dev/null
+++ b/src/extras/shaders/neoWorldVC_fs_gl.inc
@@ -0,0 +1,28 @@
+const char *neoWorldVC_frag_src =
+"uniform sampler2D tex0;\n"
+"uniform sampler2D tex1;\n"
+
+"uniform vec4 u_lightMap;\n"
+
+"FSIN vec4 v_color;\n"
+"FSIN vec2 v_tex0;\n"
+"FSIN vec2 v_tex1;\n"
+"FSIN float v_fog;\n"
+
+"void\n"
+"main(void)\n"
+"{\n"
+" vec4 t0 = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));\n"
+" vec4 t1 = texture(tex1, vec2(v_tex1.x, 1.0-v_tex1.y));\n"
+
+" vec4 color;\n"
+" color = t0*v_color*(1.0 + u_lightMap*(t1-1.0));\n"
+" color.a = v_color.a*t0.a*u_lightMap.a;\n"
+
+" color.rgb = mix(u_fogColor.rgb, color.rgb, v_fog);\n"
+" DoAlphaTest(color.a);\n"
+
+" FRAGCOLOR(color);\n"
+"}\n"
+
+;
diff --git a/src/extras/shaders/neoWorldVC_fs_gl3.inc b/src/extras/shaders/neoWorldVC_fs_gl3.inc
deleted file mode 100644
index c861d334..00000000
--- a/src/extras/shaders/neoWorldVC_fs_gl3.inc
+++ /dev/null
@@ -1,27 +0,0 @@
-const char *neoWorldVC_frag_src =
-"uniform sampler2D tex0;\n"
-"uniform sampler2D tex1;\n"
-
-"uniform vec4 u_lightMap;\n"
-
-"in vec4 v_color;\n"
-"in vec2 v_tex0;\n"
-"in vec2 v_tex1;\n"
-"in float v_fog;\n"
-
-"out vec4 color;\n"
-
-"void\n"
-"main(void)\n"
-"{\n"
-" vec4 t0 = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));\n"
-" vec4 t1 = texture(tex1, vec2(v_tex1.x, 1.0-v_tex1.y));\n"
-
-" color = t0*v_color*(1 + u_lightMap*(t1-1));\n"
-" color.a = v_color.a*t0.a*u_lightMap.a;\n"
-
-" color.rgb = mix(u_fogColor.rgb, color.rgb, v_fog);\n"
-" DoAlphaTest(color.a);\n"
-"}\n"
-
-;
diff --git a/src/extras/shaders/screenDroplet.frag b/src/extras/shaders/screenDroplet.frag
new file mode 100644
index 00000000..84d30bd5
--- /dev/null
+++ b/src/extras/shaders/screenDroplet.frag
@@ -0,0 +1,18 @@
+uniform sampler2D tex0;
+uniform sampler2D tex1;
+
+FSIN vec4 v_color;
+FSIN vec2 v_tex0;
+FSIN vec2 v_tex1;
+FSIN float v_fog;
+
+void
+main(void)
+{
+ vec4 color;
+ color = v_color*texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));
+ color *= texture(tex1, vec2(v_tex1.x, 1.0-v_tex1.y));
+
+ FRAGCOLOR(color);
+}
+
diff --git a/src/extras/shaders/screenDroplet_PS.cso b/src/extras/shaders/screenDroplet_PS.cso
new file mode 100644
index 00000000..5508096b
--- /dev/null
+++ b/src/extras/shaders/screenDroplet_PS.cso
Binary files differ
diff --git a/src/extras/shaders/screenDroplet_PS.hlsl b/src/extras/shaders/screenDroplet_PS.hlsl
new file mode 100644
index 00000000..4d41da68
--- /dev/null
+++ b/src/extras/shaders/screenDroplet_PS.hlsl
@@ -0,0 +1,17 @@
+struct VS_out {
+ float4 Position : POSITION;
+ float2 TexCoord0 : TEXCOORD0;
+ float2 TexCoord1 : TEXCOORD1;
+ float4 Color : COLOR0;
+};
+
+sampler2D tex0 : register(s0);
+sampler2D tex1 : register(s1);
+
+float4 main(VS_out input) : COLOR
+{
+ float4 color = input.Color;
+ color *= tex2D(tex0, input.TexCoord0.xy);
+ color *= tex2D(tex1, input.TexCoord1.xy);
+ return color;
+}
diff --git a/src/extras/shaders/screenDroplet_PS.inc b/src/extras/shaders/screenDroplet_PS.inc
new file mode 100644
index 00000000..c2055188
--- /dev/null
+++ b/src/extras/shaders/screenDroplet_PS.inc
@@ -0,0 +1,29 @@
+static unsigned char screenDroplet_PS_cso[] = {
+ 0x00, 0x02, 0xff, 0xff, 0xfe, 0xff, 0x2c, 0x00, 0x43, 0x54, 0x41, 0x42,
+ 0x1c, 0x00, 0x00, 0x00, 0x7b, 0x00, 0x00, 0x00, 0x00, 0x02, 0xff, 0xff,
+ 0x02, 0x00, 0x00, 0x00, 0x1c, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00,
+ 0x74, 0x00, 0x00, 0x00, 0x44, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00,
+ 0x01, 0x00, 0x02, 0x00, 0x4c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x5c, 0x00, 0x00, 0x00, 0x03, 0x00, 0x01, 0x00, 0x01, 0x00, 0x06, 0x00,
+ 0x64, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x74, 0x65, 0x78, 0x30,
+ 0x00, 0xab, 0xab, 0xab, 0x04, 0x00, 0x0c, 0x00, 0x01, 0x00, 0x01, 0x00,
+ 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x74, 0x65, 0x78, 0x31,
+ 0x00, 0xab, 0xab, 0xab, 0x04, 0x00, 0x0c, 0x00, 0x01, 0x00, 0x01, 0x00,
+ 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x70, 0x73, 0x5f, 0x32,
+ 0x5f, 0x30, 0x00, 0x4d, 0x69, 0x63, 0x72, 0x6f, 0x73, 0x6f, 0x66, 0x74,
+ 0x20, 0x28, 0x52, 0x29, 0x20, 0x48, 0x4c, 0x53, 0x4c, 0x20, 0x53, 0x68,
+ 0x61, 0x64, 0x65, 0x72, 0x20, 0x43, 0x6f, 0x6d, 0x70, 0x69, 0x6c, 0x65,
+ 0x72, 0x20, 0x39, 0x2e, 0x32, 0x39, 0x2e, 0x39, 0x35, 0x32, 0x2e, 0x33,
+ 0x31, 0x31, 0x31, 0x00, 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x80,
+ 0x00, 0x00, 0x03, 0xb0, 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x80,
+ 0x01, 0x00, 0x03, 0xb0, 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x80,
+ 0x00, 0x00, 0x0f, 0x90, 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x90,
+ 0x00, 0x08, 0x0f, 0xa0, 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x90,
+ 0x01, 0x08, 0x0f, 0xa0, 0x42, 0x00, 0x00, 0x03, 0x00, 0x00, 0x0f, 0x80,
+ 0x00, 0x00, 0xe4, 0xb0, 0x00, 0x08, 0xe4, 0xa0, 0x42, 0x00, 0x00, 0x03,
+ 0x01, 0x00, 0x0f, 0x80, 0x01, 0x00, 0xe4, 0xb0, 0x01, 0x08, 0xe4, 0xa0,
+ 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x0f, 0x80, 0x00, 0x00, 0xe4, 0x80,
+ 0x00, 0x00, 0xe4, 0x90, 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x0f, 0x80,
+ 0x01, 0x00, 0xe4, 0x80, 0x00, 0x00, 0xe4, 0x80, 0x01, 0x00, 0x00, 0x02,
+ 0x00, 0x08, 0x0f, 0x80, 0x00, 0x00, 0xe4, 0x80, 0xff, 0xff, 0x00, 0x00
+};
diff --git a/src/extras/shaders/screenDroplet_fs_gl.inc b/src/extras/shaders/screenDroplet_fs_gl.inc
new file mode 100644
index 00000000..dd393b02
--- /dev/null
+++ b/src/extras/shaders/screenDroplet_fs_gl.inc
@@ -0,0 +1,20 @@
+const char *screenDroplet_frag_src =
+"uniform sampler2D tex0;\n"
+"uniform sampler2D tex1;\n"
+
+"FSIN vec4 v_color;\n"
+"FSIN vec2 v_tex0;\n"
+"FSIN vec2 v_tex1;\n"
+"FSIN float v_fog;\n"
+
+"void\n"
+"main(void)\n"
+"{\n"
+" vec4 color;\n"
+" color = v_color*texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));\n"
+" color *= texture(tex1, vec2(v_tex1.x, 1.0-v_tex1.y));\n"
+
+" FRAGCOLOR(color);\n"
+"}\n"
+
+;
diff --git a/src/extras/shaders/simple.frag b/src/extras/shaders/simple.frag
index 87157beb..c85bf089 100644
--- a/src/extras/shaders/simple.frag
+++ b/src/extras/shaders/simple.frag
@@ -1,16 +1,17 @@
uniform sampler2D tex0;
-in vec4 v_color;
-in vec2 v_tex0;
-in float v_fog;
-
-out vec4 color;
+FSIN vec4 v_color;
+FSIN vec2 v_tex0;
+FSIN float v_fog;
void
main(void)
{
+ vec4 color;
color = v_color*texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));
color.rgb = mix(u_fogColor.rgb, color.rgb, v_fog);
DoAlphaTest(color.a);
+
+ FRAGCOLOR(color);
}
diff --git a/src/extras/shaders/simple_fs_gl.inc b/src/extras/shaders/simple_fs_gl.inc
new file mode 100644
index 00000000..614d79a0
--- /dev/null
+++ b/src/extras/shaders/simple_fs_gl.inc
@@ -0,0 +1,19 @@
+const char *simple_frag_src =
+"uniform sampler2D tex0;\n"
+
+"FSIN vec4 v_color;\n"
+"FSIN vec2 v_tex0;\n"
+"FSIN float v_fog;\n"
+
+"void\n"
+"main(void)\n"
+"{\n"
+" vec4 color;\n"
+" color = v_color*texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));\n"
+" color.rgb = mix(u_fogColor.rgb, color.rgb, v_fog);\n"
+" DoAlphaTest(color.a);\n"
+
+" FRAGCOLOR(color);\n"
+"}\n"
+
+;
diff --git a/src/extras/shaders/simple_fs_gl3.inc b/src/extras/shaders/simple_fs_gl3.inc
deleted file mode 100644
index 47d89971..00000000
--- a/src/extras/shaders/simple_fs_gl3.inc
+++ /dev/null
@@ -1,18 +0,0 @@
-const char *simple_frag_src =
-"uniform sampler2D tex0;\n"
-
-"in vec4 v_color;\n"
-"in vec2 v_tex0;\n"
-"in float v_fog;\n"
-
-"out vec4 color;\n"
-
-"void\n"
-"main(void)\n"
-"{\n"
-" color = v_color*texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));\n"
-" color.rgb = mix(u_fogColor.rgb, color.rgb, v_fog);\n"
-" DoAlphaTest(color.a);\n"
-"}\n"
-
-;