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49 lines
1.2 KiB
GLSL
49 lines
1.2 KiB
GLSL
#include "core.h"
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#ifdef SH_VERTEX_SHADER
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SH_BEGIN_PROGRAM
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shUniform(float4x4, worldview) @shAutoConstant(worldview, worldview_matrix)
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shUniform(float4x4, proj) @shAutoConstant(proj, projection_matrix)
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shVertexInput(float2, uv0)
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shOutput(float2, UV)
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shOutput(float, fade)
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SH_START_PROGRAM
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{
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float4x4 worldviewFixed = worldview;
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#if !SH_GLSL && !SH_GLSLES
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worldviewFixed[0][3] = 0.0;
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worldviewFixed[1][3] = 0.0;
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worldviewFixed[2][3] = 0.0;
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#else
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worldviewFixed[3][0] = 0.0;
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worldviewFixed[3][1] = 0.0;
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worldviewFixed[3][2] = 0.0;
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#endif
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shOutputPosition = shMatrixMult(proj, shMatrixMult(worldviewFixed, shInputPosition));
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UV = uv0;
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fade = (shInputPosition.z > 50.0) ? 1.0 : 0.0;
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}
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#else
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SH_BEGIN_PROGRAM
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shInput(float2, UV)
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shInput(float, fade)
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shSampler2D(diffuseMap)
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shUniform(float, nightFade) @shSharedParameter(nightFade)
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SH_START_PROGRAM
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{
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shOutputColour(0) = shSample(diffuseMap, UV) * float4(1,1,1, nightFade * fade);
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}
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#endif
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