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More shader compatibility fixes
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parent
1c51694aa9
commit
a33514fa1d
4 changed files with 24 additions and 24 deletions
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@ -12,13 +12,13 @@
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{
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{
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float4x4 viewFixed = view;
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float4x4 viewFixed = view;
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#if !SH_GLSL
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#if !SH_GLSL
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viewFixed[0][3] = 0;
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viewFixed[0][3] = 0.0;
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viewFixed[1][3] = 0;
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viewFixed[1][3] = 0.0;
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viewFixed[2][3] = 0;
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viewFixed[2][3] = 0.0;
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#else
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#else
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viewFixed[3][0] = 0;
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viewFixed[3][0] = 0.0;
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viewFixed[3][1] = 0;
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viewFixed[3][1] = 0.0;
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viewFixed[3][2] = 0;
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viewFixed[3][2] = 0.0;
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#endif
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#endif
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shOutputPosition = shMatrixMult(projection, shMatrixMult(viewFixed, shInputPosition));
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shOutputPosition = shMatrixMult(projection, shMatrixMult(viewFixed, shInputPosition));
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alphaFade = shInputPosition.z < 150.0 ? 0.0 : 1.0;
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alphaFade = shInputPosition.z < 150.0 ? 0.0 : 1.0;
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@ -14,13 +14,13 @@
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float4x4 worldviewFixed = worldview;
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float4x4 worldviewFixed = worldview;
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#if !SH_GLSL
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#if !SH_GLSL
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worldviewFixed[0][3] = 0;
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worldviewFixed[0][3] = 0.0;
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worldviewFixed[1][3] = 0;
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worldviewFixed[1][3] = 0.0;
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worldviewFixed[2][3] = 0;
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worldviewFixed[2][3] = 0.0;
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#else
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#else
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worldviewFixed[3][0] = 0;
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worldviewFixed[3][0] = 0.0;
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worldviewFixed[3][1] = 0;
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worldviewFixed[3][1] = 0.0;
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worldviewFixed[3][2] = 0;
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worldviewFixed[3][2] = 0.0;
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#endif
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#endif
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shOutputPosition = shMatrixMult(proj, shMatrixMult(worldviewFixed, shInputPosition));
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shOutputPosition = shMatrixMult(proj, shMatrixMult(worldviewFixed, shInputPosition));
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@ -13,13 +13,13 @@ shUniform(float4x4, projection) @shAutoConstant(projection, projection_matrix)
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{
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{
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float4x4 viewFixed = view;
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float4x4 viewFixed = view;
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#if !SH_GLSL
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#if !SH_GLSL
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viewFixed[0][3] = 0;
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viewFixed[0][3] = 0.0;
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viewFixed[1][3] = 0;
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viewFixed[1][3] = 0.0;
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viewFixed[2][3] = 0;
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viewFixed[2][3] = 0.0;
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#else
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#else
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viewFixed[3][0] = 0;
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viewFixed[3][0] = 0.0;
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viewFixed[3][1] = 0;
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viewFixed[3][1] = 0.0;
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viewFixed[3][2] = 0;
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viewFixed[3][2] = 0.0;
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#endif
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#endif
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shOutputPosition = shMatrixMult(projection, shMatrixMult(viewFixed, shMatrixMult(world, shInputPosition)));
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shOutputPosition = shMatrixMult(projection, shMatrixMult(viewFixed, shMatrixMult(world, shInputPosition)));
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UV = uv0;
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UV = uv0;
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@ -13,13 +13,13 @@ shUniform(float4x4, projection) @shAutoConstant(projection, projection_matrix)
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{
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{
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float4x4 viewFixed = view;
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float4x4 viewFixed = view;
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#if !SH_GLSL
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#if !SH_GLSL
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viewFixed[0][3] = 0;
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viewFixed[0][3] = 0.0;
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viewFixed[1][3] = 0;
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viewFixed[1][3] = 0.0;
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viewFixed[2][3] = 0;
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viewFixed[2][3] = 0.0;
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#else
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#else
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viewFixed[3][0] = 0;
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viewFixed[3][0] = 0.0;
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viewFixed[3][1] = 0;
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viewFixed[3][1] = 0.0;
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viewFixed[3][2] = 0;
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viewFixed[3][2] = 0.0;
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#endif
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#endif
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shOutputPosition = shMatrixMult(projection, shMatrixMult(viewFixed, shMatrixMult(world, shInputPosition)));
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shOutputPosition = shMatrixMult(projection, shMatrixMult(viewFixed, shMatrixMult(world, shInputPosition)));
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UV = uv0;
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UV = uv0;
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