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			48 lines
		
	
	
	
		
			1.1 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			48 lines
		
	
	
	
		
			1.1 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
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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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