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			41 lines
		
	
	
	
		
			1.2 KiB
		
	
	
	
		
			Text
		
	
	
	
	
	
			
		
		
	
	
			41 lines
		
	
	
	
		
			1.2 KiB
		
	
	
	
		
			Text
		
	
	
	
	
	
#include "core.h"
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#ifdef SH_VERTEX_SHADER
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    SH_BEGIN_PROGRAM
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        shUniform(float4x4, wvp) @shAutoConstant(wvp, worldviewproj_matrix)
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        shVertexInput(float2, uv0)
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        shOutput(float2, UV)
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    SH_START_PROGRAM
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    {
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	    shOutputPosition = shMatrixMult(wvp, shInputPosition);
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	    UV = uv0;
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    }
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#else
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    SH_BEGIN_PROGRAM
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		shSampler2D(diffuseMap)
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		shSampler2D(alphaMap)
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		shInput(float2, UV)
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        shUniform(float4, materialDiffuse)                    @shAutoConstant(materialDiffuse, surface_diffuse_colour)
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        shUniform(float4, materialEmissive)                   @shAutoConstant(materialEmissive, surface_emissive_colour)
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        shUniform(float4, atmosphereColour)                   @shSharedParameter(atmosphereColour)
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    SH_START_PROGRAM
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    {
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        float4 tex = shSample(diffuseMap, UV);
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        shOutputColour(0) = float4(materialEmissive.xyz, 1) * tex;
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        shOutputColour(0).a = shSample(alphaMap, UV).a * materialDiffuse.a;
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        shOutputColour(0).rgb += (1-tex.a) * shOutputColour(0).a * atmosphereColour.rgb; //fill dark side of moon with atmosphereColour
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        shOutputColour(0).rgb += (1-materialDiffuse.a) * atmosphereColour.rgb; //fade bump
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    }
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#endif
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