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openmw-tes3coop/files/materials/core.h

182 lines
4.5 KiB
C

#if SH_HLSL == 1 || SH_CG == 1
#define shTexture2D sampler2D
#define shSample(tex, coord) tex2D(tex, coord)
#define shCubicSample(tex, coord) texCUBE(tex, coord)
#define shLerp(a, b, t) lerp(a, b, t)
#define shSaturate(a) saturate(a)
#define shSampler2D(name) , uniform sampler2D name : register(s@shCounter(0)) @shUseSampler(name)
#define shSamplerCube(name) , uniform samplerCUBE name : register(s@shCounter(0)) @shUseSampler(name)
#define shMatrixMult(m, v) mul(m, v)
#define shUniform(type, name) , uniform type name
#define shTangentInput(type) , in type tangent : TANGENT
#define shVertexInput(type, name) , in type name : TEXCOORD@shCounter(1)
#define shInput(type, name) , in type name : TEXCOORD@shCounter(1)
#define shOutput(type, name) , out type name : TEXCOORD@shCounter(2)
#define shNormalInput(type) , in type normal : NORMAL
#define shColourInput(type) , in type colour : COLOR
#define shFract(val) frac(val)
#ifdef SH_VERTEX_SHADER
#define shOutputPosition oPosition
#define shInputPosition iPosition
#define SH_BEGIN_PROGRAM \
void main( \
float4 iPosition : POSITION \
, out float4 oPosition : POSITION
#define SH_START_PROGRAM \
) \
#endif
#ifdef SH_FRAGMENT_SHADER
#define shOutputColour(num) oColor##num
#define shDeclareMrtOutput(num) , out float4 oColor##num : COLOR##num
#define SH_BEGIN_PROGRAM \
void main( \
out float4 oColor0 : COLOR
#define SH_START_PROGRAM \
) \
#endif
#endif
#if SH_GLSL == 1 || SH_GLSLES == 1
#define shFract(val) fract(val)
#if SH_GLSLES == 1
@version 100
#else
@version 120
#endif
#if SH_GLSLES == 1
precision mediump int;
precision mediump float;
#endif
#define float2 vec2
#define float3 vec3
#define float4 vec4
#define int2 ivec2
#define int3 ivec3
#define int4 ivec4
#define shTexture2D sampler2D
#define shSample(tex, coord) texture2D(tex, coord)
#define shCubicSample(tex, coord) textureCube(tex, coord)
#define shLerp(a, b, t) mix(a, b, t)
#define shSaturate(a) clamp(a, 0.0, 1.0)
#define shUniform(type, name) uniform type name;
#define shSampler2D(name) uniform sampler2D name; @shUseSampler(name)
#define shSamplerCube(name) uniform samplerCube name; @shUseSampler(name)
#define shMatrixMult(m, v) ((m) * (v))
#define shOutputPosition gl_Position
#define float4x4 mat4
#define float3x3 mat3
// GLSL 1.3
#if 0
// automatically recognized by ogre when the input name equals this
#define shInputPosition vertex
#define shOutputColour(num) oColor##num
#define shTangentInput(type) in type tangent;
#define shVertexInput(type, name) in type name;
#define shInput(type, name) in type name;
#define shOutput(type, name) out type name;
// automatically recognized by ogre when the input name equals this
#define shNormalInput(type) in type normal;
#define shColourInput(type) in type colour;
#ifdef SH_VERTEX_SHADER
#define SH_BEGIN_PROGRAM \
in float4 vertex;
#define SH_START_PROGRAM \
void main(void)
#endif
#ifdef SH_FRAGMENT_SHADER
#define shDeclareMrtOutput(num) out vec4 oColor##num;
#define SH_BEGIN_PROGRAM \
out float4 oColor0;
#define SH_START_PROGRAM \
void main(void)
#endif
#endif
// GLSL 1.2
#if 1
// automatically recognized by ogre when the input name equals this
#define shInputPosition vertex
#define shOutputColour(num) gl_FragData[num]
#define shTangentInput(type) attribute type tangent;
#define shVertexInput(type, name) attribute type name;
#define shInput(type, name) varying type name;
#define shOutput(type, name) varying type name;
// automatically recognized by ogre when the input name equals this
#define shNormalInput(type) attribute type normal;
#define shColourInput(type) attribute type colour;
#ifdef SH_VERTEX_SHADER
#define SH_BEGIN_PROGRAM \
attribute vec4 vertex;
#define SH_START_PROGRAM \
void main(void)
#endif
#ifdef SH_FRAGMENT_SHADER
#define shDeclareMrtOutput(num)
#define SH_BEGIN_PROGRAM
#define SH_START_PROGRAM \
void main(void)
#endif
#endif
#endif