336 lines
10 KiB
Plaintext
336 lines
10 KiB
Plaintext
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/*
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-----------------------------------------------------------------------------
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This source file is part of OGRE
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(Object-oriented Graphics Rendering Engine)
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For the latest info, see http://www.ogre3d.org
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Copyright (c) 2000-2013 Torus Knot Software Ltd
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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-----------------------------------------------------------------------------
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*/
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//-----------------------------------------------------------------------------
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// Program Name: FFPLib_TextureStage
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// Program Desc: Texture functions of the FFP.
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// Program Type: Vertex/Pixel shader
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// Language: GLSL
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// Notes: Implements core functions for FFPTexturing class.
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// based on texturing operations needed by render system.
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// Implements texture coordinate processing:
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// see http://msdn.microsoft.com/en-us/library/bb206247.aspx
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// Implements texture blending operation:
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// see http://msdn.microsoft.com/en-us/library/bb206241.aspx
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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void FFP_TransformTexCoord(in mat4 m, in vec2 v, out vec2 vOut)
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{
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vOut = (m * vec4(v, 0.0, 1.0)).xy;
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}
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//-----------------------------------------------------------------------------
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void FFP_TransformTexCoord(in mat4 m, in vec4 v, out vec2 vOut)
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{
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vOut = (m * v).xy;
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}
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//-----------------------------------------------------------------------------
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void FFP_TransformTexCoord(in mat4 m, in vec3 v, out vec3 vOut)
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{
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vOut = (m * vec4(v, 1.0)).xyz;
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}
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//-----------------------------------------------------------------------------
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void FFP_GenerateTexCoord_EnvMap_Normal(in mat4 mWorldIT,
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in mat4 mView,
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in vec3 vNormal,
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out vec3 vOut)
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{
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vec3 vWorldNormal = (mat3(mWorldIT) * vNormal);
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vec3 vViewNormal = (mat3(mView) * vWorldNormal);
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vOut = vViewNormal;
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}
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//-----------------------------------------------------------------------------
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void FFP_GenerateTexCoord_EnvMap_Normal(in mat4 mWorldIT,
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in mat4 mView,
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in mat4 mTexture,
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in vec3 vNormal,
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out vec3 vOut)
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{
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vec3 vWorldNormal = (mat3(mWorldIT) * vNormal);
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vec3 vViewNormal = (mat3(mView) * vWorldNormal);
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vOut = (mTexture * vec4(vViewNormal, 1.0)).xyz;
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}
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//-----------------------------------------------------------------------------
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void FFP_GenerateTexCoord_EnvMap_Sphere(in mat4 mWorld,
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in mat4 mView,
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in mat4 mWorldIT,
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in vec4 vPos,
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in vec3 vNormal,
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in mat4 mTexture,
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out vec2 vOut)
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{
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mat4 worldview = mView * mWorld;
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vec3 normal = normalize( (mWorldIT * vec4(vNormal,0.0)).xyz);
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vec3 eyedir = normalize(worldview * vPos).xyz;
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vec3 r = reflect(eyedir, normal);
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float two_p = 2.0 * sqrt( r.x * r.x + r.y * r.y + (r.z + 1) * (r.z + 1));
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vOut = (mTexture * vec4(0.5 + r.x / two_p,0.5 - r.y / two_p,0,0)).xy;
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}
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//-----------------------------------------------------------------------------
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void FFP_GenerateTexCoord_EnvMap_Sphere(in mat4 mWorld,
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in mat4 mView,
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in mat4 mWorldIT,
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in vec4 vPos,
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in vec3 vNormal,
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out vec2 vOut)
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{
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mat4 worldview = mView * mWorld;
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vec3 normal = normalize( (mWorldIT * vec4(vNormal,0.0)).xyz);
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vec3 eyedir = normalize(worldview * vPos).xyz;
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vec3 r = reflect(eyedir, normal);
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float two_p = 2.0 * sqrt( r.x * r.x + r.y * r.y + (r.z + 1) * (r.z + 1));
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vOut = vec2(0.5 + r.x / two_p,0.5 - r.y / two_p);
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}
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//-----------------------------------------------------------------------------
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void FFP_GenerateTexCoord_EnvMap_Reflect(in mat4 mWorld,
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in mat4 mWorldIT,
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in mat4 mView,
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in vec3 vNormal,
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in vec4 vPos,
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out vec3 vOut)
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{
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mView[0][2] = -mView[0][2];
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mView[1][2] = -mView[1][2];
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mView[2][2] = -mView[2][2];
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mView[3][2] = -mView[3][2];
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mat4 matViewT = transpose(mView);
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vec3 vWorldNormal = (mat3(mWorldIT) * vNormal);
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vec3 vViewNormal = (mat3(mView) * vWorldNormal);
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vec4 vWorldPos = mWorld * vPos;
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vec3 vNormViewPos = normalize((mView * vWorldPos).xyz);
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vec3 vReflect = reflect(vNormViewPos, vViewNormal);
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matViewT[0][2] = -matViewT[0][2];
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matViewT[1][2] = -matViewT[1][2];
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matViewT[2][2] = -matViewT[2][2];
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vReflect = (mat3(matViewT) * vReflect);
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vReflect.z = -vReflect.z; // Hack for gl
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vOut = vReflect;
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}
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//-----------------------------------------------------------------------------
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void FFP_GenerateTexCoord_EnvMap_Reflect(in mat4 mWorld,
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in mat4 mWorldIT,
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in mat4 mView,
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in mat4 mTexture,
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in vec3 vNormal,
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in vec4 vPos,
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out vec3 vOut)
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{
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mView[0][2] = -mView[0][2];
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mView[1][2] = -mView[1][2];
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mView[2][2] = -mView[2][2];
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mView[3][2] = -mView[3][2];
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mat4 matViewT = transpose(mView);
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vec3 vWorldNormal = (mat3(mWorldIT) * vNormal);
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vec3 vViewNormal = (mat3(mView) * vWorldNormal);
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vec4 vWorldPos = mWorld * vPos;
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vec3 vNormViewPos = normalize((mView * vWorldPos).xyz);
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vec3 vReflect = reflect(vNormViewPos, vViewNormal);
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matViewT[0][2] = -matViewT[0][2];
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matViewT[1][2] = -matViewT[1][2];
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matViewT[2][2] = -matViewT[2][2];
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vReflect = (mat3(matViewT) * vReflect);
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vReflect = (mTexture * vec4(vReflect, 1.0)).xyz;
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vReflect.z = -vReflect.z; // Hack for gl
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vOut = vReflect;
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}
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//-----------------------------------------------------------------------------
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void FFP_GenerateTexCoord_Projection(in mat4 mWorld,
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in mat4 mTexViewProjImage,
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in vec4 vPos,
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out vec3 vOut)
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{
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vec4 vWorldPos = mWorld * vPos;
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vec4 vTexturePos = mTexViewProjImage * vWorldPos;
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vOut = vTexturePos.xyw;
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}
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//-----------------------------------------------------------------------------
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void FFP_SampleTexture(in sampler1D s,
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in float f,
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out vec4 t)
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{
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t = texture(s, f);
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}
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//-----------------------------------------------------------------------------
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void FFP_SampleTexture(in sampler2D s,
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in vec2 f,
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out vec4 t)
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{
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t = texture (s, f);
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}
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//-----------------------------------------------------------------------------
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void FFP_SampleTexture(in sampler2D s,
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in vec4 f,
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out vec4 t)
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{
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t = texture (s, vec2(f.xy));
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}
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//-----------------------------------------------------------------------------
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void FFP_SampleTextureProj(in sampler2D s,
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in vec3 f,
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out vec4 t)
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{
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t = texture(s, f.xy/f.z);
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}
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//-----------------------------------------------------------------------------
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void FFP_SampleTexture(in sampler3D s,
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in vec3 f,
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out vec4 t)
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{
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t = texture(s, f);
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}
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//-----------------------------------------------------------------------------
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void FFP_SampleTexture(in samplerCube s,
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in vec3 f,
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out vec4 t)
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{
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t = texture(s, f);
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}
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//-----------------------------------------------------------------------------
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void FFP_ModulateX2(in float vIn0, in float vIn1, out float vOut)
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{
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vOut = vIn0 * vIn1 * 2.0;
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}
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//-----------------------------------------------------------------------------
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void FFP_ModulateX2(in vec2 vIn0, in vec2 vIn1, out vec2 vOut)
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{
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vOut = vIn0 * vIn1 * 2.0;
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}
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//-----------------------------------------------------------------------------
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void FFP_ModulateX2(in vec3 vIn0, in vec3 vIn1, out vec3 vOut)
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{
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vOut = vIn0 * vIn1 * 2.0;
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}
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//-----------------------------------------------------------------------------
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void FFP_ModulateX2(in vec4 vIn0, in vec4 vIn1, out vec4 vOut)
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{
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vOut = vIn0 * vIn1 * 2.0;
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}
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//-----------------------------------------------------------------------------
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void FFP_ModulateX4(in float vIn0, in float vIn1, out float vOut)
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{
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vOut = vIn0 * vIn1 * 4.0;
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}
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//-----------------------------------------------------------------------------
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void FFP_ModulateX4(in vec2 vIn0, in vec2 vIn1, out vec2 vOut)
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{
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vOut = vIn0 * vIn1 * 4.0;
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}
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//-----------------------------------------------------------------------------
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void FFP_ModulateX4(in vec3 vIn0, in vec3 vIn1, out vec3 vOut)
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{
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vOut = vIn0 * vIn1 * 4.0;
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}
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//-----------------------------------------------------------------------------
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void FFP_ModulateX4(in vec4 vIn0, in vec4 vIn1, out vec4 vOut)
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{
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vOut = vIn0 * vIn1 * 4.0;
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}
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//-----------------------------------------------------------------------------
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void FFP_AddSigned(in float vIn0, in float vIn1, out float vOut)
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{
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vOut = vIn0 + vIn1 - 0.5;
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}
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//-----------------------------------------------------------------------------
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void FFP_AddSigned(in vec2 vIn0, in vec2 vIn1, out vec2 vOut)
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{
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vOut = vIn0 + vIn1 - 0.5;
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}
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//-----------------------------------------------------------------------------
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void FFP_AddSigned(in vec3 vIn0, in vec3 vIn1, out vec3 vOut)
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{
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vOut = vIn0 + vIn1 - 0.5;
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}
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//-----------------------------------------------------------------------------
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void FFP_AddSigned(in vec4 vIn0, in vec4 vIn1, out vec4 vOut)
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{
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vOut = vIn0 + vIn1 - 0.5;
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}
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//-----------------------------------------------------------------------------
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void FFP_AddSmooth(in float vIn0, in float vIn1, out float vOut)
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{
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vOut = vIn0 + vIn1 - (vIn0 * vIn1);
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}
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//-----------------------------------------------------------------------------
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void FFP_AddSmooth(in vec2 vIn0, in vec2 vIn1, out vec2 vOut)
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{
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vOut = vIn0 + vIn1 - (vIn0 * vIn1);
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}
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//-----------------------------------------------------------------------------
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void FFP_AddSmooth(in vec3 vIn0, in vec3 vIn1, out vec3 vOut)
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{
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vOut = vIn0 + vIn1 - (vIn0 * vIn1);
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}
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//-----------------------------------------------------------------------------
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void FFP_AddSmooth(in vec4 vIn0, in vec4 vIn1, out vec4 vOut)
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{
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vOut = vIn0 + vIn1 - (vIn0 * vIn1);
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}
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