1 | ///////////////////////////////////////////////////////////////////////////////
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2 | //
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3 | // ## ######
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4 | // ###### ###
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5 | // ## ############### Shark 3D Engine (www.shark3d.com)
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6 | // ########## # # #
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7 | // ######## Copyright (c) 1996-2006 Spinor GmbH.
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8 | // ######### # # # All rights reserved.
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9 | // ## ##########
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10 | // ##
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11 | //
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12 | ///////////////////////////////////////////////////////////////////////////////
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13 |
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14 | // Opengl Highlevel Shaderlanguage
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15 | ogl
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16 | {
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17 | glsl
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18 | {
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19 | vertshader
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20 | {
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21 | code_variant_array
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22 | {
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23 | req_ver "1x0"
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24 | code_array "levelutil/shader/prog/ogl_glsl/"
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25 | & "bump_ogl_glsl_vs1x0.s3d_shadercode_run"
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26 | }
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27 | tracking
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28 | {
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29 | // uniform mat4 matBone[4];
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30 | cnt 4
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31 | codevar "matBone[$]"
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32 | chan "bone"
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33 | trans "identity"
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34 | }
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35 |
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36 | // attribute vec4 bone_wgh;
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37 | bone_wgh "boneWgh"
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38 | //bone_subscr "boneSubscr"
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39 |
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40 | predefine_array
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41 | {
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42 | name "S3D_USE_BONEWGH"
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43 | }
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44 | {
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45 | name "S3D_LIGHT_BRIGHT"
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46 | }
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47 | {
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48 | name "S3D_LIGHT_BRIGHT_CARE"
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49 | }
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50 | {
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51 | name "S3D_PARALLAX_MAPPING"
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52 | }
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53 | }
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54 |
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55 | fragshader
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56 | {
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57 | code_variant_array
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58 | {
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59 | req_ver "1x0"
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60 | code_array "levelutil/shader/prog/ogl_glsl/"
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61 | & "bump_ogl_glsl_fs1x0.s3d_shadercode_run"
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62 | }
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63 | predefine_array
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64 | {
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65 | name "S3D_SPECULAR_EXP"
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66 | val "4.0"
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67 | }
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68 | {
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69 | name "S3D_GEOMETRIC_SHADOW"
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70 | }
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71 | {
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72 | name "S3D_PARALLAX_MAPPING"
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73 | }
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74 | {
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75 | name "S3D_PARALLAX_SCALE"
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76 | val "0.07"
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77 | }
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78 | {
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79 | name "S3D_PARALLAX_BIAS"
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80 | val "0.50196078431372549" // = 128/255
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81 | }
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82 | {
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83 | name "S3D_LIGHT_BRIGHT"
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84 | }
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85 | {
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86 | name "S3D_LIGHT_BRIGHT_CARE"
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87 | }
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88 | }
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89 |
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90 | param_array
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91 | {
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92 | src_progvar "prog_light_cenrange"
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93 | dest_codevar "lightCenRange"
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94 | type "float4"
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95 | }
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96 | {
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97 | src_progvar "prog_light_ambient"
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98 | dest_codevar "lightAmbient"
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99 | type "float4"
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100 | }
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101 | {
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102 | src_progvar "prog_light_diffuse"
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103 | dest_codevar "lightDiffuse"
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104 | type "float4"
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105 | }
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106 | {
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107 | src_progvar "prog_light_specular"
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108 | dest_codevar "lightSpecular"
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109 | type "float4"
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110 | }
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111 | {
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112 | src_progvar "prog_light_brightmat"
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113 | dest_codevar "lightBrightMat"
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114 | type "float4x4"
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115 | }
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116 |
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117 | sampler_array "tex0" "normalSamp" "lightBrightSamp"
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118 | tex_rcpsize_codevar_array "" "" "lightBrightRcpSize"
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119 | }
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120 | }
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121 |
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122 | // D3D9 Highlevel Shaderlanguage
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123 | d3d9
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124 | {
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125 | hlsl_vertshader
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126 | {
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127 | // Code of the pixel program
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128 | code_variant_array
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129 | {
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130 | profile "1x1"
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131 | entry_point "main"
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132 | code "levelutil/shader/prog/d3d9_hlsl/"
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133 | & "bump_d3d9_hlsl_vs1x1.s3d_shadercode_run"
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134 | debug_code_file "src/res/levelutil/shader/prog/d3d9_hlsl/"
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135 | & "bump_d3d9_hlsl_vs1x1.s3d_shadercode"
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136 | }
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137 |
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138 |
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139 | // Copy matrices into vertex program constants.
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140 | // The field "chan" can be one
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141 | // of "identity", "proj", "view" or "projview" "bone"
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142 | // The field "trans" can be one
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143 | // of "identity", "inv", "transp" or "invtransp"
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144 | // One matrix needs 4 constants.
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145 | tracking
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146 | {
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147 | codevar "projMat"
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148 | slot 0
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149 | chan "proj"
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150 | trans "identity"
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151 | }
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152 | {
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153 | codevar "matBone"
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154 | slot 0
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155 | chan "bone"
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156 | trans "identity"
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157 | }
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158 |
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159 | param_array
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160 | {
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161 | src_progvar "prog_light_cenrange"
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162 | dest_codevar "lightCenRange"
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163 | type "float4"
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164 | }
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165 | {
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166 | src_progvar "prog_light_brightmat"
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167 | dest_codevar "lightBrightMat"
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168 | type "float4x4"
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169 | }
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170 |
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171 | predefine_array
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172 | {
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173 | name "S3D_USE_BONESUBSCR"
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174 | }
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175 | {
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176 | name "S3D_MATBONE_CNT"
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177 | val "32"
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178 | }
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179 | {
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180 | name "S3D_PARALLAX_MAPPING"
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181 | }
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182 | {
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183 | name "S3D_LIGHT_BRIGHT"
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184 | }
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185 | {
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186 | name "S3D_LIGHT_BRIGHT_CARE"
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187 | }
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188 | }
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189 |
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190 | hlsl_pixshader
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191 | {
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192 | code_variant_array
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193 | {
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194 | profile "2x0"
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195 | entry_point "main"
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196 | code "levelutil/shader/prog/d3d9_hlsl/"
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197 | & "bump_d3d9_hlsl_ps2x0.s3d_shadercode_run"
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198 | }
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199 |
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200 | param_array
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201 | {
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202 | src_progvar "prog_light_ambient"
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203 | dest_codevar "lightAmbient"
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204 | type "float4"
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205 | }
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206 | {
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207 | src_progvar "prog_light_diffuse"
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208 | dest_codevar "lightDiffuse"
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209 | type "float4"
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210 | }
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211 | {
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212 | src_progvar "prog_light_specular"
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213 | dest_codevar "lightSpecular"
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214 | type "float4"
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215 | }
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216 |
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217 | predefine_array
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218 | {
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219 | name "S3D_SPECULAR_EXP"
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220 | val "4.0"
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221 | }
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222 | {
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223 | name "S3D_GEOMETRIC_SHADOW"
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224 | }
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225 | {
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226 | name "S3D_PARALLAX_MAPPING"
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227 | }
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228 | {
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229 | name "S3D_PARALLAX_SCALE"
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230 | val "0.07"
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231 | }
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232 | {
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233 | name "S3D_PARALLAX_BIAS"
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234 | val "0.50196078431372549" // = 128/255
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235 | }
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236 | {
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237 | name "S3D_LIGHT_BRIGHT"
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238 | }
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239 | {
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240 | name "S3D_LIGHT_BRIGHT_CARE"
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241 | }
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242 |
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243 | tex_rcpsize_codevar_array "" "" "lightBrightRcpSize"
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244 | }
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245 | }
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246 |
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247 | // D3D9 Highlevel Shaderlanguage
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248 | xe
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249 | {
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250 | hlsl_vertshader
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251 | {
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252 | // Code of the pixel program
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253 | code_variant_array
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254 | {
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255 | profile "1x1"
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256 | entry_point "main"
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257 | code "levelutil/shader/prog/d3d9_hlsl/"
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258 | & "bump_d3d9_hlsl_vs1x1.s3d_shadercode_run"
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259 | debug_code_file "src/res/levelutil/shader/prog/d3d9_hlsl/"
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260 | & "bump_d3d9_hlsl_vs1x1.s3d_shadercode"
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261 | }
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262 |
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263 |
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264 | // Copy matrices into vertex program constants.
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265 | // The field "chan" can be one
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266 | // of "identity", "proj", "view" or "projview" "bone"
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267 | // The field "trans" can be one
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268 | // of "identity", "inv", "transp" or "invtransp"
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269 | // One matrix needs 4 constants.
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270 | tracking
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271 | {
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272 | codevar "projMat"
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273 | slot 0
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274 | chan "proj"
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275 | trans "identity"
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276 | }
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277 | {
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278 | codevar "matBone"
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279 | slot 0
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280 | chan "bone"
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281 | trans "identity"
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282 | }
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283 |
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284 | param_array
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285 | {
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286 | src_progvar "prog_light_cenrange"
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287 | dest_codevar "lightCenRange"
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288 | type "float4"
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289 | }
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290 | {
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291 | src_progvar "prog_light_brightmat"
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292 | dest_codevar "lightBrightMat"
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293 | type "float4x4"
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294 | }
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295 |
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296 | predefine_array
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297 | {
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298 | name "S3D_USE_BONESUBSCR"
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299 | }
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300 | {
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301 | name "S3D_MATBONE_CNT"
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302 | val "32"
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303 | }
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304 | {
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305 | name "S3D_PARALLAX_MAPPING"
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306 | }
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307 | {
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308 | name "S3D_LIGHT_BRIGHT"
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309 | }
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310 | {
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311 | name "S3D_LIGHT_BRIGHT_CARE"
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312 | }
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313 | }
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314 |
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315 | hlsl_pixshader
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316 | {
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317 | code_variant_array
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318 | {
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319 | profile "2x0"
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320 | entry_point "main"
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321 | code "levelutil/shader/prog/d3d9_hlsl/"
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322 | & "bump_d3d9_hlsl_ps2x0.s3d_shadercode_run"
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323 | }
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324 |
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325 | param_array
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326 | {
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327 | src_progvar "prog_light_ambient"
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328 | dest_codevar "lightAmbient"
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329 | type "float4"
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330 | }
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331 | {
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332 | src_progvar "prog_light_diffuse"
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333 | dest_codevar "lightDiffuse"
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334 | type "float4"
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335 | }
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336 | {
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337 | src_progvar "prog_light_specular"
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338 | dest_codevar "lightSpecular"
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339 | type "float4"
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340 | }
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341 |
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342 | predefine_array
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343 | {
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344 | name "S3D_SPECULAR_EXP"
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345 | val "4.0"
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346 | }
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347 | {
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348 | name "S3D_GEOMETRIC_SHADOW"
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349 | }
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350 | {
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351 | name "S3D_PARALLAX_MAPPING"
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352 | }
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353 | {
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354 | name "S3D_PARALLAX_SCALE"
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355 | val "0.07"
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356 | }
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357 | {
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358 | name "S3D_PARALLAX_BIAS"
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359 | val "0.50196078431372549" // = 128/255
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360 | }
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361 | {
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362 | name "S3D_LIGHT_BRIGHT"
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363 | }
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364 | {
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365 | name "S3D_LIGHT_BRIGHT_CARE"
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366 | }
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367 |
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368 | tex_rcpsize_codevar_array "" "" "lightBrightRcpSize"
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369 | }
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370 | }
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