2016-04-24 08:54:39 +00:00
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//#version 420 // Keep it for editor detection
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//////////////////////////////////////////////////////////////////////
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// Common Interface Definition
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//////////////////////////////////////////////////////////////////////
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#ifdef VERTEX_SHADER
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out gl_PerVertex {
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vec4 gl_Position;
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float gl_PointSize;
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#if !pGL_ES
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float gl_ClipDistance[1];
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#endif
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};
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#endif
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#ifdef GEOMETRY_SHADER
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in gl_PerVertex {
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vec4 gl_Position;
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float gl_PointSize;
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#if !pGL_ES
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float gl_ClipDistance[1];
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#endif
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} gl_in[];
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out gl_PerVertex {
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vec4 gl_Position;
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float gl_PointSize;
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#if !pGL_ES
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float gl_ClipDistance[1];
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#endif
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};
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#endif
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//////////////////////////////////////////////////////////////////////
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// Constant Buffer Definition
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//////////////////////////////////////////////////////////////////////
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2016-06-05 14:42:52 +00:00
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// Performance note, some drivers (nouveau) will validate all Constant Buffers
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// even if only one was updated.
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2016-04-24 09:07:46 +00:00
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2016-06-05 14:42:52 +00:00
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#ifdef FRAGMENT_SHADER
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2016-04-24 08:54:39 +00:00
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layout(std140, binding = 15) uniform cb15
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{
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ivec4 ScalingFactor;
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2016-05-29 08:03:26 +00:00
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ivec4 ChannelShuffle;
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2016-10-09 12:28:49 +00:00
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int EMODA;
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int EMODC;
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int _pad0;
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int _pad1;
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2016-04-24 08:54:39 +00:00
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};
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2016-06-05 14:42:52 +00:00
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#endif
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2016-04-24 08:54:39 +00:00
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2016-06-05 14:42:52 +00:00
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#if defined(VERTEX_SHADER) || defined(GEOMETRY_SHADER)
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2016-04-24 08:54:39 +00:00
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layout(std140, binding = 20) uniform cb20
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{
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2016-06-21 07:45:37 +00:00
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vec2 VertexScale;
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vec2 VertexOffset;
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vec4 TextureOffset;
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uint DepthMask;
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uint cb20_pad;
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vec2 PointSize;
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2016-04-24 08:54:39 +00:00
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};
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2016-06-05 14:42:52 +00:00
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#endif
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2016-04-24 08:54:39 +00:00
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2016-06-05 14:42:52 +00:00
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#if defined(VERTEX_SHADER) || defined(FRAGMENT_SHADER)
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2016-04-24 08:54:39 +00:00
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layout(std140, binding = 21) uniform cb21
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{
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vec3 FogColor;
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float AREF;
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vec4 WH;
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vec2 TA;
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2016-06-10 23:08:50 +00:00
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//float _pad0;
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int Uber_ATST;
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2016-04-24 08:54:39 +00:00
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float Af;
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uvec4 MskFix;
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uvec4 FbMask;
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vec4 HalfTexel;
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vec4 MinMax;
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vec2 TextureScale;
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vec2 TC_OffsetHack;
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};
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2016-06-05 14:42:52 +00:00
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#endif
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2016-04-24 08:54:39 +00:00
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2016-06-05 14:42:52 +00:00
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//layout(std140, binding = 22) uniform cb22
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//{
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// vec4 rt_size;
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//};
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2016-04-24 08:54:39 +00:00
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//////////////////////////////////////////////////////////////////////
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// Default Sampler
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//////////////////////////////////////////////////////////////////////
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#ifdef FRAGMENT_SHADER
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layout(binding = 0) uniform sampler2D TextureSampler;
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#endif
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