ember/data/assets/common/base/DepthShadowmap.program

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vertex_program DepthShadowmap/CasterVP glsl
{
source common/base/DepthShadowmapCaster.vert
preprocessor_defines LINEAR_RANGE=0,ALPHA=1
default_params
{
param_named_auto worldViewProj worldviewproj_matrix
param_named_auto texelOffsets texel_offsets
//param_named_auto depthRange scene_depth_range
}
}
vertex_program DepthShadowmap/CasterVP/NoAlpha glsl
{
source common/base/DepthShadowmapCaster.vert
preprocessor_defines LINEAR_RANGE=0,ALPHA=0
default_params
{
param_named_auto worldViewProj worldviewproj_matrix
param_named_auto texelOffsets texel_offsets
//param_named_auto depthRange scene_depth_range
}
}
vertex_program DepthShadowmap/CasterVP/Skinning/1 glsl
{
source common/base/DepthShadowmapCaster.vert
includes_skeletal_animation true
preprocessor_defines LINEAR_RANGE=0,ALPHA=1,SKINNING=1
default_params
{
param_named_auto viewProjMatrix viewproj_matrix
param_named_auto worldMatrix3x4Array world_matrix_array_3x4
param_named_auto texelOffsets texel_offsets
}
}
vertex_program DepthShadowmap/CasterVP/Skinning/2 glsl : DepthShadowmap/CasterVP/Skinning/1
{
preprocessor_defines LINEAR_RANGE=0,ALPHA=1,SKINNING=2
}
vertex_program DepthShadowmap/CasterVP/Skinning/3 glsl : DepthShadowmap/CasterVP/Skinning/1
{
preprocessor_defines LINEAR_RANGE=0,ALPHA=1,SKINNING=3
}
vertex_program DepthShadowmap/CasterVP/Skinning/4 glsl : DepthShadowmap/CasterVP/Skinning/1
{
preprocessor_defines LINEAR_RANGE=0,ALPHA=1,SKINNING=4
}
vertex_program DepthShadowmap/CasterVP/NoAlpha/Skinning/1 glsl
{
source common/base/DepthShadowmapCaster.vert
includes_skeletal_animation true
preprocessor_defines LINEAR_RANGE=0,ALPHA=0,SKINNING=1
default_params
{
param_named_auto viewProjMatrix viewproj_matrix
param_named_auto worldMatrix3x4Array world_matrix_array_3x4
param_named_auto texelOffsets texel_offsets
}
}
vertex_program DepthShadowmap/CasterVP/NoAlpha/Skinning/2 glsl : DepthShadowmap/CasterVP/NoAlpha/Skinning/1
{
preprocessor_defines LINEAR_RANGE=0,ALPHA=0,SKINNING=2
}
vertex_program DepthShadowmap/CasterVP/NoAlpha/Skinning/3 glsl : DepthShadowmap/CasterVP/NoAlpha/Skinning/1
{
preprocessor_defines LINEAR_RANGE=0,ALPHA=0,SKINNING=3
}
vertex_program DepthShadowmap/CasterVP/NoAlpha/Skinning/4 glsl : DepthShadowmap/CasterVP/NoAlpha/Skinning/1
{
preprocessor_defines LINEAR_RANGE=0,ALPHA=0,SKINNING=4
}
vertex_program DepthShadowmap/CasterVP/SkinningDQ glsl
{
source common/base/DepthShadowmapCaster.vert
includes_skeletal_animation true
preprocessor_defines LINEAR_RANGE=0,ALPHA=1,SKINNING=1,SKINNING_DQ=1
default_params
{
param_named_auto viewProjMatrix viewproj_matrix
param_named_auto worldDualQuaternion2x4Array world_dualquaternion_array_2x4
param_named_auto texelOffsets texel_offsets
}
}
vertex_program DepthShadowmap/CasterVP/NoAlpha/SkinningDQ glsl
{
source common/base/DepthShadowmapCaster.vert
includes_skeletal_animation true
preprocessor_defines LINEAR_RANGE=0,ALPHA=0,SKINNING=1,SKINNING_DQ=1
default_params
{
param_named_auto viewProjMatrix viewproj_matrix
param_named_auto worldDualQuaternion2x4Array world_dualquaternion_array_2x4
param_named_auto texelOffsets texel_offsets
}
}
//Instanced rendering using a large vertex buffer.
vertex_program DepthShadowmap/CasterVP/Instanced/Shader glsl
{
source common/base/DepthShadowmapCaster.vert
preprocessor_defines LINEAR_RANGE=0,ALPHA=1,INSTANCED=1,INSTANCED_SHADER=1
default_params
{
param_named_auto viewProjMatrix viewproj_matrix
param_named_auto worldMatrix3x4Array world_matrix_array_3x4
param_named_auto texelOffsets texel_offsets
//param_named_auto depthRange scene_depth_range
}
}
//Instanced HW rendering, where there's only one UV coord set.
vertex_program DepthShadowmap/CasterVP/Instanced/HW/1 glsl
{
source common/base/DepthShadowmapCaster.vert
preprocessor_defines LINEAR_RANGE=0,ALPHA=1,INSTANCED=1,INSTANCED_HW=1
default_params
{
param_named_auto viewProjMatrix viewproj_matrix
param_named_auto texelOffsets texel_offsets
//param_named_auto depthRange scene_depth_range
}
}
//Instanced HW rendering, where there are two UV coord sets.
vertex_program DepthShadowmap/CasterVP/Instanced/HW/2 glsl : DepthShadowmap/CasterVP/Instanced/HW/1
{
preprocessor_defines LINEAR_RANGE=0,ALPHA=1,INSTANCED=1,INSTANCED_HW=2
}
vertex_program DepthShadowmap/CasterVP/NoAlpha/Instanced/Shader glsl
{
source common/base/DepthShadowmapCaster.vert
preprocessor_defines LINEAR_RANGE=0,ALPHA=0,INSTANCED=1,INSTANCED_SHADER=1
default_params
{
param_named_auto viewProjMatrix viewproj_matrix
param_named_auto worldMatrix3x4Array world_matrix_array_3x4
param_named_auto texelOffsets texel_offsets
//param_named_auto depthRange scene_depth_range
}
}
//Instanced HW rendering, where there's only one UV coord set.
vertex_program DepthShadowmap/CasterVP/NoAlpha/Instanced/HW/1 glsl
{
source common/base/DepthShadowmapCaster.vert
preprocessor_defines LINEAR_RANGE=0,ALPHA=0,INSTANCED=1,INSTANCED_HW=1
default_params
{
param_named_auto viewProjMatrix viewproj_matrix
param_named_auto texelOffsets texel_offsets
//param_named_auto depthRange scene_depth_range
}
}
//Instanced HW rendering, where there are two UV coord sets.
vertex_program DepthShadowmap/CasterVP/NoAlpha/Instanced/HW/2 glsl : DepthShadowmap/CasterVP/NoAlpha/Instanced/HW/1
{
preprocessor_defines LINEAR_RANGE=0,ALPHA=0,INSTANCED=1,INSTANCED_HW=2
}
fragment_program DepthShadowmap/CasterFP glsl
{
source common/base/DepthShadowmapCaster.frag
preprocessor_defines LINEAR_RANGE=0,ALPHA=1
default_params
{
param_named diffuseMap int 0
}
}
fragment_program DepthShadowmap/CasterFP/NoAlpha glsl
{
source common/base/DepthShadowmapCaster.frag
preprocessor_defines LINEAR_RANGE=0,ALPHA=0
default_params
{
}
}