ember/data/assets/common/base/DepthShadowmap.program
Erik Ogenvik eff1f235fd Moved core assets from media repo to Ember repo.
These are the most core and small assets needed to get Ember up and running.
They should be part of the Ember repository. Any other assets, such as the "dural" assets,
should be loaded dynamically when the user connects to a server.
2023-08-14 22:50:07 +02:00

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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
{
}
}