mirror of
https://github.com/worldforge/ember
synced 2026-08-13 16:23:06 -04:00
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.
952 lines
31 KiB
Text
952 lines
31 KiB
Text
// Splatting program definitions
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// Mainly used for terrain
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abstract fragment_program SplattingFp/Base glsl
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{
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source common/base/Splat.frag
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preprocessor_defines NUM_LIGHTS=3
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default_params
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{
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param_named_auto worldMatrix world_matrix
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param_named_auto numberOfActiveLights light_count
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param_named_auto lightPosition light_position_array 3
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param_named_auto lightDiffuse light_diffuse_colour_array 3
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param_named_auto lightSpecular light_specular_colour_array 3
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param_named_auto ambientColour ambient_light_colour
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param_named_auto fogColour fog_colour
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param_named normalTexture int 0
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param_named disableFogColour int 0
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}
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}
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abstract fragment_program SplattingFp/NoLighting glsl
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{
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source common/base/Splat.frag
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preprocessor_defines NUM_LIGHTS=0,SHADOW=0,OFFSET_MAPPING=0,FOG=0
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default_params {
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param_named_auto worldMatrix world_matrix
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param_named_auto ambientColour ambient_light_colour
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param_named_auto fogColour fog_colour
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param_named baseTextureDiffuse int 0
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param_named blendMap1 int 1
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param_named diffuseTexture1 int 2
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param_named diffuseTexture2 int 3
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param_named diffuseTexture3 int 4
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param_named diffuseTexture4 int 5
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param_named blendMap2 int 6
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param_named diffuseTexture5 int 7
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param_named diffuseTexture6 int 8
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param_named diffuseTexture7 int 9
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param_named diffuseTexture8 int 10
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param_named blendMap3 int 11
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param_named diffuseTexture9 int 12
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param_named diffuseTexture10 int 13
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param_named diffuseTexture11 int 14
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param_named diffuseTexture12 int 15
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}
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}
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abstract fragment_program SplattingFp/FullyLit glsl : SplattingFp/Base
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{
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preprocessor_defines NUM_LIGHTS=3
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default_params
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{
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param_named_auto inverseShadowMapSize0 inverse_texture_size 1
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param_named_auto inverseShadowMapSize1 inverse_texture_size 2
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param_named_auto inverseShadowMapSize2 inverse_texture_size 3
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param_named_auto inverseShadowMapSize3 inverse_texture_size 4
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param_named_auto inverseShadowMapSize4 inverse_texture_size 5
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param_named fixedDepthBias float -0.0001
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param_named gradientClamp float 0.0098
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param_named gradientScaleBias float 0.0
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param_named shadowMap0 int 1
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param_named shadowMap1 int 2
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param_named shadowMap2 int 3
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param_named shadowMap3 int 4
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param_named shadowMap4 int 5
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}
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}
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// Base which should be used normally, supporting shadows and 3 light sources
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abstract fragment_program SplattingFp glsl : SplattingFp/FullyLit
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{
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default_params {
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param_named baseTextureDiffuse int 6
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param_named blendMap1 int 7
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param_named diffuseTexture1 int 8
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param_named diffuseTexture2 int 9
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param_named diffuseTexture3 int 10
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param_named diffuseTexture4 int 11
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param_named blendMap2 int 12
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param_named diffuseTexture5 int 13
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param_named diffuseTexture6 int 14
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param_named diffuseTexture7 int 15
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param_named diffuseTexture8 int 16
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param_named blendMap3 int 17
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param_named diffuseTexture9 int 18
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param_named diffuseTexture10 int 19
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param_named diffuseTexture11 int 20
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param_named diffuseTexture12 int 21
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}
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}
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// Base for no shadows, uses 3 light sources
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abstract fragment_program SplattingFp/NoShadows glsl : SplattingFp/Base
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{
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default_params {
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param_named baseTextureDiffuse int 1
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param_named blendMap1 int 2
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param_named diffuseTexture1 int 3
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param_named diffuseTexture2 int 4
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param_named diffuseTexture3 int 5
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param_named diffuseTexture4 int 6
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param_named blendMap2 int 7
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param_named diffuseTexture5 int 8
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param_named diffuseTexture6 int 9
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param_named diffuseTexture7 int 10
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param_named diffuseTexture8 int 11
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param_named blendMap3 int 12
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param_named diffuseTexture9 int 13
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param_named diffuseTexture10 int 14
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param_named diffuseTexture11 int 15
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param_named diffuseTexture12 int 16
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}
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}
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abstract fragment_program SplattingFp/Simple glsl : SplattingFp/NoShadows
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{
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}
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/////////// Basic //////////////
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fragment_program SplattingFp/1 glsl : SplattingFp
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{
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preprocessor_defines NUM_LAYERS=1,SHADOW=1,NUM_LIGHTS=3,FOG=1
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}
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fragment_program SplattingFp/2 glsl : SplattingFp
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{
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preprocessor_defines NUM_LAYERS=2,SHADOW=1,NUM_LIGHTS=3,FOG=1
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}
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fragment_program SplattingFp/3 glsl : SplattingFp
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{
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preprocessor_defines NUM_LAYERS=3,SHADOW=1,NUM_LIGHTS=3,FOG=1
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}
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fragment_program SplattingFp/4 glsl : SplattingFp
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{
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preprocessor_defines NUM_LAYERS=4,SHADOW=1,NUM_LIGHTS=3,FOG=1
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}
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fragment_program SplattingFp/5 glsl : SplattingFp
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{
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preprocessor_defines NUM_LAYERS=5,SHADOW=1,NUM_LIGHTS=3,FOG=1
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}
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fragment_program SplattingFp/6 glsl : SplattingFp
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{
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preprocessor_defines NUM_LAYERS=6,SHADOW=1,NUM_LIGHTS=3,FOG=1
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}
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fragment_program SplattingFp/7 glsl : SplattingFp
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{
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preprocessor_defines NUM_LAYERS=7,SHADOW=1,NUM_LIGHTS=3,FOG=1
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}
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fragment_program SplattingFp/8 glsl : SplattingFp
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{
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preprocessor_defines NUM_LAYERS=8,SHADOW=1,NUM_LIGHTS=3,FOG=1
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}
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fragment_program SplattingFp/9 glsl : SplattingFp
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{
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preprocessor_defines NUM_LAYERS=9,SHADOW=1,NUM_LIGHTS=3,FOG=1
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}
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fragment_program SplattingFp/10 glsl : SplattingFp
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{
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preprocessor_defines NUM_LAYERS=10,SHADOW=1,NUM_LIGHTS=3,FOG=1
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}
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fragment_program SplattingFp/11 glsl : SplattingFp
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{
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preprocessor_defines NUM_LAYERS=11,SHADOW=1,NUM_LIGHTS=3,FOG=1
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}
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fragment_program SplattingFp/12 glsl : SplattingFp
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{
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preprocessor_defines NUM_LAYERS=12,SHADOW=1,NUM_LIGHTS=3,FOG=1
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}
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/////////// Basic no shadow //////////////
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fragment_program SplattingFp/1/NoShadows glsl : SplattingFp/NoShadows
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{
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preprocessor_defines NUM_LAYERS=1,SHADOW=0,NUM_LIGHTS=3,FOG=1
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}
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fragment_program SplattingFp/2/NoShadows glsl : SplattingFp/NoShadows
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{
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preprocessor_defines NUM_LAYERS=2,SHADOW=0,NUM_LIGHTS=3,FOG=1
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}
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fragment_program SplattingFp/3/NoShadows glsl : SplattingFp/NoShadows
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{
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preprocessor_defines NUM_LAYERS=3,SHADOW=0,NUM_LIGHTS=3,FOG=1
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}
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fragment_program SplattingFp/4/NoShadows glsl : SplattingFp/NoShadows
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{
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preprocessor_defines NUM_LAYERS=4,SHADOW=0,NUM_LIGHTS=3,FOG=1
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}
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fragment_program SplattingFp/5/NoShadows glsl : SplattingFp/NoShadows
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{
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preprocessor_defines NUM_LAYERS=5,SHADOW=0,NUM_LIGHTS=3,FOG=1
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}
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fragment_program SplattingFp/6/NoShadows glsl : SplattingFp/NoShadows
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{
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preprocessor_defines NUM_LAYERS=6,SHADOW=0,NUM_LIGHTS=3,FOG=1
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}
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fragment_program SplattingFp/7/NoShadows glsl : SplattingFp/NoShadows
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{
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preprocessor_defines NUM_LAYERS=7,SHADOW=0,NUM_LIGHTS=3,FOG=1
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}
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fragment_program SplattingFp/8/NoShadows glsl : SplattingFp/NoShadows
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{
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preprocessor_defines NUM_LAYERS=8,SHADOW=0,NUM_LIGHTS=3,FOG=1
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}
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fragment_program SplattingFp/9/NoShadows glsl : SplattingFp/NoShadows
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{
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preprocessor_defines NUM_LAYERS=9,SHADOW=0,NUM_LIGHTS=3,FOG=1
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}
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fragment_program SplattingFp/10/NoShadows glsl : SplattingFp/NoShadows
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{
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preprocessor_defines NUM_LAYERS=10,SHADOW=0,NUM_LIGHTS=3,FOG=1
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}
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fragment_program SplattingFp/11/NoShadows glsl : SplattingFp/NoShadows
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{
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preprocessor_defines NUM_LAYERS=11,SHADOW=0,NUM_LIGHTS=3,FOG=1
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}
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fragment_program SplattingFp/12/NoShadows glsl : SplattingFp/NoShadows
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{
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preprocessor_defines NUM_LAYERS=12,SHADOW=0,NUM_LIGHTS=3,FOG=1
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}
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/////////// Simple (one light, no shadow, no fog) //////////////
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fragment_program SplattingFp/1/Simple glsl : SplattingFp/Simple
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{
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preprocessor_defines NUM_LAYERS=1,SHADOW=0,NUM_LIGHTS=3,FOG=0
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}
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fragment_program SplattingFp/2/Simple glsl : SplattingFp/Simple
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{
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preprocessor_defines NUM_LAYERS=2,SHADOW=0,NUM_LIGHTS=3,FOG=0
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}
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fragment_program SplattingFp/3/Simple glsl : SplattingFp/Simple
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{
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preprocessor_defines NUM_LAYERS=3,SHADOW=0,NUM_LIGHTS=3,FOG=0
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}
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fragment_program SplattingFp/4/Simple glsl : SplattingFp/Simple
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{
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preprocessor_defines NUM_LAYERS=4,SHADOW=0,NUM_LIGHTS=3,FOG=0
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}
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fragment_program SplattingFp/5/Simple glsl : SplattingFp/Simple
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{
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preprocessor_defines NUM_LAYERS=5,SHADOW=0,NUM_LIGHTS=3,FOG=0
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}
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fragment_program SplattingFp/6/Simple glsl : SplattingFp/Simple
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{
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preprocessor_defines NUM_LAYERS=6,SHADOW=0,NUM_LIGHTS=3,FOG=0
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}
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fragment_program SplattingFp/7/Simple glsl : SplattingFp/Simple
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{
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preprocessor_defines NUM_LAYERS=7,SHADOW=0,NUM_LIGHTS=3,FOG=0
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}
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fragment_program SplattingFp/8/Simple glsl : SplattingFp/Simple
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{
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preprocessor_defines NUM_LAYERS=8,SHADOW=0,NUM_LIGHTS=3,FOG=0
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}
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fragment_program SplattingFp/9/Simple glsl : SplattingFp/Simple
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{
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preprocessor_defines NUM_LAYERS=9,SHADOW=0,NUM_LIGHTS=3,FOG=0
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}
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fragment_program SplattingFp/10/Simple glsl : SplattingFp/Simple
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{
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preprocessor_defines NUM_LAYERS=10,SHADOW=0,NUM_LIGHTS=3,FOG=0
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}
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fragment_program SplattingFp/11/Simple glsl : SplattingFp/Simple
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{
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preprocessor_defines NUM_LAYERS=11,SHADOW=0,NUM_LIGHTS=3,FOG=0
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}
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fragment_program SplattingFp/12/Simple glsl : SplattingFp/Simple
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{
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preprocessor_defines NUM_LAYERS=12,SHADOW=0,NUM_LIGHTS=3,FOG=0
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}
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/////////// No lighting (no light, no shadow, no fog) //////////////
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fragment_program SplattingFp/1/NoLighting glsl : SplattingFp/NoLighting
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{
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preprocessor_defines NUM_LAYERS=1,SHADOW=0,NUM_LIGHTS=0,FOG=0
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}
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fragment_program SplattingFp/2/NoLighting glsl : SplattingFp/NoLighting
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{
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preprocessor_defines NUM_LAYERS=2,SHADOW=0,NUM_LIGHTS=0,FOG=0
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}
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fragment_program SplattingFp/3/NoLighting glsl : SplattingFp/NoLighting
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{
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preprocessor_defines NUM_LAYERS=3,SHADOW=0,NUM_LIGHTS=0,FOG=0
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}
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fragment_program SplattingFp/4/NoLighting glsl : SplattingFp/NoLighting
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{
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preprocessor_defines NUM_LAYERS=4,SHADOW=0,NUM_LIGHTS=0,FOG=0
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}
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fragment_program SplattingFp/5/NoLighting glsl : SplattingFp/NoLighting
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{
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preprocessor_defines NUM_LAYERS=5,SHADOW=0,NUM_LIGHTS=0,FOG=0
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}
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fragment_program SplattingFp/6/NoLighting glsl : SplattingFp/NoLighting
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{
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preprocessor_defines NUM_LAYERS=6,SHADOW=0,NUM_LIGHTS=0,FOG=0
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}
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fragment_program SplattingFp/7/NoLighting glsl : SplattingFp/NoLighting
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{
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preprocessor_defines NUM_LAYERS=7,SHADOW=0,NUM_LIGHTS=0,FOG=0
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}
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fragment_program SplattingFp/8/NoLighting glsl : SplattingFp/NoLighting
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{
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preprocessor_defines NUM_LAYERS=8,SHADOW=0,NUM_LIGHTS=0,FOG=0
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}
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fragment_program SplattingFp/9/NoLighting glsl : SplattingFp/NoLighting
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{
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preprocessor_defines NUM_LAYERS=9,SHADOW=0,NUM_LIGHTS=0,FOG=0
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}
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fragment_program SplattingFp/10/NoLighting glsl : SplattingFp/NoLighting
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{
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preprocessor_defines NUM_LAYERS=10,SHADOW=0,NUM_LIGHTS=0,FOG=0
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}
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fragment_program SplattingFp/11/NoLighting glsl : SplattingFp/NoLighting
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{
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preprocessor_defines NUM_LAYERS=11,SHADOW=0,NUM_LIGHTS=0,FOG=0
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}
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fragment_program SplattingFp/12/NoLighting glsl : SplattingFp/NoLighting
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{
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preprocessor_defines NUM_LAYERS=12,SHADOW=0,NUM_LIGHTS=0,FOG=0
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}
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///////////////////////////////////////////////////////////////////////////////
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// Offset mapping versions //
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///////////////////////////////////////////////////////////////////////////////
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//To make the programs easier to manage we'll define all texture parameters in the abstract
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//base program and then just provide different sub-programs with different preprocessor defines.
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abstract fragment_program SplattingFp/OffsetMapping glsl : SplattingFp/FullyLit
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{
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default_params {
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param_named_auto cameraPositionObjSpace camera_position_object_space
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param_named scaleBias float2 0.01 -0.00
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param_named baseTextureDiffuse int 6
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param_named baseTextureNormalHeight int 7
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param_named blendMap1 int 8
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param_named diffuseTexture1 int 9
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param_named normalHeightTexture1 int 10
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param_named diffuseTexture2 int 11
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param_named normalHeightTexture2 int 12
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param_named diffuseTexture3 int 13
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param_named normalHeightTexture3 int 14
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param_named diffuseTexture4 int 15
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param_named normalHeightTexture4 int 16
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param_named blendMap2 int 17
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param_named diffuseTexture5 int 18
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param_named normalHeightTexture5 int 19
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param_named diffuseTexture6 int 20
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param_named normalHeightTexture6 int 21
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param_named diffuseTexture7 int 22
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param_named normalHeightTexture7 int 23
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param_named diffuseTexture8 int 24
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param_named normalHeightTexture8 int 25
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param_named blendMap3 int 26
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param_named diffuseTexture9 int 27
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param_named normalHeightTexture9 int 28
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param_named diffuseTexture10 int 29
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param_named normalHeightTexture10 int 30
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param_named diffuseTexture11 int 31
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param_named normalHeightTexture11 int 32
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}
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}
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abstract fragment_program SplattingFp/OffsetMapping/NoBaseLayer glsl : SplattingFp/FullyLit
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{
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default_params {
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param_named_auto cameraPositionObjSpace camera_position_object_space
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param_named scaleBias float2 0.01 -0.00
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param_named blendMap1 int 6
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param_named diffuseTexture1 int 7
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param_named normalHeightTexture1 int 8
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param_named diffuseTexture2 int 9
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param_named normalHeightTexture2 int 10
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param_named diffuseTexture3 int 11
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param_named normalHeightTexture3 int 12
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param_named diffuseTexture4 int 13
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param_named normalHeightTexture4 int 14
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param_named blendMap2 int 15
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param_named diffuseTexture5 int 16
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param_named normalHeightTexture5 int 17
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param_named diffuseTexture6 int 18
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param_named normalHeightTexture6 int 19
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param_named diffuseTexture7 int 20
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param_named normalHeightTexture7 int 21
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param_named diffuseTexture8 int 22
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param_named normalHeightTexture8 int 23
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param_named blendMap3 int 24
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param_named diffuseTexture9 int 25
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param_named normalHeightTexture9 int 26
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param_named diffuseTexture10 int 27
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param_named normalHeightTexture10 int 28
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param_named diffuseTexture11 int 29
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param_named normalHeightTexture11 int 30
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param_named diffuseTexture12 int 31
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param_named normalHeightTexture12 int 32
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}
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}
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abstract fragment_program SplattingFp/OffsetMapping/NoShadows glsl : SplattingFp/NoShadows
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{
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default_params {
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param_named_auto cameraPositionObjSpace camera_position_object_space
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param_named scaleBias float2 0.01 -0.00
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param_named baseTextureDiffuse int 1
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param_named baseTextureNormalHeight int 2
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param_named blendMap1 int 3
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param_named diffuseTexture1 int 4
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param_named normalHeightTexture1 int 5
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param_named diffuseTexture2 int 6
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param_named normalHeightTexture2 int 7
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param_named diffuseTexture3 int 8
|
|
param_named normalHeightTexture3 int 9
|
|
param_named diffuseTexture4 int 10
|
|
param_named normalHeightTexture4 int 11
|
|
param_named blendMap2 int 12
|
|
param_named diffuseTexture5 int 13
|
|
param_named normalHeightTexture5 int 14
|
|
param_named diffuseTexture6 int 15
|
|
param_named normalHeightTexture6 int 16
|
|
param_named diffuseTexture7 int 17
|
|
param_named normalHeightTexture7 int 18
|
|
param_named diffuseTexture8 int 19
|
|
param_named normalHeightTexture8 int 20
|
|
param_named blendMap3 int 21
|
|
param_named diffuseTexture9 int 22
|
|
param_named normalHeightTexture9 int 23
|
|
param_named diffuseTexture10 int 24
|
|
param_named normalHeightTexture10 int 25
|
|
param_named diffuseTexture11 int 26
|
|
param_named normalHeightTexture11 int 27
|
|
param_named diffuseTexture12 int 28
|
|
param_named normalHeightTexture12 int 29
|
|
}
|
|
}
|
|
|
|
abstract fragment_program SplattingFp/OffsetMapping/NoBaseLayer/NoShadows glsl : SplattingFp/NoShadows
|
|
{
|
|
default_params {
|
|
param_named_auto cameraPositionObjSpace camera_position_object_space
|
|
param_named scaleBias float2 0.01 -0.00
|
|
param_named blendMap1 int 1
|
|
param_named diffuseTexture1 int 2
|
|
param_named normalHeightTexture1 int 3
|
|
param_named diffuseTexture2 int 4
|
|
param_named normalHeightTexture2 int 5
|
|
param_named diffuseTexture3 int 6
|
|
param_named normalHeightTexture3 int 7
|
|
param_named diffuseTexture4 int 8
|
|
param_named normalHeightTexture4 int 9
|
|
param_named blendMap2 int 10
|
|
param_named diffuseTexture5 int 11
|
|
param_named normalHeightTexture5 int 12
|
|
param_named diffuseTexture6 int 13
|
|
param_named normalHeightTexture6 int 14
|
|
param_named diffuseTexture7 int 15
|
|
param_named normalHeightTexture7 int 16
|
|
param_named diffuseTexture8 int 17
|
|
param_named normalHeightTexture8 int 18
|
|
param_named blendMap3 int 19
|
|
param_named diffuseTexture9 int 20
|
|
param_named normalHeightTexture9 int 21
|
|
param_named diffuseTexture10 int 22
|
|
param_named normalHeightTexture10 int 23
|
|
param_named diffuseTexture11 int 24
|
|
param_named normalHeightTexture11 int 25
|
|
param_named diffuseTexture12 int 26
|
|
param_named normalHeightTexture12 int 27
|
|
}
|
|
}
|
|
|
|
// Simple, uses no shadows and only 1 light source
|
|
abstract fragment_program SplattingFp/OffsetMapping/Simple glsl : SplattingFp/OffsetMapping/NoShadows
|
|
{
|
|
}
|
|
|
|
|
|
/////////// Basic offset mapping //////////////
|
|
|
|
fragment_program SplattingFp/OffsetMapping/1 glsl : SplattingFp/OffsetMapping
|
|
{
|
|
preprocessor_defines NUM_LAYERS=1,SHADOW=1,NUM_LIGHTS=3,FOG=1,OFFSET_MAPPING=1
|
|
}
|
|
|
|
fragment_program SplattingFp/OffsetMapping/2 glsl : SplattingFp/OffsetMapping
|
|
{
|
|
preprocessor_defines NUM_LAYERS=2,SHADOW=1,NUM_LIGHTS=3,FOG=1,OFFSET_MAPPING=1
|
|
}
|
|
|
|
fragment_program SplattingFp/OffsetMapping/3 glsl : SplattingFp/OffsetMapping
|
|
{
|
|
preprocessor_defines NUM_LAYERS=3,SHADOW=1,NUM_LIGHTS=3,FOG=1,OFFSET_MAPPING=1
|
|
}
|
|
|
|
fragment_program SplattingFp/OffsetMapping/4 glsl : SplattingFp/OffsetMapping
|
|
{
|
|
preprocessor_defines NUM_LAYERS=4,SHADOW=1,NUM_LIGHTS=3,FOG=1,OFFSET_MAPPING=1
|
|
}
|
|
|
|
fragment_program SplattingFp/OffsetMapping/5 glsl : SplattingFp/OffsetMapping
|
|
{
|
|
preprocessor_defines NUM_LAYERS=5,SHADOW=1,NUM_LIGHTS=3,FOG=1,OFFSET_MAPPING=1
|
|
}
|
|
|
|
fragment_program SplattingFp/OffsetMapping/6 glsl : SplattingFp/OffsetMapping
|
|
{
|
|
preprocessor_defines NUM_LAYERS=6,SHADOW=1,NUM_LIGHTS=3,FOG=1,OFFSET_MAPPING=1
|
|
}
|
|
|
|
fragment_program SplattingFp/OffsetMapping/7 glsl : SplattingFp/OffsetMapping
|
|
{
|
|
preprocessor_defines NUM_LAYERS=7,SHADOW=1,NUM_LIGHTS=3,FOG=1,OFFSET_MAPPING=1
|
|
}
|
|
|
|
fragment_program SplattingFp/OffsetMapping/8 glsl : SplattingFp/OffsetMapping
|
|
{
|
|
preprocessor_defines NUM_LAYERS=8,SHADOW=1,NUM_LIGHTS=3,FOG=1,OFFSET_MAPPING=1
|
|
}
|
|
|
|
fragment_program SplattingFp/OffsetMapping/9 glsl : SplattingFp/OffsetMapping
|
|
{
|
|
preprocessor_defines NUM_LAYERS=9,SHADOW=1,NUM_LIGHTS=3,FOG=1,OFFSET_MAPPING=1
|
|
}
|
|
|
|
fragment_program SplattingFp/OffsetMapping/10 glsl : SplattingFp/OffsetMapping
|
|
{
|
|
preprocessor_defines NUM_LAYERS=10,SHADOW=1,NUM_LIGHTS=3,FOG=1,OFFSET_MAPPING=1
|
|
}
|
|
|
|
fragment_program SplattingFp/OffsetMapping/11 glsl : SplattingFp/OffsetMapping
|
|
{
|
|
preprocessor_defines NUM_LAYERS=11,SHADOW=1,NUM_LIGHTS=3,FOG=1,OFFSET_MAPPING=1
|
|
}
|
|
|
|
fragment_program SplattingFp/OffsetMapping/12 glsl : SplattingFp/OffsetMapping
|
|
{
|
|
preprocessor_defines NUM_LAYERS=12,SHADOW=1,NUM_LIGHTS=3,FOG=1,OFFSET_MAPPING=1
|
|
}
|
|
|
|
|
|
/////////// Basic offset mapping no base layer //////////////
|
|
|
|
fragment_program SplattingFp/OffsetMapping/1/NoBaseLayer glsl : SplattingFp/OffsetMapping/NoBaseLayer
|
|
{
|
|
preprocessor_defines NUM_LAYERS=1,SHADOW=1,NUM_LIGHTS=3,FOG=1,OFFSET_MAPPING=1,BASE_LAYER=0
|
|
}
|
|
|
|
fragment_program SplattingFp/OffsetMapping/2/NoBaseLayer glsl : SplattingFp/OffsetMapping/NoBaseLayer
|
|
{
|
|
preprocessor_defines NUM_LAYERS=2,SHADOW=1,NUM_LIGHTS=3,FOG=1,OFFSET_MAPPING=1,BASE_LAYER=0
|
|
}
|
|
|
|
fragment_program SplattingFp/OffsetMapping/3/NoBaseLayer glsl : SplattingFp/OffsetMapping/NoBaseLayer
|
|
{
|
|
preprocessor_defines NUM_LAYERS=3,SHADOW=1,NUM_LIGHTS=3,FOG=1,OFFSET_MAPPING=1,BASE_LAYER=0
|
|
}
|
|
|
|
fragment_program SplattingFp/OffsetMapping/4/NoBaseLayer glsl : SplattingFp/OffsetMapping/NoBaseLayer
|
|
{
|
|
preprocessor_defines NUM_LAYERS=4,SHADOW=1,NUM_LIGHTS=3,FOG=1,OFFSET_MAPPING=1,BASE_LAYER=0
|
|
}
|
|
|
|
fragment_program SplattingFp/OffsetMapping/5/NoBaseLayer glsl : SplattingFp/OffsetMapping/NoBaseLayer
|
|
{
|
|
preprocessor_defines NUM_LAYERS=5,SHADOW=1,NUM_LIGHTS=3,FOG=1,OFFSET_MAPPING=1,BASE_LAYER=0
|
|
}
|
|
|
|
fragment_program SplattingFp/OffsetMapping/6/NoBaseLayer glsl : SplattingFp/OffsetMapping/NoBaseLayer
|
|
{
|
|
preprocessor_defines NUM_LAYERS=6,SHADOW=1,NUM_LIGHTS=3,FOG=1,OFFSET_MAPPING=1,BASE_LAYER=0
|
|
}
|
|
|
|
fragment_program SplattingFp/OffsetMapping/7/NoBaseLayer glsl : SplattingFp/OffsetMapping/NoBaseLayer
|
|
{
|
|
preprocessor_defines NUM_LAYERS=7,SHADOW=1,NUM_LIGHTS=3,FOG=1,OFFSET_MAPPING=1,BASE_LAYER=0
|
|
}
|
|
|
|
fragment_program SplattingFp/OffsetMapping/8/NoBaseLayer glsl : SplattingFp/OffsetMapping/NoBaseLayer
|
|
{
|
|
preprocessor_defines NUM_LAYERS=8,SHADOW=1,NUM_LIGHTS=3,FOG=1,OFFSET_MAPPING=1,BASE_LAYER=0
|
|
}
|
|
|
|
fragment_program SplattingFp/OffsetMapping/9/NoBaseLayer glsl : SplattingFp/OffsetMapping/NoBaseLayer
|
|
{
|
|
preprocessor_defines NUM_LAYERS=9,SHADOW=1,NUM_LIGHTS=3,FOG=1,OFFSET_MAPPING=1,BASE_LAYER=0
|
|
}
|
|
|
|
fragment_program SplattingFp/OffsetMapping/10/NoBaseLayer glsl : SplattingFp/OffsetMapping/NoBaseLayer
|
|
{
|
|
preprocessor_defines NUM_LAYERS=10,SHADOW=1,NUM_LIGHTS=3,FOG=1,OFFSET_MAPPING=1,BASE_LAYER=0
|
|
}
|
|
|
|
fragment_program SplattingFp/OffsetMapping/11/NoBaseLayer glsl : SplattingFp/OffsetMapping/NoBaseLayer
|
|
{
|
|
preprocessor_defines NUM_LAYERS=11,SHADOW=1,NUM_LIGHTS=3,FOG=1,OFFSET_MAPPING=1,BASE_LAYER=0
|
|
}
|
|
|
|
fragment_program SplattingFp/OffsetMapping/12/NoBaseLayer glsl : SplattingFp/OffsetMapping/NoBaseLayer
|
|
{
|
|
preprocessor_defines NUM_LAYERS=12,SHADOW=1,NUM_LIGHTS=3,FOG=1,OFFSET_MAPPING=1,BASE_LAYER=0
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/////////// Basic offset mapping no shadows //////////////
|
|
|
|
fragment_program SplattingFp/OffsetMapping/1/NoShadows glsl : SplattingFp/OffsetMapping/NoShadows
|
|
{
|
|
preprocessor_defines NUM_LAYERS=1,SHADOW=0,NUM_LIGHTS=3,FOG=1,OFFSET_MAPPING=1
|
|
}
|
|
|
|
fragment_program SplattingFp/OffsetMapping/2/NoShadows glsl : SplattingFp/OffsetMapping/NoShadows
|
|
{
|
|
preprocessor_defines NUM_LAYERS=2,SHADOW=0,NUM_LIGHTS=3,FOG=1,OFFSET_MAPPING=1
|
|
}
|
|
|
|
fragment_program SplattingFp/OffsetMapping/3/NoShadows glsl : SplattingFp/OffsetMapping/NoShadows
|
|
{
|
|
preprocessor_defines NUM_LAYERS=3,SHADOW=0,NUM_LIGHTS=3,FOG=1,OFFSET_MAPPING=1
|
|
}
|
|
|
|
fragment_program SplattingFp/OffsetMapping/4/NoShadows glsl : SplattingFp/OffsetMapping/NoShadows
|
|
{
|
|
preprocessor_defines NUM_LAYERS=4,SHADOW=0,NUM_LIGHTS=3,FOG=1,OFFSET_MAPPING=1
|
|
}
|
|
|
|
fragment_program SplattingFp/OffsetMapping/5/NoShadows glsl : SplattingFp/OffsetMapping/NoShadows
|
|
{
|
|
preprocessor_defines NUM_LAYERS=5,SHADOW=0,NUM_LIGHTS=3,FOG=1,OFFSET_MAPPING=1
|
|
}
|
|
|
|
fragment_program SplattingFp/OffsetMapping/6/NoShadows glsl : SplattingFp/OffsetMapping/NoShadows
|
|
{
|
|
preprocessor_defines NUM_LAYERS=6,SHADOW=0,NUM_LIGHTS=3,FOG=1,OFFSET_MAPPING=1
|
|
}
|
|
|
|
fragment_program SplattingFp/OffsetMapping/7/NoShadows glsl : SplattingFp/OffsetMapping/NoShadows
|
|
{
|
|
preprocessor_defines NUM_LAYERS=7,SHADOW=0,NUM_LIGHTS=3,FOG=1,OFFSET_MAPPING=1
|
|
}
|
|
|
|
fragment_program SplattingFp/OffsetMapping/8/NoShadows glsl : SplattingFp/OffsetMapping/NoShadows
|
|
{
|
|
preprocessor_defines NUM_LAYERS=8,SHADOW=0,NUM_LIGHTS=3,FOG=1,OFFSET_MAPPING=1
|
|
}
|
|
|
|
fragment_program SplattingFp/OffsetMapping/9/NoShadows glsl : SplattingFp/OffsetMapping/NoShadows
|
|
{
|
|
preprocessor_defines NUM_LAYERS=9,SHADOW=0,NUM_LIGHTS=3,FOG=1,OFFSET_MAPPING=1
|
|
}
|
|
|
|
fragment_program SplattingFp/OffsetMapping/10/NoShadows glsl : SplattingFp/OffsetMapping/NoShadows
|
|
{
|
|
preprocessor_defines NUM_LAYERS=10,SHADOW=0,NUM_LIGHTS=3,FOG=1,OFFSET_MAPPING=1
|
|
}
|
|
|
|
fragment_program SplattingFp/OffsetMapping/11/NoShadows glsl : SplattingFp/OffsetMapping/NoShadows
|
|
{
|
|
preprocessor_defines NUM_LAYERS=11,SHADOW=0,NUM_LIGHTS=3,FOG=1,OFFSET_MAPPING=1
|
|
}
|
|
|
|
fragment_program SplattingFp/OffsetMapping/12/NoShadows glsl : SplattingFp/OffsetMapping/NoShadows
|
|
{
|
|
preprocessor_defines NUM_LAYERS=12,SHADOW=0,NUM_LIGHTS=3,FOG=1,OFFSET_MAPPING=1
|
|
}
|
|
|
|
|
|
/////////// Basic offset mapping no shadows no base layer //////////////
|
|
|
|
fragment_program SplattingFp/OffsetMapping/1/NoBaseLayer/NoShadows glsl : SplattingFp/OffsetMapping/NoBaseLayer/NoShadows
|
|
{
|
|
preprocessor_defines NUM_LAYERS=1,SHADOW=0,NUM_LIGHTS=3,FOG=1,OFFSET_MAPPING=1,BASE_LAYER=0
|
|
}
|
|
|
|
fragment_program SplattingFp/OffsetMapping/2/NoBaseLayer/NoShadows glsl : SplattingFp/OffsetMapping/NoBaseLayer/NoShadows
|
|
{
|
|
preprocessor_defines NUM_LAYERS=2,SHADOW=0,NUM_LIGHTS=3,FOG=1,OFFSET_MAPPING=1,BASE_LAYER=0
|
|
}
|
|
|
|
fragment_program SplattingFp/OffsetMapping/3/NoBaseLayer/NoShadows glsl : SplattingFp/OffsetMapping/NoBaseLayer/NoShadows
|
|
{
|
|
preprocessor_defines NUM_LAYERS=3,SHADOW=0,NUM_LIGHTS=3,FOG=1,OFFSET_MAPPING=1,BASE_LAYER=0
|
|
}
|
|
|
|
fragment_program SplattingFp/OffsetMapping/4/NoBaseLayer/NoShadows glsl : SplattingFp/OffsetMapping/NoBaseLayer/NoShadows
|
|
{
|
|
preprocessor_defines NUM_LAYERS=4,SHADOW=0,NUM_LIGHTS=3,FOG=1,OFFSET_MAPPING=1,BASE_LAYER=0
|
|
}
|
|
|
|
fragment_program SplattingFp/OffsetMapping/5/NoBaseLayer/NoShadows glsl : SplattingFp/OffsetMapping/NoBaseLayer/NoShadows
|
|
{
|
|
preprocessor_defines NUM_LAYERS=5,SHADOW=0,NUM_LIGHTS=3,FOG=1,OFFSET_MAPPING=1,BASE_LAYER=0
|
|
}
|
|
|
|
fragment_program SplattingFp/OffsetMapping/6/NoBaseLayer/NoShadows glsl : SplattingFp/OffsetMapping/NoBaseLayer/NoShadows
|
|
{
|
|
preprocessor_defines NUM_LAYERS=6,SHADOW=0,NUM_LIGHTS=3,FOG=1,OFFSET_MAPPING=1,BASE_LAYER=0
|
|
}
|
|
|
|
fragment_program SplattingFp/OffsetMapping/7/NoBaseLayer/NoShadows glsl : SplattingFp/OffsetMapping/NoBaseLayer/NoShadows
|
|
{
|
|
preprocessor_defines NUM_LAYERS=7,SHADOW=0,NUM_LIGHTS=3,FOG=1,OFFSET_MAPPING=1,BASE_LAYER=0
|
|
}
|
|
|
|
fragment_program SplattingFp/OffsetMapping/8/NoBaseLayer/NoShadows glsl : SplattingFp/OffsetMapping/NoBaseLayer/NoShadows
|
|
{
|
|
preprocessor_defines NUM_LAYERS=8,SHADOW=0,NUM_LIGHTS=3,FOG=1,OFFSET_MAPPING=1,BASE_LAYER=0
|
|
}
|
|
|
|
fragment_program SplattingFp/OffsetMapping/9/NoBaseLayer/NoShadows glsl : SplattingFp/OffsetMapping/NoBaseLayer/NoShadows
|
|
{
|
|
preprocessor_defines NUM_LAYERS=9,SHADOW=0,NUM_LIGHTS=3,FOG=1,OFFSET_MAPPING=1,BASE_LAYER=0
|
|
}
|
|
|
|
fragment_program SplattingFp/OffsetMapping/10/NoBaseLayer/NoShadows glsl : SplattingFp/OffsetMapping/NoBaseLayer/NoShadows
|
|
{
|
|
preprocessor_defines NUM_LAYERS=10,SHADOW=0,NUM_LIGHTS=3,FOG=1,OFFSET_MAPPING=1,BASE_LAYER=0
|
|
}
|
|
|
|
fragment_program SplattingFp/OffsetMapping/11/NoBaseLayer/NoShadows glsl : SplattingFp/OffsetMapping/NoBaseLayer/NoShadows
|
|
{
|
|
preprocessor_defines NUM_LAYERS=11,SHADOW=0,NUM_LIGHTS=3,FOG=1,OFFSET_MAPPING=1,BASE_LAYER=0
|
|
}
|
|
|
|
fragment_program SplattingFp/OffsetMapping/12/NoBaseLayer/NoShadows glsl : SplattingFp/OffsetMapping/NoBaseLayer/NoShadows
|
|
{
|
|
preprocessor_defines NUM_LAYERS=12,SHADOW=0,NUM_LIGHTS=3,FOG=1,OFFSET_MAPPING=1,BASE_LAYER=0
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/////////// Simple offset mapping //////////////
|
|
|
|
abstract fragment_program SplattingFp/OffsetMapping/Simple glsl : SplattingFp/OffsetMapping
|
|
{
|
|
}
|
|
|
|
fragment_program SplattingFp/OffsetMapping/1/Simple glsl : SplattingFp/OffsetMapping/Simple
|
|
{
|
|
preprocessor_defines NUM_LAYERS=1,SHADOW=0,NUM_LIGHTS=3,FOG=0,OFFSET_MAPPING=1
|
|
}
|
|
|
|
fragment_program SplattingFp/OffsetMapping/2/Simple glsl : SplattingFp/OffsetMapping/Simple
|
|
{
|
|
preprocessor_defines NUM_LAYERS=2,SHADOW=0,NUM_LIGHTS=3,FOG=0,OFFSET_MAPPING=1
|
|
}
|
|
|
|
fragment_program SplattingFp/OffsetMapping/3/Simple glsl : SplattingFp/OffsetMapping/Simple
|
|
{
|
|
preprocessor_defines NUM_LAYERS=3,SHADOW=0,NUM_LIGHTS=3,FOG=0,OFFSET_MAPPING=1
|
|
}
|
|
|
|
fragment_program SplattingFp/OffsetMapping/4/Simple glsl : SplattingFp/OffsetMapping/Simple
|
|
{
|
|
preprocessor_defines NUM_LAYERS=4,SHADOW=0,NUM_LIGHTS=3,FOG=0,OFFSET_MAPPING=1
|
|
}
|
|
|
|
fragment_program SplattingFp/OffsetMapping/5/Simple glsl : SplattingFp/OffsetMapping/Simple
|
|
{
|
|
preprocessor_defines NUM_LAYERS=5,SHADOW=0,NUM_LIGHTS=3,FOG=0,OFFSET_MAPPING=1
|
|
}
|
|
|
|
fragment_program SplattingFp/OffsetMapping/6/Simple glsl : SplattingFp/OffsetMapping/Simple
|
|
{
|
|
preprocessor_defines NUM_LAYERS=6,SHADOW=0,NUM_LIGHTS=3,FOG=0,OFFSET_MAPPING=1
|
|
}
|
|
|
|
fragment_program SplattingFp/OffsetMapping/7/Simple glsl : SplattingFp/OffsetMapping/Simple
|
|
{
|
|
preprocessor_defines NUM_LAYERS=7,SHADOW=0,NUM_LIGHTS=3,FOG=0,OFFSET_MAPPING=1
|
|
}
|
|
|
|
fragment_program SplattingFp/OffsetMapping/8/Simple glsl : SplattingFp/OffsetMapping/Simple
|
|
{
|
|
preprocessor_defines NUM_LAYERS=8,SHADOW=0,NUM_LIGHTS=3,FOG=0,OFFSET_MAPPING=1
|
|
}
|
|
|
|
fragment_program SplattingFp/OffsetMapping/9/Simple glsl : SplattingFp/OffsetMapping/Simple
|
|
{
|
|
preprocessor_defines NUM_LAYERS=9,SHADOW=0,NUM_LIGHTS=3,FOG=0,OFFSET_MAPPING=1
|
|
}
|
|
|
|
fragment_program SplattingFp/OffsetMapping/10/Simple glsl : SplattingFp/OffsetMapping/Simple
|
|
{
|
|
preprocessor_defines NUM_LAYERS=10,SHADOW=0,NUM_LIGHTS=3,FOG=0,OFFSET_MAPPING=1
|
|
}
|
|
|
|
fragment_program SplattingFp/OffsetMapping/11/Simple glsl : SplattingFp/OffsetMapping/Simple
|
|
{
|
|
preprocessor_defines NUM_LAYERS=11,SHADOW=0,NUM_LIGHTS=3,FOG=0,OFFSET_MAPPING=1
|
|
}
|
|
|
|
fragment_program SplattingFp/OffsetMapping/12/Simple glsl : SplattingFp/OffsetMapping/Simple
|
|
{
|
|
preprocessor_defines NUM_LAYERS=12,SHADOW=0,NUM_LIGHTS=3,FOG=0,OFFSET_MAPPING=1
|
|
}
|
|
|
|
|
|
/////////// Simple offset mapping no base layer //////////////
|
|
|
|
abstract fragment_program SplattingFp/OffsetMapping/NoBaseLayer/Simple glsl : SplattingFp/OffsetMapping/NoBaseLayer
|
|
{
|
|
}
|
|
|
|
fragment_program SplattingFp/OffsetMapping/1/NoBaseLayer/Simple glsl : SplattingFp/OffsetMapping/NoBaseLayer/Simple
|
|
{
|
|
preprocessor_defines NUM_LAYERS=1,SHADOW=0,NUM_LIGHTS=3,FOG=0,OFFSET_MAPPING=1,BASE_LAYER=0
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}
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fragment_program SplattingFp/OffsetMapping/2/NoBaseLayer/Simple glsl : SplattingFp/OffsetMapping/NoBaseLayer/Simple
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{
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|
preprocessor_defines NUM_LAYERS=2,SHADOW=0,NUM_LIGHTS=3,FOG=0,OFFSET_MAPPING=1,BASE_LAYER=0
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|
}
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|
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fragment_program SplattingFp/OffsetMapping/3/NoBaseLayer/Simple glsl : SplattingFp/OffsetMapping/NoBaseLayer/Simple
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|
{
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|
preprocessor_defines NUM_LAYERS=3,SHADOW=0,NUM_LIGHTS=3,FOG=0,OFFSET_MAPPING=1,BASE_LAYER=0
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|
}
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|
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fragment_program SplattingFp/OffsetMapping/4/NoBaseLayer/Simple glsl : SplattingFp/OffsetMapping/NoBaseLayer/Simple
|
|
{
|
|
preprocessor_defines NUM_LAYERS=4,SHADOW=0,NUM_LIGHTS=3,FOG=0,OFFSET_MAPPING=1,BASE_LAYER=0
|
|
}
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|
|
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fragment_program SplattingFp/OffsetMapping/5/NoBaseLayer/Simple glsl : SplattingFp/OffsetMapping/NoBaseLayer/Simple
|
|
{
|
|
preprocessor_defines NUM_LAYERS=5,SHADOW=0,NUM_LIGHTS=3,FOG=0,OFFSET_MAPPING=1,BASE_LAYER=0
|
|
}
|
|
|
|
fragment_program SplattingFp/OffsetMapping/6/NoBaseLayer/Simple glsl : SplattingFp/OffsetMapping/NoBaseLayer/Simple
|
|
{
|
|
preprocessor_defines NUM_LAYERS=6,SHADOW=0,NUM_LIGHTS=3,FOG=0,OFFSET_MAPPING=1,BASE_LAYER=0
|
|
}
|
|
|
|
fragment_program SplattingFp/OffsetMapping/7/NoBaseLayer/Simple glsl : SplattingFp/OffsetMapping/NoBaseLayer/Simple
|
|
{
|
|
preprocessor_defines NUM_LAYERS=7,SHADOW=0,NUM_LIGHTS=3,FOG=0,OFFSET_MAPPING=1,BASE_LAYER=0
|
|
}
|
|
|
|
fragment_program SplattingFp/OffsetMapping/8/NoBaseLayer/Simple glsl : SplattingFp/OffsetMapping/NoBaseLayer/Simple
|
|
{
|
|
preprocessor_defines NUM_LAYERS=8,SHADOW=0,NUM_LIGHTS=3,FOG=0,OFFSET_MAPPING=1,BASE_LAYER=0
|
|
}
|
|
|
|
fragment_program SplattingFp/OffsetMapping/9/NoBaseLayer/Simple glsl : SplattingFp/OffsetMapping/NoBaseLayer/Simple
|
|
{
|
|
preprocessor_defines NUM_LAYERS=9,SHADOW=0,NUM_LIGHTS=3,FOG=0,OFFSET_MAPPING=1,BASE_LAYER=0
|
|
}
|
|
|
|
fragment_program SplattingFp/OffsetMapping/10/NoBaseLayer/Simple glsl : SplattingFp/OffsetMapping/NoBaseLayer/Simple
|
|
{
|
|
preprocessor_defines NUM_LAYERS=10,SHADOW=0,NUM_LIGHTS=3,FOG=0,OFFSET_MAPPING=1,BASE_LAYER=0
|
|
}
|
|
|
|
fragment_program SplattingFp/OffsetMapping/11/NoBaseLayer/Simple glsl : SplattingFp/OffsetMapping/NoBaseLayer/Simple
|
|
{
|
|
preprocessor_defines NUM_LAYERS=11,SHADOW=0,NUM_LIGHTS=3,FOG=0,OFFSET_MAPPING=1,BASE_LAYER=0
|
|
}
|
|
|
|
fragment_program SplattingFp/OffsetMapping/12/NoBaseLayer/Simple glsl : SplattingFp/OffsetMapping/NoBaseLayer/Simple
|
|
{
|
|
preprocessor_defines NUM_LAYERS=12,SHADOW=0,NUM_LIGHTS=3,FOG=0,OFFSET_MAPPING=1,BASE_LAYER=0
|
|
}
|
|
|