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@ -1,14 +1,13 @@ |
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#import "Common/ShaderLib/GLSLCompat.glsllib" |
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#import "Common/ShaderLib/MultiSample.glsllib" |
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#import "Common/ShaderLib/MultiSample.glsllib" |
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#import "Common/ShaderLib/Shadows.glsllib" |
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#import "Common/ShaderLib/Shadows.glsllib" |
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uniform COLORTEXTURE m_Texture; |
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uniform COLORTEXTURE m_Texture; |
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uniform DEPTHTEXTURE m_DepthTexture; |
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uniform DEPTHTEXTURE m_DepthTexture; |
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uniform mat4 m_ViewProjectionMatrixInverse; |
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uniform mat4 m_ViewProjectionMatrixInverse; |
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uniform vec4 m_ViewProjectionMatrixRow2; |
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uniform vec4 m_ViewProjectionMatrixRow2; |
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in vec2 texCoord; |
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varying vec2 texCoord; |
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out vec4 outFragColor; |
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const mat4 biasMat = mat4(0.5, 0.0, 0.0, 0.0, |
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const mat4 biasMat = mat4(0.5, 0.0, 0.0, 0.0, |
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0.0, 0.5, 0.0, 0.0, |
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0.0, 0.5, 0.0, 0.0, |
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@ -134,18 +133,17 @@ vec4 main_multiSample(in int numSample){ |
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return color * vec4(shadow, shadow, shadow, 1.0); |
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return color * vec4(shadow, shadow, shadow, 1.0); |
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} |
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} |
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void main(){ |
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void main() { |
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#ifdef RESOLVE_MS |
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#ifdef RESOLVE_MS |
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vec4 color = vec4(0.0); |
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vec4 color = vec4(0.0); |
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for (int i = 0; i < m_NumSamples; i++){ |
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for (int i = 0; i < m_NumSamples; i++){ |
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color += main_multiSample(i); |
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color += main_multiSample(i); |
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} |
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} |
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outFragColor = color / m_NumSamples; |
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gl_FragColor = color / m_NumSamples; |
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#else |
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#else |
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outFragColor = main_multiSample(0); |
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gl_FragColor = main_multiSample(0); |
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#endif |
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#endif |
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} |
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} |
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