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shaders: Add LUA scripts for all shaders.
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CrossVR committed Nov 29, 2015
1 parent 2ed4336 commit 055ffa5
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Showing 56 changed files with 1,219 additions and 0 deletions.
21 changes: 21 additions & 0 deletions res/gamedata/shaders/gl/accum_volumetric.s
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function normal (shader, t_base, t_second, t_detail)
shader:begin ("accum_volumetric", "accum_volumetric")
: fog (false)
: zb (true,false)
: blend (true,blend.one,blend.one)
-- : aref (true,0)
: sorting (2, false)
-- TODO: Implement sampler states
-- shader:sampler ("s_lmap") :texture (t_base): clamp()
-- shader:sampler ("s_smap") :texture ("null")
-- shader:sampler ("s_noise") :texture("fx\\fx_noise") : f_linear ()

shader:dx10texture ("s_lmap", t_base)
shader:dx10texture ("s_smap", "null")
shader:dx10texture ("s_noise", "fx\\fx_noise")

shader:dx10sampler ("smp_rtlinear")
shader:dx10sampler ("smp_linear")
-- shader:dx10sampler ("smp_jitter")
shader:dx10sampler ("smp_smap")
end
21 changes: 21 additions & 0 deletions res/gamedata/shaders/gl/accum_volumetric_nomsaa.s
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function normal (shader, t_base, t_second, t_detail)
shader:begin ("accum_volumetric", "accum_volumetric")
: fog (false)
: zb (true,false)
: blend (true,blend.one,blend.one)
-- : aref (true,0)
: sorting (2, false)
-- TODO: Implement sampler states
-- shader:sampler ("s_lmap") :texture (t_base): clamp()
-- shader:sampler ("s_smap") :texture ("null")
-- shader:sampler ("s_noise") :texture("fx\\fx_noise") : f_linear ()

shader:dx10texture ("s_lmap", t_base)
shader:dx10texture ("s_smap", "null")
shader:dx10texture ("s_noise", "fx\\fx_noise")

shader:dx10sampler ("smp_rtlinear")
shader:dx10sampler ("smp_linear")
-- shader:dx10sampler ("smp_jitter")
shader:dx10sampler ("smp_smap")
end
21 changes: 21 additions & 0 deletions res/gamedata/shaders/gl/accum_volumetric_sun.s
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function normal (shader, t_base, t_second, t_detail)
shader:begin ("stub_notransform_2uv", "accum_volumetric_sun_normal")
: fog (false)
: zb (false,false)
: blend (true,blend.one,blend.one)
: sorting (2, false)
-- TODO: DX10: Implement for near and far phase.
-- TODO: DX10: Setup samplers.
-- shader:sampler ("s_smap") :texture ("null")
-- shader:sampler ("s_position") :texture ("$user$position")
-- shader:sampler ("jitter0") :texture ("$user$jitter_0") : f_none ()

shader:dx10texture ("s_smap", "null")
shader:dx10texture ("s_smap_minmax", "$user$smap_depth_minmax");
shader:dx10texture ("s_position", "$user$position")
shader:dx10texture ("jitter0", "$user$jitter_0")

shader:dx10sampler ("smp_nofilter")
shader:dx10sampler ("smp_jitter")
shader:dx10sampler ("smp_smap")
end
21 changes: 21 additions & 0 deletions res/gamedata/shaders/gl/accum_volumetric_sun_minmax.s
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function normal (shader, t_base, t_second, t_detail)
shader:begin ("accum_sun", "accum_volumetric_sun_minmax")
: fog (false)
: zb (false,false)
: blend (true,blend.one,blend.one)
: sorting (2, false)
-- TODO: DX10: Implement for near and far phase.
-- TODO: DX10: Setup samplers.
-- shader:sampler ("s_smap") :texture ("null")
-- shader:sampler ("s_position") :texture ("$user$position")
-- shader:sampler ("jitter0") :texture ("$user$jitter_0") : f_none ()

shader:dx10texture ("s_smap", "null")
shader:dx10texture ("s_smap_minmax", "$user$smap_depth_minmax");
shader:dx10texture ("s_position", "$user$position")
shader:dx10texture ("jitter0", "$user$jitter_0")

shader:dx10sampler ("smp_nofilter")
shader:dx10sampler ("smp_jitter")
shader:dx10sampler ("smp_smap")
end
20 changes: 20 additions & 0 deletions res/gamedata/shaders/gl/accum_volumetric_sun_msaa0.s
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function normal (shader, t_base, t_second, t_detail)
shader:begin ("accum_sun", "accum_volumetric_sun_msaa0")
: fog (false)
: zb (false,false)
: blend (true,blend.one,blend.one)
: sorting (2, false)
-- TODO: DX10: Implement for near and far phase.
-- TODO: DX10: Setup samplers.
-- shader:sampler ("s_smap") :texture ("null")
-- shader:sampler ("s_position") :texture ("$user$position")
-- shader:sampler ("jitter0") :texture ("$user$jitter_0") : f_none ()

shader:dx10texture ("s_smap", "null")
shader:dx10texture ("s_position", "$user$position")
shader:dx10texture ("jitter0", "$user$jitter_0")

shader:dx10sampler ("smp_nofilter")
shader:dx10sampler ("smp_jitter")
shader:dx10sampler ("smp_smap")
end
20 changes: 20 additions & 0 deletions res/gamedata/shaders/gl/accum_volumetric_sun_msaa1.s
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function normal (shader, t_base, t_second, t_detail)
shader:begin ("accum_sun", "accum_volumetric_sun_msaa1")
: fog (false)
: zb (false,false)
: blend (true,blend.one,blend.one)
: sorting (2, false)
-- TODO: DX10: Implement for near and far phase.
-- TODO: DX10: Setup samplers.
-- shader:sampler ("s_smap") :texture ("null")
-- shader:sampler ("s_position") :texture ("$user$position")
-- shader:sampler ("jitter0") :texture ("$user$jitter_0") : f_none ()

shader:dx10texture ("s_smap", "null")
shader:dx10texture ("s_position", "$user$position")
shader:dx10texture ("jitter0", "$user$jitter_0")

shader:dx10sampler ("smp_nofilter")
shader:dx10sampler ("smp_jitter")
shader:dx10sampler ("smp_smap")
end
20 changes: 20 additions & 0 deletions res/gamedata/shaders/gl/accum_volumetric_sun_msaa2.s
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function normal (shader, t_base, t_second, t_detail)
shader:begin ("accum_sun", "accum_volumetric_sun_msaa2")
: fog (false)
: zb (false,false)
: blend (true,blend.one,blend.one)
: sorting (2, false)
-- TODO: DX10: Implement for near and far phase.
-- TODO: DX10: Setup samplers.
-- shader:sampler ("s_smap") :texture ("null")
-- shader:sampler ("s_position") :texture ("$user$position")
-- shader:sampler ("jitter0") :texture ("$user$jitter_0") : f_none ()

shader:dx10texture ("s_smap", "null")
shader:dx10texture ("s_position", "$user$position")
shader:dx10texture ("jitter0", "$user$jitter_0")

shader:dx10sampler ("smp_nofilter")
shader:dx10sampler ("smp_jitter")
shader:dx10sampler ("smp_smap")
end
20 changes: 20 additions & 0 deletions res/gamedata/shaders/gl/accum_volumetric_sun_msaa3.s
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function normal (shader, t_base, t_second, t_detail)
shader:begin ("accum_sun", "accum_volumetric_sun_msaa3")
: fog (false)
: zb (false,false)
: blend (true,blend.one,blend.one)
: sorting (2, false)
-- TODO: DX10: Implement for near and far phase.
-- TODO: DX10: Setup samplers.
-- shader:sampler ("s_smap") :texture ("null")
-- shader:sampler ("s_position") :texture ("$user$position")
-- shader:sampler ("jitter0") :texture ("$user$jitter_0") : f_none ()

shader:dx10texture ("s_smap", "null")
shader:dx10texture ("s_position", "$user$position")
shader:dx10texture ("jitter0", "$user$jitter_0")

shader:dx10sampler ("smp_nofilter")
shader:dx10sampler ("smp_jitter")
shader:dx10sampler ("smp_smap")
end
20 changes: 20 additions & 0 deletions res/gamedata/shaders/gl/accum_volumetric_sun_msaa4.s
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function normal (shader, t_base, t_second, t_detail)
shader:begin ("accum_sun", "accum_volumetric_sun_msaa4")
: fog (false)
: zb (false,false)
: blend (true,blend.one,blend.one)
: sorting (2, false)
-- TODO: DX10: Implement for near and far phase.
-- TODO: DX10: Setup samplers.
-- shader:sampler ("s_smap") :texture ("null")
-- shader:sampler ("s_position") :texture ("$user$position")
-- shader:sampler ("jitter0") :texture ("$user$jitter_0") : f_none ()

shader:dx10texture ("s_smap", "null")
shader:dx10texture ("s_position", "$user$position")
shader:dx10texture ("jitter0", "$user$jitter_0")

shader:dx10sampler ("smp_nofilter")
shader:dx10sampler ("smp_jitter")
shader:dx10sampler ("smp_smap")
end
20 changes: 20 additions & 0 deletions res/gamedata/shaders/gl/accum_volumetric_sun_msaa5.s
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function normal (shader, t_base, t_second, t_detail)
shader:begin ("accum_sun", "accum_volumetric_sun_msaa5")
: fog (false)
: zb (false,false)
: blend (true,blend.one,blend.one)
: sorting (2, false)
-- TODO: DX10: Implement for near and far phase.
-- TODO: DX10: Setup samplers.
-- shader:sampler ("s_smap") :texture ("null")
-- shader:sampler ("s_position") :texture ("$user$position")
-- shader:sampler ("jitter0") :texture ("$user$jitter_0") : f_none ()

shader:dx10texture ("s_smap", "null")
shader:dx10texture ("s_position", "$user$position")
shader:dx10texture ("jitter0", "$user$jitter_0")

shader:dx10sampler ("smp_nofilter")
shader:dx10sampler ("smp_jitter")
shader:dx10sampler ("smp_smap")
end
20 changes: 20 additions & 0 deletions res/gamedata/shaders/gl/accum_volumetric_sun_msaa6.s
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function normal (shader, t_base, t_second, t_detail)
shader:begin ("accum_sun", "accum_volumetric_sun_msaa6")
: fog (false)
: zb (false,false)
: blend (true,blend.one,blend.one)
: sorting (2, false)
-- TODO: DX10: Implement for near and far phase.
-- TODO: DX10: Setup samplers.
-- shader:sampler ("s_smap") :texture ("null")
-- shader:sampler ("s_position") :texture ("$user$position")
-- shader:sampler ("jitter0") :texture ("$user$jitter_0") : f_none ()

shader:dx10texture ("s_smap", "null")
shader:dx10texture ("s_position", "$user$position")
shader:dx10texture ("jitter0", "$user$jitter_0")

shader:dx10sampler ("smp_nofilter")
shader:dx10sampler ("smp_jitter")
shader:dx10sampler ("smp_smap")
end
20 changes: 20 additions & 0 deletions res/gamedata/shaders/gl/accum_volumetric_sun_msaa7.s
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function normal (shader, t_base, t_second, t_detail)
shader:begin ("accum_sun", "accum_volumetric_sun_msaa7")
: fog (false)
: zb (false,false)
: blend (true,blend.one,blend.one)
: sorting (2, false)
-- TODO: DX10: Implement for near and far phase.
-- TODO: DX10: Setup samplers.
-- shader:sampler ("s_smap") :texture ("null")
-- shader:sampler ("s_position") :texture ("$user$position")
-- shader:sampler ("jitter0") :texture ("$user$jitter_0") : f_none ()

shader:dx10texture ("s_smap", "null")
shader:dx10texture ("s_position", "$user$position")
shader:dx10texture ("jitter0", "$user$jitter_0")

shader:dx10sampler ("smp_nofilter")
shader:dx10sampler ("smp_jitter")
shader:dx10sampler ("smp_smap")
end
21 changes: 21 additions & 0 deletions res/gamedata/shaders/gl/accum_volumetric_sun_nomsaa.s
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function normal (shader, t_base, t_second, t_detail)
shader:begin ("accum_sun", "accum_volumetric_sun_nomsaa")
: fog (false)
: zb (false,false)
: blend (true,blend.one,blend.one)
: sorting (2, false)
-- TODO: DX10: Implement for near and far phase.
-- TODO: DX10: Setup samplers.
-- shader:sampler ("s_smap") :texture ("null")
-- shader:sampler ("s_position") :texture ("$user$position")
-- shader:sampler ("jitter0") :texture ("$user$jitter_0") : f_none ()

shader:dx10texture ("s_smap", "null")
shader:dx10texture ("s_smap_minmax", "$user$smap_depth_minmax");
shader:dx10texture ("s_position", "$user$position")
shader:dx10texture ("jitter0", "$user$jitter_0")

shader:dx10sampler ("smp_nofilter")
shader:dx10sampler ("smp_jitter")
shader:dx10sampler ("smp_smap")
end
21 changes: 21 additions & 0 deletions res/gamedata/shaders/gl/accum_volumetric_sun_nomsaa_minmax.s
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function normal (shader, t_base, t_second, t_detail)
shader:begin ("accum_sun", "accum_volumetric_sun_minmax")
: fog (false)
: zb (false,false)
: blend (true,blend.one,blend.one)
: sorting (2, false)
-- TODO: DX10: Implement for near and far phase.
-- TODO: DX10: Setup samplers.
-- shader:sampler ("s_smap") :texture ("null")
-- shader:sampler ("s_position") :texture ("$user$position")
-- shader:sampler ("jitter0") :texture ("$user$jitter_0") : f_none ()

shader:dx10texture ("s_smap", "null")
shader:dx10texture ("s_smap_minmax", "$user$smap_depth_minmax");
shader:dx10texture ("s_position", "$user$position")
shader:dx10texture ("jitter0", "$user$jitter_0")

shader:dx10sampler ("smp_nofilter")
shader:dx10sampler ("smp_jitter")
shader:dx10sampler ("smp_smap")
end
21 changes: 21 additions & 0 deletions res/gamedata/shaders/gl/clouds.s
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function normal (shader, t_base, t_second, t_detail)
shader:begin ("clouds","clouds")
: fog (false)
-- TODO: DX10: Check if this is ok.
-- : zb (true,false)
: zb (false,false)
: sorting (3, true)
: blend (true, blend.srcalpha,blend.invsrcalpha)

-- TODO: DX10: implement sampler setup
-- shader:sampler ("s_clouds0") :texture ("null") : wrap() : f_anisotropic()
-- shader:sampler ("s_clouds1") :texture ("null") : wrap() : f_anisotropic()
-- shader:sampler ("s_tonemap") :texture ("$user$tonemap")

shader:dx10texture ("s_clouds0", "null")
shader:dx10texture ("s_clouds1", "null")
shader:dx10texture ("s_tonemap", "$user$tonemap")

shader:dx10sampler ("smp_base")
-- shader:dx10sampler ("smp_linear")
end
16 changes: 16 additions & 0 deletions res/gamedata/shaders/gl/combine_volumetric.s
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function normal (shader, t_base, t_second, t_detail)
shader:begin ("combine_1", "combine_volumetric")
: fog (false)
: zb (false,false)
: blend (true,blend.one,blend.one)
-- : aref (true,0) -- enable to save bandwith?
: sorting (2, false)
-- TOD0: DX10: Implement samplers
-- shader:sampler ("s_vollight") :texture ("$user$generic2")
-- shader:sampler ("s_tonemap") :texture ("$user$tonemap")

shader:dx10texture ("s_vollight", "$user$generic2")
shader:dx10texture ("s_tonemap", "$user$tonemap")

shader:dx10sampler ("smp_nofilter")
end
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