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- #version 150
- #extension GL_ARB_sample_shading : enable
- #define SAMPLER_BINDING(x)
- #define float2 vec2
- #define float3 vec3
- #define float4 vec4
- #define uint2 uvec2
- #define uint3 uvec3
- #define uint4 uvec4
- #define int2 ivec2
- #define int3 ivec3
- #define int4 ivec4
- #define frac fract
- #define lerp mix
- struct Light {
- int4 color;
- float4 cosatt;
- float4 distatt;
- float4 pos;
- float4 dir;
- };
- layout(std140, binding = 2) uniform VSBlock {
- float4 cpnmtx[6];
- float4 cproj[4];
- int4 cmtrl[4];
- Light clights[8];
- float4 ctexmtx[24];
- float4 ctrmtx[64];
- float4 cnmtx[32];
- float4 cpostmtx[64];
- float4 cDepth;
- };
- struct VS_OUTPUT {
- float4 pos;
- float4 colors_0;
- float4 colors_1;
- float3 tex0;
- float4 clipPos;
- };
- in float4 rawpos; // ATTR0,
- in float4 color0; // ATTR5,
- in float2 tex0; // ATTR8,
- centroid out float3 uv0;
- centroid out float4 clipPos;
- centroid out float4 colors_02;
- centroid out float4 colors_12;
- void main()
- {
- VS_OUTPUT o;
- float4 pos = float4(dot(cpnmtx[0], rawpos), dot(cpnmtx[1], rawpos), dot(cpnmtx[2], rawpos), 1.0);
- float3 _norm0 = float3(0.0, 0.0, 0.0);
- o.pos = float4(dot(cproj[0], pos), dot(cproj[1], pos), dot(cproj[2], pos), dot(cproj[3], pos));
- int4 lacc;
- float3 ldir, h;
- float dist, dist2, attn;
- {
- int4 mat = int4(round(color0 * 255.0));
- lacc = int4(255, 255, 255, 255);
- lacc.w = 255;
- lacc = clamp(lacc, 0, 255);o.colors_0 = float4((mat * (lacc + (lacc >> 7))) >> 8) / 255.0;
- }
- o.colors_1 = o.colors_0;
- float4 coord = float4(0.0, 0.0, 1.0, 1.0);
- {
- coord = float4(0.0, 0.0, 1.0, 1.0);
- coord = float4(tex0.x, tex0.y, 1.0, 1.0);
- o.tex0.xyz = float3(dot(coord, ctexmtx[0]), dot(coord, ctexmtx[1]), 1);
- float4 P0 = cpostmtx[61];
- float4 P1 = cpostmtx[62];
- float4 P2 = cpostmtx[63];
- o.tex0.xyz = float3(dot(P0.xyz, o.tex0.xyz) + P0.w, dot(P1.xyz, o.tex0.xyz) + P1.w, dot(P2.xyz, o.tex0.xyz) + P2.w);
- }
- o.clipPos = float4(pos.x,pos.y,o.pos.z,o.pos.w);
- o.pos.z = o.pos.w + o.pos.z * 2.0;
- o.pos.xy = o.pos.xy - cDepth.zw;
- uv0.xyz = o.tex0;
- clipPos = o.clipPos;
- colors_02 = o.colors_0;
- colors_12 = o.colors_1;
- gl_Position = o.pos;
- }
- 0(40) : error C7532: layout qualifier 'binding' requires "#version 420" or later
- 0(40) : error C0000: ... or #extension GL_ARB_shading_language_420pack : enable
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