BXLYT : Cleanup shaders.
Some cleanup and adjust floating point values to have decimals.
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5a55eb189f
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@ -109,9 +109,9 @@ float AlphaCombiner(int type, vec4 j1, vec4 j2, vec4 j3)
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void main()
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void main()
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{
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{
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vec4 textureMap0 = vec4(1);
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vec4 textureMap0 = vec4(1.0);
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vec4 textureMap1 = vec4(1);
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vec4 textureMap1 = vec4(1.0);
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vec4 textureMap2 = vec4(1);
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vec4 textureMap2 = vec4(1.0);
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if (numTextureMaps > 0)
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if (numTextureMaps > 0)
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{
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{
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@ -128,10 +128,10 @@ void main()
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vec3 whiteColorSRGB = pow(whiteColor.rgb, vec3(1.0 / gamma));
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vec3 whiteColorSRGB = pow(whiteColor.rgb, vec3(1.0 / gamma));
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vec3 whiteInterpolation = whiteColorSRGB.rgb * textureMap0.rgb;
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vec3 whiteInterpolation = whiteColorSRGB.rgb * textureMap0.rgb;
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vec3 blackInterpolation = (vec3(1) - textureMap0.rgb) * blackColor.rgb;
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vec3 blackInterpolation = (vec3(1.0) - textureMap0.rgb) * blackColor.rgb;
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//vec3 colorBlend = whiteInterpolation + blackInterpolation;
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//vec3 colorBlend = whiteInterpolation + blackInterpolation;
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vec3 colorBlend = ColorCombiner(4, vec4(whiteColorSRGB.rgb, 1), blackColor, textureMap0);
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vec3 colorBlend = ColorCombiner(4, vec4(whiteColorSRGB.rgb, 1.0), blackColor, textureMap0);
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float alpha = textureMap0.a * whiteColor.a;
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float alpha = textureMap0.a * whiteColor.a;
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@ -140,14 +140,14 @@ void main()
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vec4 j2;
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vec4 j2;
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vec4 j3;
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vec4 j3;
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vec4 fragOutput;
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vec4 fragOutput;
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vec4 previousStage = vec4(1);
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vec4 previousStage = vec4(1.0);
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if (numTextureMaps > 1 && numTevStages > 4)
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if (numTextureMaps > 1 && numTevStages > 4)
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{
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{
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for (int i = 0; i < numTevStages; i++)
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for (int i = 0; i < numTevStages; i++)
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{
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{
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j1 = textureMap0;
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j1 = textureMap0;
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j2 = textureMap1;
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j2 = textureMap1;
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j3 = vec4(1);
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j3 = vec4(1.0);
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if (numTextureMaps > 2)
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if (numTextureMaps > 2)
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j3 = textureMap2;
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j3 = textureMap2;
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@ -175,7 +175,7 @@ void main()
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gl_FragColor = fragOutput;
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gl_FragColor = fragOutput;
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}
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}
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else if (debugShading == 5)
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else if (debugShading == 5)
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gl_FragColor = vec4(textureMap0.rgb, 1);
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gl_FragColor = vec4(textureMap0.rgb, 1.0);
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else if (debugShading == 1)
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else if (debugShading == 1)
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gl_FragColor = gl_Color;
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gl_FragColor = gl_Color;
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else if (debugShading == 2)
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else if (debugShading == 2)
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@ -1,6 +1,4 @@
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#version 110
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uniform int flipTexture;
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uniform int flipTexture;
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uniform mat4 rotationMatrix;
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uniform mat4 rotationMatrix;
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uniform int texCoords0GenType;
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uniform int texCoords0GenType;
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uniform int texCoords0Source;
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uniform int texCoords0Source;
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@ -20,24 +18,16 @@ vec2 SetFlip(vec2 tex)
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vec2 outTexCoord = tex;
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vec2 outTexCoord = tex;
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if (flipTexture == 1) //FlipH
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if (flipTexture == 1) //FlipH
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return vec2(-1, 1) * tex + vec2(1, 0);
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return vec2(-1.0, 1.0) * tex + vec2(1.0, 0.0);
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else if (flipTexture == 2) //FlipV
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else if (flipTexture == 2) //FlipV
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return vec2(1, -1) * tex + vec2(0, 1);
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return vec2(1.0, -1.0) * tex + vec2(0.0, 1.0);
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else if (flipTexture == 3) //Rotate90
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else if (flipTexture == 3) //Rotate90
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{
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return rotateUV(tex, radians(90.0));
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float degreesR = 90.0;
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return rotateUV(tex, radians(degreesR));
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}
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else if (flipTexture == 4) //Rotate180
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else if (flipTexture == 4) //Rotate180
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{
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return rotateUV(tex, radians(180.0));
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float degreesR = 180.0;
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return rotateUV(tex, radians(degreesR));
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}
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else if (flipTexture == 5) //Rotate270
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else if (flipTexture == 5) //Rotate270
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{
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return rotateUV(tex, radians(270.0));
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float degreesR = 270.0;
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return rotateUV(tex, radians(degreesR));
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}
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return outTexCoord;
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return outTexCoord;
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}
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}
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@ -46,7 +36,7 @@ vec2 SetTexCoordType(int type, vec2 tex)
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vec2 outTexCoord = tex;
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vec2 outTexCoord = tex;
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if (type == 0) return tex; //Tex0
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if (type == 0) return tex; //Tex0
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if (type == 1) return tex; //Tex1
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if (type == 1) return tex; //Tex1
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if (type == 2) return tex; //Tex3
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if (type == 2) return tex; //Tex2
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if (type == 3) return tex; //Ortho
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if (type == 3) return tex; //Ortho
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if (type == 4) return tex; //Pane based
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if (type == 4) return tex; //Pane based
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if (type == 5) return tex; //Proj
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if (type == 5) return tex; //Proj
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