mirror of
https://github.com/Laupetin/OpenAssetTools.git
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chore: add and fixup hlsl game defs for iw3,iw4,iw5,t5
This commit is contained in:
@@ -2,14 +2,35 @@
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// IW4 code constants
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// =============================
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extern float4 baseLightingCoords;
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extern float4 lightprobeAmbient;
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extern float4 fullscreenDistortion;
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extern float4 fadeEffect;
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extern float4 lightingLookupScale;
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extern float4 debugBumpmap;
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extern float4 lightPosition;
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extern float4 lightDiffuse;
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extern float4 lightSpecular;
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extern float4 lightSpotDir;
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extern float4 lightSpotFactors;
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extern float4 lightFalloffPlacement;
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extern float4 particleCloudColor;
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extern float4 gameTime;
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extern float4 pixelCostFracs;
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extern float4 pixelCostDecode;
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extern float4 filterTap[8];
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extern float4 colorMatrixR;
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extern float4 colorMatrixG;
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extern float4 colorMatrixB;
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extern float4 shadowmapPolygonOffset;
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extern float4 renderTargetSize;
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extern float4 dofEquationViewModelAndFarBlur;
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extern float4 dofEquationScene;
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extern float4 dofLerpScale;
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extern float4 dofLerpBias;
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extern float4 dofRowDelta;
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extern float4 motionMatrixX;
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extern float4 motionMatrixY;
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extern float4 motionMatrixW;
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extern float4 shadowmapSwitchPartition;
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extern float4 shadowmapScale;
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extern float4 zNear;
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extern float4 lightingLookupScale;
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extern float4 debugBumpmap;
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extern float4 materialColor;
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extern float4 fogConsts;
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extern float4 fogColorLinear;
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@@ -20,35 +41,25 @@ extern float4 fogSunColorGamma;
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extern float4 fogSunDir;
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extern float4 glowSetup;
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extern float4 glowApply;
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extern float4 filterTap[8];
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extern float4 codeMeshArg[2];
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extern float4 renderTargetSize;
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extern float4 shadowmapSwitchPartition;
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extern float4 shadowmapScale;
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extern float4 shadowmapPolygonOffset;
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extern float4 zNear;
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extern float4 clipSpaceLookupScale;
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extern float4 clipSpaceLookupOffset;
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extern float4 dofEquationViewModelAndFarBlur;
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extern float4 dofEquationScene;
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extern float4 dofLerpScale;
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extern float4 dofLerpBias;
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extern float4 dofRowDelta;
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extern float4 depthFromClip;
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extern float4 outdoorFeatherParms;
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extern float4 envMapParms;
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extern float4 colorMatrixR;
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extern float4 colorMatrixG;
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extern float4 colorMatrixB;
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extern float4 colorBias;
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extern float4 colorTintBase;
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extern float4 colorTintDelta;
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extern float4 colorTintQuadraticDelta;
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extern float4 motionMatrixX;
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extern float4 motionMatrixY;
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extern float4 motionMatrixW;
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extern float4 gameTime;
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extern float4 particleCloudColor;
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extern float4 outdoorFeatherParms;
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extern float4 envMapParms;
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extern float4 sunShadowmapPixelAdjust;
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extern float4 spotShadowmapPixelAdjust;
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extern float4 fullscreenDistortion;
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extern float4 fadeEffect;
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extern float4 viewportDimensions;
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extern float4 framebufferRead;
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extern float4 baseLightingCoords;
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extern float4 lightprobeAmbient;
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extern float4 nearPlaneOrg;
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extern float4 nearPlaneDx;
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extern float4 nearPlaneDy;
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extern float4 clipSpaceLookupScale;
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extern float4 clipSpaceLookupOffset;
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extern float4 particleCloudMatrix;
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extern float4 particleCloudMatrix1;
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extern float4 particleCloudMatrix2;
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@@ -57,23 +68,8 @@ extern float4 particleCloudSparkColor1;
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extern float4 particleCloudSparkColor2;
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extern float4 particleFountainParms0;
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extern float4 particleFountainParms1;
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extern float4 viewportDimensions;
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extern float4 framebufferRead;
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extern float4 nearPlaneOrg;
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extern float4 nearPlaneDx;
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extern float4 nearPlaneDy;
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extern float4 lightPosition;
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extern float4 lightDiffuse;
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extern float4 lightSpecular;
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extern float4 lightSpotDir;
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extern float4 lightSpotFactors;
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extern float4 lightFalloffPlacement;
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extern float4 sunShadowmapPixelAdjust;
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extern float4 spotShadowmapPixelAdjust;
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extern float4 depthFromClip;
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extern float4 codeMeshArg[2];
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extern float4x4 viewMatrix;
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extern float4x4 inverseViewMatrix;
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extern float4x4 transposeViewMatrix;
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@@ -130,3 +126,31 @@ extern float4x4 worldViewProjectionMatrix2;
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extern float4x4 inverseWorldViewProjectionMatrix2;
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extern float4x4 transposeWorldViewProjectionMatrix2;
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extern float4x4 inverseTransposeWorldViewProjectionMatrix2;
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extern sampler2D black;
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extern sampler2D white;
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extern sampler2D identityNormalMap;
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extern sampler2D modelLightingSampler;
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extern sampler2D lightmapSamplerPrimary;
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extern sampler2D lightmapSamplerSecondary;
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extern sampler2D shadowmapSamplerSun;
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extern sampler2D shadowmapSamplerSpot;
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extern sampler2D feedbackSampler;
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extern sampler2D resolvedPostSun;
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extern sampler2D resolvedScene;
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extern sampler2D postEffect0;
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extern sampler2D postEffect1;
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extern sampler2D attenuationSampler;
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extern sampler2D outdoor;
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extern sampler2D floatZSampler;
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extern sampler2D processedFloatZSampler;
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extern sampler2D rawFloatZSampler;
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extern sampler2D halfParticleColorSampler;
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extern sampler2D halfParticleDepthSampler;
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extern sampler2D caseTexture;
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extern sampler2D cinematicYSampler;
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extern sampler2D cinematicCrSampler;
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extern sampler2D cinematicCbSampler;
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extern sampler2D cinematicASampler;
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extern sampler2D reflectionProbeSampler;
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extern sampler2D alternateSceneSampler;
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@@ -30,7 +30,7 @@
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vertexShader 3.0 VERTEX_SHADER
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{
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worldViewProjectionMatrix = constant.transposeWorldViewProjectionMatrix;
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worldViewProjectionMatrix = constant.worldViewProjectionMatrix;
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#ifdef UV_ANIM
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uvAnimParms = material.uvAnimParms;
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#endif
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@@ -48,17 +48,17 @@
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vertexShader 3.0 VERTEX_SHADER
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{
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worldViewMatrix = constant.transposeWorldViewMatrix;
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worldViewMatrix = constant.worldViewMatrix;
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#if MODE == "spark"
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worldViewMatrix1 = constant.transposeWorldViewMatrix1;
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worldViewMatrix2 = constant.transposeWorldViewMatrix2;
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worldViewMatrix1 = constant.worldViewMatrix1;
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worldViewMatrix2 = constant.worldViewMatrix2;
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#endif
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#ifdef OUTDOOR
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worldOutdoorLookupMatrix = constant.transposeWorldOutdoorLookupMatrix;
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worldOutdoorLookupMatrix = constant.worldOutdoorLookupMatrix;
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#endif
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projectionMatrix = constant.transposeProjectionMatrix;
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projectionMatrix = constant.projectionMatrix;
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#ifdef SPOT
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inverseViewMatrix = constant.inverseTransposeViewMatrix;
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inverseViewMatrix = constant.inverseViewMatrix;
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#endif
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}
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@@ -72,10 +72,10 @@
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shadowmapSamplerSpot = sampler.shadowmapSpot;
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#endif
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#ifdef SPOT
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lightSpotDir = constant.light.spotDir;
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lightSpotFactors = constant.light.spotFactors;
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lightPosition = constant.light.position;
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lightDiffuse = constant.light.diffuse;
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lightSpotDir = constant.lightSpotDir;
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lightSpotFactors = constant.lightSpotFactors;
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lightPosition = constant.lightPosition;
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lightDiffuse = constant.lightDiffuse;
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#endif
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}
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@@ -3,8 +3,6 @@
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vertexShader 3.0 "trivial_vertcol_simple.hlsl"
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{
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worldMatrix = constant.transposeWorldMatrix;
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viewProjectionMatrix = constant.transposeViewProjectionMatrix;
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}
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pixelShader 3.0 "trivial_vertcol_simple.hlsl"
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