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#include "shader_vars.h" |
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namespace shader { |
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struct vin vin; |
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varying_3f vin::vertex_3f ("gl_Vertex"); |
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varying_4f vin::vertex_4f ("gl_Vertex"); |
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varying_3f vin::normal_3f ("gl_Normal"); |
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varying_3f vin::color_3f ("gl_Color"); |
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varying_4f vin::color_4f ("gl_Color"); |
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varying_3f vin::secondary_color_3f ("gl_SecondaryColor"); |
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varying_4f vin::secondary_color_4f ("gl_SecondaryColor"); |
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varying_1f vin::tex_coord_1f[8] = |
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{ |
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varying_1f ("gl_TexCoord[0]"), varying_1f ("gl_TexCoord[1]"), varying_1f ("gl_TexCoord[2]"), varying_1f ("gl_TexCoord[3]"), |
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varying_1f ("gl_TexCoord[4]"), varying_1f ("gl_TexCoord[5]"), varying_1f ("gl_TexCoord[6]"), varying_1f ("gl_TexCoord[7]"), |
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}; |
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varying_2f vin::tex_coord_2f[8] = |
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{ |
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varying_2f ("gl_TexCoord[0]"), varying_2f ("gl_TexCoord[1]"), varying_2f ("gl_TexCoord[2]"), varying_2f ("gl_TexCoord[3]"), |
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varying_2f ("gl_TexCoord[4]"), varying_2f ("gl_TexCoord[5]"), varying_2f ("gl_TexCoord[6]"), varying_2f ("gl_TexCoord[7]"), |
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}; |
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varying_3f vin::tex_coord_3f[8] = |
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{ |
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varying_3f ("gl_TexCoord[0]"), varying_3f ("gl_TexCoord[1]"), varying_3f ("gl_TexCoord[2]"), varying_3f ("gl_TexCoord[3]"), |
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varying_3f ("gl_TexCoord[4]"), varying_3f ("gl_TexCoord[5]"), varying_3f ("gl_TexCoord[6]"), varying_3f ("gl_TexCoord[7]"), |
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}; |
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varying_4f vin::tex_coord_4f[8] = |
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{ |
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varying_4f ("gl_TexCoord[0]"), varying_4f ("gl_TexCoord[1]"), varying_4f ("gl_TexCoord[2]"), varying_4f ("gl_TexCoord[3]"), |
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varying_4f ("gl_TexCoord[4]"), varying_4f ("gl_TexCoord[5]"), varying_4f ("gl_TexCoord[6]"), varying_4f ("gl_TexCoord[7]"), |
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}; |
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gluvar const vin::vertex ("gl_Vertex"); |
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gluvar const vin::normal ("gl_Normal"); |
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gluvar const vin::color ("gl_Color"); |
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gluvar const vin::secondary_color ("gl_SecondaryColor"); |
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gluvar const vin::tex_coord[8] = |
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{ |
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gluvar ("gl_MultiTexCoord0"), gluvar ("gl_MultiTexCoord1"), gluvar ("gl_MultiTexCoord2"), gluvar ("gl_MultiTexCoord3"), |
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gluvar ("gl_MultiTexCoord4"), gluvar ("gl_MultiTexCoord5"), gluvar ("gl_MultiTexCoord6"), gluvar ("gl_MultiTexCoord7"), |
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}; |
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gluvar const vin::fog_coord ("gl_FogCoord"); |
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struct vout vout; |
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gluvar const vout::position ("gl_Position"); |
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gluvar const vout::point_size ("gl_PointSize"); |
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gluvar const vout::clip_vertex ("gl_ClipVertex"); |
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gluvar const vout::front_color ("gl_FontColor"); |
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gluvar const vout::back_color ("gl_BackColor"); |
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gluvar const vout::front_secondary_color ("gl_FrontSecondaryColor"); |
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gluvar const vout::back_secondary_color ("gl_BackSecondaryColor"); |
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gluvar const vout::tex_coord[8] = |
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{ |
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gluvar ("gl_TexCoord[0]"), gluvar ("gl_TexCoord[1]"), gluvar ("gl_TexCoord[2]"), gluvar ("gl_TexCoord[3]"), |
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gluvar ("gl_TexCoord[4]"), gluvar ("gl_TexCoord[5]"), gluvar ("gl_TexCoord[6]"), gluvar ("gl_TexCoord[7]"), |
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}; |
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gluvar const vout::fog_frag_coord ("gl_FogFragCoord"); |
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struct fin fin; |
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gluvar const fin::frag_coord ("gl_FragCoord"); |
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gluvar const fin::front_facing ("gl_FrontFacing"); |
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gluvar const fin::color ("gl_Color"); |
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gluvar const fin::secondary_color ("gl_SecondaryColor"); |
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gluvar const fin::tex_coord[8] = |
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{ |
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gluvar ("gl_TexCoord[0]"), gluvar ("gl_TexCoord[1]"), gluvar ("gl_TexCoord[2]"), gluvar ("gl_TexCoord[3]"), |
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gluvar ("gl_TexCoord[4]"), gluvar ("gl_TexCoord[5]"), gluvar ("gl_TexCoord[6]"), gluvar ("gl_TexCoord[7]"), |
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}; |
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gluvar const fin::fog_frag_coord ("gl_FogFragCoord"); |
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struct fout fout; |
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gluvar const fout::frag_color ("gl_FragColor"); |
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gluvar const fout::frag_depth ("gl_FragDepth"); |
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gluvar const fout::frag_data[2] = { gluvar ("gl_FragData[0]"), gluvar ("gl_FragData[1]") }; |
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gluvar gl::model_view_matrix ("gl_ModelViewMatrix"), |
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gl::projection_matrix ("gl_ProjectionMatrix"), |
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gl::model_view_projection_matrix ("gl_ModelViewProjectionMatrix"), |
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gl::texture_matrix[8] = |
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{ |
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gluvar ("gl_TextureMatrix[0]"), gluvar ("gl_TextureMatrix[1]"), |
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gluvar ("gl_TextureMatrix[2]"), gluvar ("gl_TextureMatrix[3]"), |
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gluvar ("gl_TextureMatrix[4]"), gluvar ("gl_TextureMatrix[5]"), |
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gluvar ("gl_TextureMatrix[6]"), gluvar ("gl_TextureMatrix[7]"), |
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}; |
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gluvar gl::model_view_matrix_inverse ("gl_ModelViewMatrixInverse"), |
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gl::projection_matrix_inverse ("gl_ProjectionMatrixInverse"), |
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gl::model_view_projection_matrix_inverse ("gl_ModelViewProjectionMatrixInverse"), |
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gl::texture_matrix_inverse[8] = |
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{ |
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gluvar ("gl_TextureMatrixInverse[0]"), gluvar ("gl_TextureMatrixInverse[1]"), |
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gluvar ("gl_TextureMatrixInverse[2]"), gluvar ("gl_TextureMatrixInverse[3]"), |
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gluvar ("gl_TextureMatrixInverse[4]"), gluvar ("gl_TextureMatrixInverse[5]"), |
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gluvar ("gl_TextureMatrixInverse[6]"), gluvar ("gl_TextureMatrixInverse[7]"), |
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}; |
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gluvar gl::model_view_matrix_transpose ("gl_ModelViewMatrixTranspose"), |
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gl::projection_matrix_transpose ("gl_ProjectionMatrixTranspose"), |
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gl::model_view_projection_matrix_transpose ("gl_ModelViewProjectionMatrixTranspose"), |
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gl::texture_matrix_transpose[8] = |
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{ |
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gluvar ("gl_TextureMatrixTranspose[0]"), gluvar ("gl_TextureMatrixTranspose[1]"), |
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gluvar ("gl_TextureMatrixTranspose[2]"), gluvar ("gl_TextureMatrixTranspose[3]"), |
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gluvar ("gl_TextureMatrixTranspose[4]"), gluvar ("gl_TextureMatrixTranspose[5]"), |
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gluvar ("gl_TextureMatrixTranspose[6]"), gluvar ("gl_TextureMatrixTranspose[7]"), |
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}; |
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gluvar gl::model_view_matrix_inverse_transpose ("gl_ModelViewMatrixInverseTranspose"), |
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gl::projection_matrix_inverse_transpose ("gl_ProjectionMatrixInverseTranspose"), |
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gl::model_view_projection_matrix_inverse_transpose ("gl_ModelViewProjectionMatrixInverseTranspose"), |
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gl::texture_matrix_inverse_transpose[8] = |
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{ |
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gluvar ("gl_TextureMatrixInverseTranspose[0]"), gluvar ("gl_TextureMatrixInverseTranspose[1]"), |
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gluvar ("gl_TextureMatrixInverseTranspose[2]"), gluvar ("gl_TextureMatrixInverseTranspose[3]"), |
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gluvar ("gl_TextureMatrixInverseTranspose[4]"), gluvar ("gl_TextureMatrixInverseTranspose[5]"), |
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gluvar ("gl_TextureMatrixInverseTranspose[6]"), gluvar ("gl_TextureMatrixInverseTranspose[7]"), |
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}; |
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gluvar gl::normal_matrix ("gl_NormalMatrix"); |
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gluvar gl::normal_scale ("gl_NormalScale"); |
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gluvar gl::depth_range_near ("gl_DepthRange.near"), |
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gl::depth_range_far ("gl_DepthRange.far"), |
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gl::depth_range_diff ("gl_DepthRange.diff"); |
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gluvar gl::clip_plane[2] = { gluvar ("gl_ClipPlane[0]"), gluvar ("gl_ClipPlane[1]") }; |
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gluvar gl::front_material_emission ("gl_FrontMaterialEmission"), |
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gl::front_material_ambient ("gl_FrontMaterialAmbient"), |
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gl::front_material_diffuse ("gl_FrontMaterialDiffuse"), |
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gl::front_material_specular ("gl_FrontMaterialSpecular"), |
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gl::front_material_shininess ("gl_FrontMaterialShininess"); |
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gluvar gl::back_material_emission ("gl_BackMaterialEmission"), |
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gl::back_material_ambient ("gl_BackMaterialAmbient"), |
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gl::back_material_diffuse ("gl_BackMaterialDiffuse"), |
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gl::back_material_specular ("gl_BackMaterialSpecular"), |
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gl::back_material_shininess ("gl_BackMaterialShininess"); |
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gluvar gl::light_model_ambient ("gl_LightModel.ambient"); |
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gluvar gl::front_light_model_product_scene_color ("gl_FrontLightModelProduct.sceneColor"); |
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gluvar gl::back_light_model_product_scene_color ("gl_BackLightModelProduct.sceneColor"); |
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} |
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