Created
July 17, 2015 04:49
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#version 330 core | |
in vec3 Position; | |
in vec4 Color0; | |
in vec3 Tex0; | |
// Final Output | |
out vec4 PixelColor; | |
uniform sampler2D Texture0; | |
void main() | |
{ | |
// Initial TEV Register Values | |
vec4 result = vec4(0, 0, 0, 1); | |
vec4 color0 = vec4(1, 1, 1, 1); | |
vec4 color1 = vec4(1, 1, 1, 1); | |
vec4 color2 = vec4(0, 0, 0, 0); | |
// Konst TEV Colors | |
vec4 konst0 = vec4(1, 1, 1, 1); | |
vec4 konst1 = vec4(1, 1, 1, 1); | |
vec4 konst2 = vec4(1, 1, 1, 1); | |
vec4 konst3 = vec4(1, 1, 1, 1); | |
vec4 texCol0 = texture(Texture0, Tex0.xy); | |
// TEV Stages | |
// TEV Stage 0 | |
// Rasterization Swap Table: [0, 1, 2, 3] | |
// Texture Swap Table: [0, 1, 2, 3] | |
// Color and Alpha Operations | |
result.rgb = (0.0f.rrr + mix(color0.rgb, konst0.rgba.rgb, Color0.rgba.rgb)); | |
result.rgb = clamp(result.rgb,0.0,1.0); | |
result.a = (0.0f + mix(0.0f, 0.0f, 0.0f)); | |
result.a = clamp(result.a,0.0,1.0); | |
// TEV Stage 1 | |
// Rasterization Swap Table: [0, 1, 2, 3] | |
// Texture Swap Table: [0, 1, 2, 3] | |
// Color and Alpha Operations | |
result.rgb = (0.0f.rrr + mix(0.0f.rrr, result.rgb, texCol0.rgb)); | |
result.rgb = clamp(result.rgb,0.0,1.0); | |
result.a = (0.0f + mix(0.0f, 0.0f, 0.0f)); | |
result.a = clamp(result.a,0.0,1.0); | |
// Alpha Compare Test | |
// Alpha Compare (Clip) | |
if(!(true || true)) | |
discard; | |
PixelColor = result; | |
} |
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#version 330 core | |
// Input | |
in vec3 RawPosition; | |
in vec4 RawColor0; | |
in vec2 RawTex0; | |
in vec2 RawTex1; | |
in vec2 RawTex2; | |
in vec2 RawTex3; | |
in vec2 RawTex4; | |
in vec2 RawTex5; | |
in vec2 RawTex6; | |
in vec2 RawTex7; | |
// Output | |
out vec4 Color0; | |
out vec3 Tex0; | |
// Uniforms | |
uniform mat4 ModelMtx; | |
uniform mat4 ViewMtx; | |
uniform mat4 ProjMtx; | |
uniform mat4 TexMtx[10]; | |
uniform mat4 PostMtx[20]; | |
uniform vec4 COLOR0_Amb; | |
uniform vec4 COLOR0_Mat; | |
uniform vec4 COLOR1_Amb; | |
uniform vec4 COLOR1_Mat; | |
struct GXLight | |
{ | |
vec4 Position; | |
vec4 Direction; | |
vec4 Color; | |
vec4 DistAtten; | |
vec4 AngleAtten; | |
}; | |
GXLight Lights[8]; | |
uniform int NumLights; | |
uniform vec4 ambLightColor; | |
// Main | |
void main() | |
{ | |
mat4 MVP = ProjMtx * ViewMtx * ModelMtx; | |
mat4 MV = ViewMtx * ModelMtx; | |
gl_Position = MVP * vec4(RawPosition, 1); | |
// Ambient Colors & Material Colors | |
vec4 ambColor0 = vec4(0.1960784, 0.1960784, 0.1960784, 0.1960784); | |
vec4 ambColor1 = vec4(0, 0, 0, 0); | |
vec4 matColor0 = vec4(0.8, 0.8, 0.8, 1); | |
vec4 matColor1 = vec4(0.8, 0.8, 0.8, 1); | |
// ChanCtrl's - 1 count | |
Color0 = vec4(1, 1, 1, 1); | |
Color0.rgb = RawColor0.rgb; | |
// TexGen - 1 count | |
Tex0 = vec3(RawTex0.xy, 0); | |
} |
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