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trail.shader.bin
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trail.shader.bin
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[[FX]]
// Samplers
sampler gDiffuseMap = sampler_state
{
Address = Wrap;
Filter = Trilinear;
MaxAnisotropy = 0;
TexUnit = 0;
};
sampler gDistortionMap = sampler_state
{
Address = Wrap;
Filter = Trilinear;
MaxAnisotropy = 0;
TexUnit = 1;
};
sampler gAlphaMap = sampler_state
{
Address = Clamp;
Filter = Trilinear;
MaxAnisotropy = 0;
TexUnit = 2;
};
// Uniforms
float4 gMinPixelSize_Glow = { 4.0, 0.5, 0.0, 0.0 };
float4 gUvScrollStep_DistortionStep = { 0.0, 0.0, 0.0, 0.0 }; // xy = scroll step for diffuse, zw = scroll step for distortion
float4 gDistortionScale_Unused = { 0.0, 0.0, 0.0, 0.0 }; // x = scale for distortion. xyz = unused
// Contexts
context LIGHTING
{
VertexShader = compile GLSL VS_GENERAL;
PixelShader = compile GLSL FS_LIGHTING;
}
context LIGHTING_GLOW
{
VertexShader = compile GLSL VS_GENERAL_GLOW;
PixelShader = compile GLSL FS_LIGHTING_GLOW;
}
[[VS_GENERAL]]
// =================================================================================================
#include "Custom/TrailVertex.shader.h"
[[VS_GENERAL_GLOW]]
// =================================================================================================
#define D_GLOW
#include "Custom/TrailVertex.shader.h"
[[FS_LIGHTING]]
// =================================================================================================
#include "Custom/TrailFragment.shader.h"
[[FS_LIGHTING_GLOW]]
// =================================================================================================
#define D_GLOW
#include "Custom/TrailFragment.shader.h"