@@ -158,10 +158,10 @@ void mainVS() {
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class ShaderTransparencyGenericProgram extends BaseProgram {
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public static BindingsDefinition = `
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layout(std140, row_major) uniform ub_ShaderParams {
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- Mat4x2 u_MapTransform0;
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- Mat4x2 u_MapTransform1;
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- Mat4x2 u_MapTransform2;
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- Mat4x2 u_MapTransform3;
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+ mat4x2 u_MapTransform0;
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+ mat4x2 u_MapTransform1;
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+ mat4x2 u_MapTransform2;
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+ mat4x2 u_MapTransform3;
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vec4 u_Color0[8];
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vec4 u_Color1[8];
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};
@@ -176,10 +176,10 @@ layout(std140, row_major) uniform ub_ShaderParams {
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const fragBody : string [ ] = [ ] ;
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fragBody . push ( `
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- vec2 uv0 = Mul( u_MapTransform0, vec4(v_UV, 1.0, 1.0) );
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- vec2 uv1 = Mul( u_MapTransform1, vec4(v_UV, 1.0, 1.0) );
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- vec2 uv2 = Mul( u_MapTransform2, vec4(v_UV, 1.0, 1.0) );
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- vec2 uv3 = Mul( u_MapTransform3, vec4(v_UV, 1.0, 1.0) );
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+ vec2 uv0 = u_MapTransform0 * vec4(v_UV, 1.0, 1.0);
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+ vec2 uv1 = u_MapTransform1 * vec4(v_UV, 1.0, 1.0);
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+ vec2 uv2 = u_MapTransform2 * vec4(v_UV, 1.0, 1.0);
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+ vec2 uv3 = u_MapTransform3 * vec4(v_UV, 1.0, 1.0);
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` ) ;
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if ( this . shader . first_map_type === rust . ShaderTransparentGenericMapType . Map2D ) {
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fragBody . push ( `vec4 t0 = texture(SAMPLER_2D(u_Texture0), uv0);` ) ;
@@ -617,10 +617,10 @@ class MaterialRender_TransparencyGeneric {
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class ShaderTransparencyChicagoProgram extends BaseProgram {
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public static BindingsDefinition = `
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layout(std140, row_major) uniform ub_ShaderParams {
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- Mat4x2 u_MapTransform0;
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- Mat4x2 u_MapTransform1;
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- Mat4x2 u_MapTransform2;
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- Mat4x2 u_MapTransform3;
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+ mat4x2 u_MapTransform0;
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+ mat4x2 u_MapTransform1;
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+ mat4x2 u_MapTransform2;
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+ mat4x2 u_MapTransform3;
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};
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` ;
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@@ -655,10 +655,10 @@ layout(std140, row_major) uniform ub_ShaderParams {
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}
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}
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const fragBody : string [ ] = [
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- `vec2 uv0 = Mul( u_MapTransform0, vec4(v_UV, 1.0, 1.0) );` ,
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- `vec2 uv1 = Mul( u_MapTransform1, vec4(v_UV, 1.0, 1.0) );` ,
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- `vec2 uv2 = Mul( u_MapTransform2, vec4(v_UV, 1.0, 1.0) );` ,
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- `vec2 uv3 = Mul( u_MapTransform3, vec4(v_UV, 1.0, 1.0) );` ,
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+ `vec2 uv0 = u_MapTransform0 * vec4(v_UV, 1.0, 1.0);` ,
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+ `vec2 uv1 = u_MapTransform1 * vec4(v_UV, 1.0, 1.0);` ,
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+ `vec2 uv2 = u_MapTransform2 * vec4(v_UV, 1.0, 1.0);` ,
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+ `vec2 uv3 = u_MapTransform3 * vec4(v_UV, 1.0, 1.0);` ,
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`vec4 t0 = texture(SAMPLER_2D(u_Texture0), uv0);` ,
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`vec4 t1 = texture(SAMPLER_2D(u_Texture1), uv1);` ,
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`vec4 t2 = texture(SAMPLER_2D(u_Texture2), uv2);` ,
@@ -774,7 +774,7 @@ void mainPS() {
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class ShaderTransparencyWaterProgram extends BaseProgram {
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public static BindingsDefinition = `
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layout(std140, row_major) uniform ub_ShaderParams {
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- Mat4x2 u_RippleTransform;
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+ mat4x2 u_RippleTransform;
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vec4 u_PerpendicularTint;
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vec4 u_ParallelTint;
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};
@@ -806,7 +806,7 @@ void mainPS() {
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t_ReflectionAlpha *= t_Base.a;
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}
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- vec2 uv = Mul( u_RippleTransform, vec4(v_UV, 1.0, 1.0) );
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+ vec2 uv = u_RippleTransform * vec4(v_UV, 1.0, 1.0);
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vec4 t_BumpMap = 2.0 * texture(SAMPLER_2D(u_Texture1), uv) - 1.0;
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vec3 t_NormalWorld = normalize(CalcTangentToWorld(t_BumpMap.rgb, v_Tangent, v_Binormal, v_Normal));
@@ -859,10 +859,10 @@ class RippleAnimation {
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class ShaderCompositeRippleProgram extends DeviceProgram {
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public static BindingsDefinition = `
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layout(std140, row_major) uniform ub_ShaderParams {
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- Mat4x2 u_MapTransform0;
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- Mat4x2 u_MapTransform1;
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- Mat4x2 u_MapTransform2;
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- Mat4x2 u_MapTransform3;
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+ mat4x2 u_MapTransform0;
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+ mat4x2 u_MapTransform1;
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+ mat4x2 u_MapTransform2;
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+ mat4x2 u_MapTransform3;
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vec4 u_Misc[1];
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};
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` ;
@@ -882,10 +882,10 @@ layout(binding = 2) uniform sampler2D u_Texture2;
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layout(binding = 3) uniform sampler2D u_Texture3;
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void mainPS() {
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- vec2 uv0 = Mul( u_MapTransform0, vec4(v_TexCoord, 1.0, 1.0) );
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- vec2 uv1 = Mul( u_MapTransform1, vec4(v_TexCoord, 1.0, 1.0) );
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- vec2 uv2 = Mul( u_MapTransform2, vec4(v_TexCoord, 1.0, 1.0) );
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- vec2 uv3 = Mul( u_MapTransform3, vec4(v_TexCoord, 1.0, 1.0) );
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+ vec2 uv0 = u_MapTransform0 * vec4(v_TexCoord, 1.0, 1.0);
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+ vec2 uv1 = u_MapTransform1 * vec4(v_TexCoord, 1.0, 1.0);
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+ vec2 uv2 = u_MapTransform2 * vec4(v_TexCoord, 1.0, 1.0);
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+ vec2 uv3 = u_MapTransform3 * vec4(v_TexCoord, 1.0, 1.0);
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vec4 t_BumpMap0 = 2.0 * texture(SAMPLER_2D(u_Texture0), uv0) - 1.0;
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vec4 t_BumpMap1 = 2.0 * texture(SAMPLER_2D(u_Texture1), uv1) - 1.0;
@@ -1137,7 +1137,7 @@ interface TextureAnimationFunction {
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class ShaderModelProgram extends BaseProgram {
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public static BindingsDefinition = `
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layout(std140, row_major) uniform ub_ShaderParams {
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- Mat4x2 u_BaseMapTransform;
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+ mat4x2 u_BaseMapTransform;
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};
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` ;
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@@ -1150,7 +1150,7 @@ layout(std140, row_major) uniform ub_ShaderParams {
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const fragBody : string [ ] = [ ] ;
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fragBody . push ( `
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- vec4 t_BaseTexture = texture(SAMPLER_2D(u_Texture0), Mul( u_BaseMapTransform, vec4(v_UV, 1.0, 1.0) )).rgba;
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+ vec4 t_BaseTexture = texture(SAMPLER_2D(u_Texture0), u_BaseMapTransform * vec4(v_UV, 1.0, 1.0)).rgba;
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gl_FragColor.rgba = t_BaseTexture.rgba;
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CalcFog(gl_FragColor, v_Position);
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` ) ;
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