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-rw-r--r--src/extras/custompipes.cpp536
-rw-r--r--src/extras/custompipes.h133
-rw-r--r--src/extras/custompipes_d3d9.cpp527
-rw-r--r--src/extras/custompipes_gl.cpp623
-rw-r--r--src/extras/postfx.cpp492
-rw-r--r--src/extras/postfx.h45
-rw-r--r--src/extras/shaders/Makefile67
-rw-r--r--src/extras/shaders/colourfilterVC.frag26
-rw-r--r--src/extras/shaders/colourfilterVC_PS.csobin0 -> 648 bytes
-rw-r--r--src/extras/shaders/colourfilterVC_PS.hlsl23
-rw-r--r--src/extras/shaders/colourfilterVC_PS.inc56
-rw-r--r--src/extras/shaders/colourfilterVC_fs_gl3.inc28
-rw-r--r--src/extras/shaders/contrast.frag18
-rw-r--r--src/extras/shaders/contrastPS.csobin0 -> 344 bytes
-rw-r--r--src/extras/shaders/contrastPS.hlsl21
-rw-r--r--src/extras/shaders/contrastPS.inc31
-rw-r--r--src/extras/shaders/contrast_fs_gl3.inc20
-rw-r--r--src/extras/shaders/default_UV2.vert29
-rw-r--r--src/extras/shaders/default_UV2_VS.csobin0 -> 628 bytes
-rw-r--r--src/extras/shaders/default_UV2_VS.hlsl54
-rw-r--r--src/extras/shaders/default_UV2_VS.inc55
-rw-r--r--src/extras/shaders/default_UV2_gl3.inc31
-rw-r--r--src/extras/shaders/im2d.vert21
-rw-r--r--src/extras/shaders/im2d_gl3.inc23
-rw-r--r--src/extras/shaders/lighting.h44
-rw-r--r--src/extras/shaders/make.cmd3
-rw-r--r--src/extras/shaders/makeinc.sh5
-rw-r--r--src/extras/shaders/neoGloss.frag26
-rw-r--r--src/extras/shaders/neoGloss.vert29
-rw-r--r--src/extras/shaders/neoGloss_PS.csobin0 -> 444 bytes
-rw-r--r--src/extras/shaders/neoGloss_PS.hlsl20
-rw-r--r--src/extras/shaders/neoGloss_PS.inc39
-rw-r--r--src/extras/shaders/neoGloss_VS.csobin0 -> 764 bytes
-rw-r--r--src/extras/shaders/neoGloss_VS.hlsl35
-rw-r--r--src/extras/shaders/neoGloss_VS.inc66
-rw-r--r--src/extras/shaders/neoGloss_fs_gl3.inc28
-rw-r--r--src/extras/shaders/neoGloss_vs_gl3.inc31
-rw-r--r--src/extras/shaders/neoRim.vert37
-rw-r--r--src/extras/shaders/neoRimSkin.vert48
-rw-r--r--src/extras/shaders/neoRimSkin_VS.csobin0 -> 2404 bytes
-rw-r--r--src/extras/shaders/neoRimSkin_VS.hlsl73
-rw-r--r--src/extras/shaders/neoRimSkin_VS.inc203
-rw-r--r--src/extras/shaders/neoRimSkin_gl3.inc50
-rw-r--r--src/extras/shaders/neoRim_VS.csobin0 -> 1384 bytes
-rw-r--r--src/extras/shaders/neoRim_VS.hlsl61
-rw-r--r--src/extras/shaders/neoRim_VS.inc118
-rw-r--r--src/extras/shaders/neoRim_gl3.inc39
-rw-r--r--src/extras/shaders/neoVehicle.frag28
-rw-r--r--src/extras/shaders/neoVehicle.vert54
-rw-r--r--src/extras/shaders/neoVehicle_PS.csobin0 -> 476 bytes
-rw-r--r--src/extras/shaders/neoVehicle_PS.hlsl34
-rw-r--r--src/extras/shaders/neoVehicle_PS.inc42
-rw-r--r--src/extras/shaders/neoVehicle_VS.csobin0 -> 1896 bytes
-rw-r--r--src/extras/shaders/neoVehicle_VS.hlsl64
-rw-r--r--src/extras/shaders/neoVehicle_VS.inc160
-rw-r--r--src/extras/shaders/neoVehicle_fs_gl3.inc30
-rw-r--r--src/extras/shaders/neoVehicle_vs_gl3.inc56
-rw-r--r--src/extras/shaders/neoWorldVC.frag25
-rw-r--r--src/extras/shaders/neoWorldVC_PS.csobin0 -> 524 bytes
-rw-r--r--src/extras/shaders/neoWorldVC_PS.hlsl25
-rw-r--r--src/extras/shaders/neoWorldVC_PS.inc46
-rw-r--r--src/extras/shaders/neoWorldVC_fs_gl3.inc27
-rw-r--r--src/extras/shaders/simple.frag16
-rw-r--r--src/extras/shaders/simple_fs_gl3.inc18
-rw-r--r--src/extras/shaders/standardConstants.h28
65 files changed, 4467 insertions, 0 deletions
diff --git a/src/extras/custompipes.cpp b/src/extras/custompipes.cpp
new file mode 100644
index 00000000..2b4745e3
--- /dev/null
+++ b/src/extras/custompipes.cpp
@@ -0,0 +1,536 @@
+#define WITH_D3D
+#include "common.h"
+
+#ifdef EXTENDED_PIPELINES
+
+#include "main.h"
+#include "RwHelper.h"
+#include "Lights.h"
+#include "Timecycle.h"
+#include "FileMgr.h"
+#include "Clock.h"
+#include "Weather.h"
+#include "TxdStore.h"
+#include "Renderer.h"
+#include "World.h"
+#include "custompipes.h"
+
+#ifndef LIBRW
+#error "Need librw for EXTENDED_PIPELINES"
+#endif
+
+namespace CustomPipes {
+
+rw::int32 CustomMatOffset;
+
+void*
+CustomMatCtor(void *object, int32, int32)
+{
+ CustomMatExt *ext = GetCustomMatExt((rw::Material*)object);
+ ext->glossTex = nil;
+ ext->haveGloss = false;
+ return object;
+}
+
+void*
+CustomMatCopy(void *dst, void *src, int32, int32)
+{
+ CustomMatExt *srcext = GetCustomMatExt((rw::Material*)src);
+ CustomMatExt *dstext = GetCustomMatExt((rw::Material*)dst);
+ dstext->glossTex = srcext->glossTex;
+ dstext->haveGloss = srcext->haveGloss;
+ return dst;
+}
+
+
+
+static rw::TexDictionary *neoTxd;
+
+bool bRenderingEnvMap;
+int32 EnvMapSize = 128;
+rw::Camera *EnvMapCam;
+rw::Texture *EnvMapTex;
+rw::Texture *EnvMaskTex;
+static rw::RWDEVICE::Im2DVertex EnvScreenQuad[4];
+static int16 QuadIndices[6] = { 0, 1, 2, 0, 2, 3 };
+
+static rw::Camera*
+CreateEnvMapCam(rw::World *world)
+{
+ rw::Raster *fbuf = rw::Raster::create(EnvMapSize, EnvMapSize, 0, rw::Raster::CAMERATEXTURE);
+ if(fbuf){
+ rw::Raster *zbuf = rw::Raster::create(EnvMapSize, EnvMapSize, 0, rw::Raster::ZBUFFER);
+ if(zbuf){
+ rw::Frame *frame = rw::Frame::create();
+ if(frame){
+ rw::Camera *cam = rw::Camera::create();
+ if(cam){
+ cam->frameBuffer = fbuf;
+ cam->zBuffer = zbuf;
+ cam->setFrame(frame);
+ cam->setNearPlane(0.1f);
+ cam->setFarPlane(250.0f);
+ rw::V2d vw = { 2.0f, 2.0f };
+ cam->setViewWindow(&vw);
+ world->addCamera(cam);
+ EnvMapTex = rw::Texture::create(fbuf);
+ EnvMapTex->setFilter(rw::Texture::LINEAR);
+
+ frame->matrix.right.x = -1.0f;
+ frame->matrix.up.y = -1.0f;
+ frame->matrix.update();
+ return cam;
+ }
+ frame->destroy();
+ }
+ zbuf->destroy();
+ }
+ fbuf->destroy();
+ }
+ return nil;
+}
+
+static void
+DestroyCam(rw::Camera *cam)
+{
+ if(cam == nil)
+ return;
+ if(cam->frameBuffer){
+ cam->frameBuffer->destroy();
+ cam->frameBuffer = nil;
+ }
+ if(cam->zBuffer){
+ cam->zBuffer->destroy();
+ cam->zBuffer = nil;
+ }
+ rw::Frame *f = cam->getFrame();
+ if(f){
+ cam->setFrame(nil);
+ f->destroy();
+ }
+ cam->world->removeCamera(cam);
+ cam->destroy();
+}
+
+void
+RenderEnvMapScene(void)
+{
+ CRenderer::RenderRoads();
+ CRenderer::RenderEverythingBarRoads();
+ CRenderer::RenderFadingInEntities();
+}
+
+void
+EnvMapRender(void)
+{
+ if(VehiclePipeSwitch != VEHICLEPIPE_NEO)
+ return;
+
+ RwCameraEndUpdate(Scene.camera);
+
+ // Neo does this differently, but i'm not quite convinced it's much better
+ rw::V3d camPos = FindPlayerCoors();
+ EnvMapCam->getFrame()->matrix.pos = camPos;
+ EnvMapCam->getFrame()->transform(&EnvMapCam->getFrame()->matrix, rw::COMBINEREPLACE);
+
+ rw::RGBA skycol = { CTimeCycle::GetSkyBottomRed(), CTimeCycle::GetSkyBottomGreen(), CTimeCycle::GetSkyBottomBlue(), 255 };
+ EnvMapCam->clear(&skycol, rwCAMERACLEARZ|rwCAMERACLEARIMAGE);
+ RwCameraBeginUpdate(EnvMapCam);
+ bRenderingEnvMap = true;
+ RenderEnvMapScene();
+ bRenderingEnvMap = false;
+
+ if(EnvMaskTex){
+ rw::SetRenderState(rw::VERTEXALPHA, TRUE);
+ rw::SetRenderState(rw::SRCBLEND, rw::BLENDZERO);
+ rw::SetRenderState(rw::DESTBLEND, rw::BLENDSRCCOLOR);
+ rw::SetRenderStatePtr(rw::TEXTURERASTER, EnvMaskTex->raster);
+ rw::im2d::RenderIndexedPrimitive(rw::PRIMTYPETRILIST, EnvScreenQuad, 4, QuadIndices, 6);
+ rw::SetRenderState(rw::SRCBLEND, rw::BLENDSRCALPHA);
+ rw::SetRenderState(rw::DESTBLEND, rw::BLENDINVSRCALPHA);
+ }
+ RwCameraEndUpdate(EnvMapCam);
+
+
+ RwCameraBeginUpdate(Scene.camera);
+
+ // debug env map
+// rw::SetRenderStatePtr(rw::TEXTURERASTER, EnvMapTex->raster);
+// rw::im2d::RenderIndexedPrimitive(rw::PRIMTYPETRILIST, EnvScreenQuad, 4, QuadIndices, 6);
+}
+
+static void
+EnvMapInit(void)
+{
+ if(neoTxd)
+ EnvMaskTex = neoTxd->find("CarReflectionMask");
+
+ EnvMapCam = CreateEnvMapCam(Scene.world);
+
+ int width = EnvMapCam->frameBuffer->width;
+ int height = EnvMapCam->frameBuffer->height;
+ float screenZ = RwIm2DGetNearScreenZ();
+ float recipZ = 1.0f/EnvMapCam->nearPlane;
+
+ EnvScreenQuad[0].setScreenX(0.0f);
+ EnvScreenQuad[0].setScreenY(0.0f);
+ EnvScreenQuad[0].setScreenZ(screenZ);
+ EnvScreenQuad[0].setCameraZ(EnvMapCam->nearPlane);
+ EnvScreenQuad[0].setRecipCameraZ(recipZ);
+ EnvScreenQuad[0].setColor(255, 255, 255, 255);
+ EnvScreenQuad[0].setU(0.0f, recipZ);
+ EnvScreenQuad[0].setV(0.0f, recipZ);
+
+ EnvScreenQuad[1].setScreenX(0.0f);
+ EnvScreenQuad[1].setScreenY(height);
+ EnvScreenQuad[1].setScreenZ(screenZ);
+ EnvScreenQuad[1].setCameraZ(EnvMapCam->nearPlane);
+ EnvScreenQuad[1].setRecipCameraZ(recipZ);
+ EnvScreenQuad[1].setColor(255, 255, 255, 255);
+ EnvScreenQuad[1].setU(0.0f, recipZ);
+ EnvScreenQuad[1].setV(1.0f, recipZ);
+
+ EnvScreenQuad[2].setScreenX(width);
+ EnvScreenQuad[2].setScreenY(height);
+ EnvScreenQuad[2].setScreenZ(screenZ);
+ EnvScreenQuad[2].setCameraZ(EnvMapCam->nearPlane);
+ EnvScreenQuad[2].setRecipCameraZ(recipZ);
+ EnvScreenQuad[2].setColor(255, 255, 255, 255);
+ EnvScreenQuad[2].setU(1.0f, recipZ);
+ EnvScreenQuad[2].setV(1.0f, recipZ);
+
+ EnvScreenQuad[3].setScreenX(width);
+ EnvScreenQuad[3].setScreenY(0.0f);
+ EnvScreenQuad[3].setScreenZ(screenZ);
+ EnvScreenQuad[3].setCameraZ(EnvMapCam->nearPlane);
+ EnvScreenQuad[3].setRecipCameraZ(recipZ);
+ EnvScreenQuad[3].setColor(255, 255, 255, 255);
+ EnvScreenQuad[3].setU(1.0f, recipZ);
+ EnvScreenQuad[3].setV(0.0f, recipZ);
+}
+
+static void
+EnvMapShutdown(void)
+{
+ EnvMapTex->raster = nil;
+ EnvMapTex->destroy();
+ EnvMapTex = nil;
+ DestroyCam(EnvMapCam);
+ EnvMapCam = nil;
+}
+
+/*
+ * Tweak values
+ */
+
+#define INTERP_SETUP \
+ int h1 = CClock::GetHours(); \
+ int h2 = (h1+1)%24; \
+ int w1 = CWeather::OldWeatherType; \
+ int w2 = CWeather::NewWeatherType; \
+ float timeInterp = (CClock::GetSeconds()/60.0f + CClock::GetMinutes())/60.0f; \
+ float c0 = (1.0f-timeInterp)*(1.0f-CWeather::InterpolationValue); \
+ float c1 = timeInterp*(1.0f-CWeather::InterpolationValue); \
+ float c2 = (1.0f-timeInterp)*CWeather::InterpolationValue; \
+ float c3 = timeInterp*CWeather::InterpolationValue;
+#define INTERP(v) v[h1][w1]*c0 + v[h2][w1]*c1 + v[h1][w2]*c2 + v[h2][w2]*c3;
+#define INTERPF(v,f) v[h1][w1].f*c0 + v[h2][w1].f*c1 + v[h1][w2].f*c2 + v[h2][w2].f*c3;
+
+InterpolatedFloat::InterpolatedFloat(float init)
+{
+ curInterpolator = 61; // compared against second
+ for(int h = 0; h < 24; h++)
+ for(int w = 0; w < NUMWEATHERS; w++)
+ data[h][w] = init;
+}
+
+void
+InterpolatedFloat::Read(char *s, int line, int field)
+{
+ sscanf(s, "%f", &data[line][field]);
+}
+
+float
+InterpolatedFloat::Get(void)
+{
+ if(curInterpolator != CClock::GetSeconds()){
+ INTERP_SETUP
+ curVal = INTERP(data);
+ curInterpolator = CClock::GetSeconds();
+ }
+ return curVal;
+}
+
+InterpolatedColor::InterpolatedColor(const Color &init)
+{
+ curInterpolator = 61; // compared against second
+ for(int h = 0; h < 24; h++)
+ for(int w = 0; w < NUMWEATHERS; w++)
+ data[h][w] = init;
+}
+
+void
+InterpolatedColor::Read(char *s, int line, int field)
+{
+ int r, g, b, a;
+ sscanf(s, "%i, %i, %i, %i", &r, &g, &b, &a);
+ data[line][field] = Color(r/255.0f, g/255.0f, b/255.0f, a/255.0f);
+}
+
+Color
+InterpolatedColor::Get(void)
+{
+ if(curInterpolator != CClock::GetSeconds()){
+ INTERP_SETUP
+ curVal.r = INTERPF(data, r);
+ curVal.g = INTERPF(data, g);
+ curVal.b = INTERPF(data, b);
+ curVal.a = INTERPF(data, a);
+ curInterpolator = CClock::GetSeconds();
+ }
+ return curVal;
+}
+
+void
+InterpolatedLight::Read(char *s, int line, int field)
+{
+ int r, g, b, a;
+ sscanf(s, "%i, %i, %i, %i", &r, &g, &b, &a);
+ data[line][field] = Color(r/255.0f, g/255.0f, b/255.0f, a/100.0f);
+}
+
+char*
+ReadTweakValueTable(char *fp, InterpolatedValue &interp)
+{
+ char buf[24], *p;
+ int c;
+ int line, field;
+
+ line = 0;
+ c = *fp++;
+ while(c != '\0' && line < 24){
+ field = 0;
+ if(c != '\0' && c != '#'){
+ while(c != '\0' && c != '\n' && field < NUMWEATHERS){
+ p = buf;
+ while(c != '\0' && c == '\t')
+ c = *fp++;
+ *p++ = c;
+ while(c = *fp++, c != '\0' && c != '\t' && c != '\n')
+ *p++ = c;
+ *p++ = '\0';
+ interp.Read(buf, line, field);
+ field++;
+ }
+ line++;
+ }
+ while(c != '\0' && c != '\n')
+ c = *fp++;
+ c = *fp++;
+ }
+ return fp-1;
+}
+
+
+
+/*
+ * Neo Vehicle pipe
+ */
+
+int32 VehiclePipeSwitch = VEHICLEPIPE_NEO;
+float VehicleShininess = 1.0f;
+float VehicleSpecularity = 1.0f;
+InterpolatedFloat Fresnel(0.4f);
+InterpolatedFloat Power(18.0f);
+InterpolatedLight DiffColor(Color(0.0f, 0.0f, 0.0f, 0.0f));
+InterpolatedLight SpecColor(Color(0.7f, 0.7f, 0.7f, 1.0f));
+rw::ObjPipeline *vehiclePipe;
+
+void
+AttachVehiclePipe(rw::Atomic *atomic)
+{
+ atomic->pipeline = vehiclePipe;
+}
+
+void
+AttachVehiclePipe(rw::Clump *clump)
+{
+ FORLIST(lnk, clump->atomics)
+ AttachVehiclePipe(rw::Atomic::fromClump(lnk));
+}
+
+
+
+/*
+ * Neo World pipe
+ */
+
+float LightmapMult = 1.0f;
+InterpolatedFloat WorldLightmapBlend(1.0f);
+rw::ObjPipeline *worldPipe;
+
+void
+AttachWorldPipe(rw::Atomic *atomic)
+{
+ atomic->pipeline = worldPipe;
+}
+
+void
+AttachWorldPipe(rw::Clump *clump)
+{
+ FORLIST(lnk, clump->atomics)
+ AttachWorldPipe(rw::Atomic::fromClump(lnk));
+}
+
+
+
+
+/*
+ * Neo Gloss pipe
+ */
+
+float GlossMult = 1.0f;
+rw::ObjPipeline *glossPipe;
+
+rw::Texture*
+GetGlossTex(rw::Material *mat)
+{
+ if(neoTxd == nil)
+ return nil;
+ CustomMatExt *ext = GetCustomMatExt(mat);
+ if(!ext->haveGloss){
+ char glossname[128];
+ strcpy(glossname, mat->texture->name);
+ strcat(glossname, "_gloss");
+ ext->glossTex = neoTxd->find(glossname);
+ ext->haveGloss = true;
+ }
+ return ext->glossTex;
+}
+
+void
+AttachGlossPipe(rw::Atomic *atomic)
+{
+ atomic->pipeline = glossPipe;
+}
+
+void
+AttachGlossPipe(rw::Clump *clump)
+{
+ FORLIST(lnk, clump->atomics)
+ AttachWorldPipe(rw::Atomic::fromClump(lnk));
+}
+
+
+
+/*
+ * Neo Rim pipes
+ */
+
+float RimlightMult = 1.0f;
+InterpolatedColor RampStart(Color(0.0f, 0.0f, 0.0f, 1.0f));
+InterpolatedColor RampEnd(Color(1.0f, 1.0f, 1.0f, 1.0f));
+InterpolatedFloat Offset(0.5f);
+InterpolatedFloat Scale(1.5f);
+InterpolatedFloat Scaling(2.0f);
+rw::ObjPipeline *rimPipe;
+rw::ObjPipeline *rimSkinPipe;
+
+void
+AttachRimPipe(rw::Atomic *atomic)
+{
+ if(rw::Skin::get(atomic->geometry))
+ atomic->pipeline = rimSkinPipe;
+ else
+ atomic->pipeline = rimPipe;
+}
+
+void
+AttachRimPipe(rw::Clump *clump)
+{
+ FORLIST(lnk, clump->atomics)
+ AttachRimPipe(rw::Atomic::fromClump(lnk));
+}
+
+/*
+ * High level stuff
+ */
+
+void
+CustomPipeInit(void)
+{
+ RwStream *stream = RwStreamOpen(rwSTREAMFILENAME, rwSTREAMREAD, "neo/neo.txd");
+ if(stream == nil)
+ printf("Error: couldn't open 'neo/neo.txd'\n");
+ else{
+ if(RwStreamFindChunk(stream, rwID_TEXDICTIONARY, nil, nil))
+ neoTxd = RwTexDictionaryGtaStreamRead(stream);
+ RwStreamClose(stream, nil);
+ }
+
+ EnvMapInit();
+
+ CreateVehiclePipe();
+ CreateWorldPipe();
+ CreateGlossPipe();
+ CreateRimLightPipes();
+}
+
+void
+CustomPipeShutdown(void)
+{
+ DestroyVehiclePipe();
+ DestroyWorldPipe();
+ DestroyGlossPipe();
+ DestroyRimLightPipes();
+
+ EnvMapShutdown();
+
+ if(neoTxd){
+ neoTxd->destroy();
+ neoTxd = nil;
+ }
+}
+
+void
+CustomPipeRegister(void)
+{
+#ifdef RW_OPENGL
+ CustomPipeRegisterGL();
+#endif
+
+ CustomMatOffset = rw::Material::registerPlugin(sizeof(CustomMatExt), MAKECHUNKID(rwVENDORID_ROCKSTAR, 0x80),
+ CustomMatCtor, nil, CustomMatCopy);
+}
+
+
+// Load textures from generic as fallback
+
+rw::TexDictionary *genericTxd;
+rw::Texture *(*defaultFindCB)(const char *name);
+
+static rw::Texture*
+customFindCB(const char *name)
+{
+ rw::Texture *res = defaultFindCB(name);
+ if(res == nil)
+ res = genericTxd->find(name);
+ return res;
+}
+
+void
+SetTxdFindCallback(void)
+{
+ int slot = CTxdStore::FindTxdSlot("generic");
+ CTxdStore::AddRef(slot);
+ // TODO: function for this
+ genericTxd = CTxdStore::GetSlot(slot)->texDict;
+ assert(genericTxd);
+ if(defaultFindCB == nil)
+ defaultFindCB = rw::Texture::findCB;
+ rw::Texture::findCB = customFindCB;
+}
+
+}
+
+#endif
diff --git a/src/extras/custompipes.h b/src/extras/custompipes.h
new file mode 100644
index 00000000..4ebe586f
--- /dev/null
+++ b/src/extras/custompipes.h
@@ -0,0 +1,133 @@
+#pragma once
+
+#ifdef EXTENDED_PIPELINES
+#ifdef LIBRW
+
+namespace CustomPipes {
+
+
+
+struct CustomMatExt
+{
+ rw::Texture *glossTex;
+ bool haveGloss;
+};
+extern rw::int32 CustomMatOffset;
+inline CustomMatExt *GetCustomMatExt(rw::Material *mat) {
+ return PLUGINOFFSET(CustomMatExt, mat, CustomMatOffset);
+}
+
+
+struct Color
+{
+ float r, g, b, a;
+ Color(void) {}
+ Color(float r, float g, float b, float a) : r(r), g(g), b(b), a(a) {}
+};
+
+class InterpolatedValue
+{
+public:
+ virtual void Read(char *s, int line, int field) = 0;
+};
+
+class InterpolatedFloat : public InterpolatedValue
+{
+public:
+ float data[24][NUMWEATHERS];
+ float curInterpolator;
+ float curVal;
+
+ InterpolatedFloat(float init);
+ void Read(char *s, int line, int field);
+ float Get(void);
+};
+
+class InterpolatedColor : public InterpolatedValue
+{
+public:
+ Color data[24][NUMWEATHERS];
+ float curInterpolator;
+ Color curVal;
+
+ InterpolatedColor(const Color &init);
+ void Read(char *s, int line, int field);
+ Color Get(void);
+};
+
+class InterpolatedLight : public InterpolatedColor
+{
+public:
+ InterpolatedLight(const Color &init) : InterpolatedColor(init) {}
+ void Read(char *s, int line, int field);
+};
+
+char *ReadTweakValueTable(char *fp, InterpolatedValue &interp);
+
+
+
+
+
+void CustomPipeRegister(void);
+void CustomPipeRegisterGL(void);
+void CustomPipeInit(void);
+void CustomPipeShutdown(void);
+void SetTxdFindCallback(void);
+
+extern bool bRenderingEnvMap;
+extern int32 EnvMapSize;
+extern rw::Camera *EnvMapCam;
+extern rw::Texture *EnvMapTex;
+extern rw::Texture *EnvMaskTex;
+void EnvMapRender(void);
+
+enum {
+ VEHICLEPIPE_MATFX,
+ VEHICLEPIPE_NEO
+};
+extern int32 VehiclePipeSwitch;
+extern float VehicleShininess;
+extern float VehicleSpecularity;
+extern InterpolatedFloat Fresnel;
+extern InterpolatedFloat Power;
+extern InterpolatedLight DiffColor;
+extern InterpolatedLight SpecColor;
+extern rw::ObjPipeline *vehiclePipe;
+void CreateVehiclePipe(void);
+void DestroyVehiclePipe(void);
+void AttachVehiclePipe(rw::Atomic *atomic);
+void AttachVehiclePipe(rw::Clump *clump);
+
+extern float LightmapMult;
+extern InterpolatedFloat WorldLightmapBlend;
+extern rw::ObjPipeline *worldPipe;
+void CreateWorldPipe(void);
+void DestroyWorldPipe(void);
+void AttachWorldPipe(rw::Atomic *atomic);
+void AttachWorldPipe(rw::Clump *clump);
+
+extern float GlossMult;
+extern rw::ObjPipeline *glossPipe;
+void CreateGlossPipe(void);
+void DestroyGlossPipe(void);
+void AttachGlossPipe(rw::Atomic *atomic);
+void AttachGlossPipe(rw::Clump *clump);
+rw::Texture *GetGlossTex(rw::Material *mat);
+
+extern float RimlightMult;
+extern InterpolatedColor RampStart;
+extern InterpolatedColor RampEnd;
+extern InterpolatedFloat Offset;
+extern InterpolatedFloat Scale;
+extern InterpolatedFloat Scaling;
+extern rw::ObjPipeline *rimPipe;
+extern rw::ObjPipeline *rimSkinPipe;
+void CreateRimLightPipes(void);
+void DestroyRimLightPipes(void);
+void AttachRimPipe(rw::Atomic *atomic);
+void AttachRimPipe(rw::Clump *clump);
+
+}
+
+#endif
+#endif
diff --git a/src/extras/custompipes_d3d9.cpp b/src/extras/custompipes_d3d9.cpp
new file mode 100644
index 00000000..63e91063
--- /dev/null
+++ b/src/extras/custompipes_d3d9.cpp
@@ -0,0 +1,527 @@
+#define WITH_D3D
+#include "common.h"
+
+#ifdef RW_D3D9
+#ifdef EXTENDED_PIPELINES
+
+#include "main.h"
+#include "RwHelper.h"
+#include "Lights.h"
+#include "Timecycle.h"
+#include "FileMgr.h"
+#include "Clock.h"
+#include "Weather.h"
+#include "TxdStore.h"
+#include "Renderer.h"
+#include "World.h"
+#include "custompipes.h"
+
+#ifndef LIBRW
+#error "Need librw for EXTENDED_PIPELINES"
+#endif
+
+extern RwTexture *gpWhiteTexture; // from vehicle model info
+
+namespace CustomPipes {
+
+enum {
+ // rim pipe
+ VSLOC_boneMatrices = rw::d3d::VSLOC_afterLights,
+ VSLOC_viewVec = VSLOC_boneMatrices + 64*3,
+ VSLOC_rampStart,
+ VSLOC_rampEnd,
+ VSLOC_rimData,
+
+ // gloss pipe
+ VSLOC_eye = rw::d3d::VSLOC_afterLights,
+
+ VSLOC_reflProps,
+ VSLOC_specLights
+};
+
+/*
+ * Neo Vehicle pipe
+ */
+
+static void *neoVehicle_VS;
+static void *neoVehicle_PS;
+
+void
+uploadSpecLights(void)
+{
+ struct VsLight {
+ rw::RGBAf color;
+ float pos[4]; // unused
+ rw::V3d dir;
+ float power;
+ } specLights[1 + NUMEXTRADIRECTIONALS];
+ memset(specLights, 0, sizeof(specLights));
+ for(int i = 0; i < 1+NUMEXTRADIRECTIONALS; i++)
+ specLights[i].power = 1.0f;
+ float power = Power.Get();
+ Color speccol = SpecColor.Get();
+ specLights[0].color.red = speccol.r;
+ specLights[0].color.green = speccol.g;
+ specLights[0].color.blue = speccol.b;
+ specLights[0].dir = pDirect->getFrame()->getLTM()->at;
+ specLights[0].power = power;
+ for(int i = 0; i < NUMEXTRADIRECTIONALS; i++){
+ if(pExtraDirectionals[i]->getFlags() & rw::Light::LIGHTATOMICS){
+ specLights[1+i].color = pExtraDirectionals[i]->color;
+ specLights[1+i].dir = pExtraDirectionals[i]->getFrame()->getLTM()->at;
+ specLights[1+i].power = power*2.0f;
+ }
+ }
+ rw::d3d::d3ddevice->SetVertexShaderConstantF(VSLOC_specLights, (float*)&specLights, 3*(1 + NUMEXTRADIRECTIONALS));
+}
+
+void
+vehicleRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header)
+{
+ using namespace rw;
+ using namespace rw::d3d;
+ using namespace rw::d3d9;
+
+ // TODO: make this less of a kludge
+ if(VehiclePipeSwitch == VEHICLEPIPE_MATFX){
+ matFXGlobals.pipelines[rw::platform]->render(atomic);
+ return;
+ }
+
+ int vsBits;
+ setStreamSource(0, header->vertexStream[0].vertexBuffer, 0, header->vertexStream[0].stride);
+ setIndices(header->indexBuffer);
+ setVertexDeclaration(header->vertexDeclaration);
+
+ vsBits = lightingCB_Shader(atomic);
+ uploadSpecLights();
+ uploadMatrices(atomic->getFrame()->getLTM());
+
+ setVertexShader(neoVehicle_VS);
+
+ V3d eyePos = rw::engine->currentCamera->getFrame()->getLTM()->pos;
+ d3ddevice->SetVertexShaderConstantF(VSLOC_eye, (float*)&eyePos, 1);
+
+ float reflProps[4];
+ reflProps[0] = Fresnel.Get();
+ reflProps[1] = SpecColor.Get().a;
+
+ d3d::setTexture(1, EnvMapTex);
+
+ SetRenderState(SRCBLEND, BLENDONE);
+
+ InstanceData *inst = header->inst;
+ for(rw::uint32 i = 0; i < header->numMeshes; i++){
+ Material *m = inst->material;
+
+ SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 255);
+
+ reflProps[2] = m->surfaceProps.specular * VehicleShininess;
+ reflProps[3] = m->surfaceProps.specular == 0.0f ? 0.0f : VehicleSpecularity;
+ d3ddevice->SetVertexShaderConstantF(VSLOC_reflProps, reflProps, 1);
+
+ setMaterial(m->color, m->surfaceProps);
+
+ if(m->texture)
+ d3d::setTexture(0, m->texture);
+ else
+ d3d::setTexture(0, gpWhiteTexture);
+ setPixelShader(neoVehicle_PS);
+
+ drawInst(header, inst);
+ inst++;
+ }
+
+ SetRenderState(SRCBLEND, BLENDSRCALPHA);
+}
+
+void
+CreateVehiclePipe(void)
+{
+ if(CFileMgr::LoadFile("neo/carTweakingTable.dat", work_buff, sizeof(work_buff), "r") == 0)
+ printf("Error: couldn't open 'neo/carTweakingTable.dat'\n");
+ else{
+ char *fp = (char*)work_buff;
+ fp = ReadTweakValueTable(fp, Fresnel);
+ fp = ReadTweakValueTable(fp, Power);
+ fp = ReadTweakValueTable(fp, DiffColor);
+ fp = ReadTweakValueTable(fp, SpecColor);
+ }
+
+#include "shaders/neoVehicle_VS.inc"
+ neoVehicle_VS = rw::d3d::createVertexShader(neoVehicle_VS_cso);
+ assert(neoVehicle_VS);
+
+#include "shaders/neoVehicle_PS.inc"
+ neoVehicle_PS = rw::d3d::createPixelShader(neoVehicle_PS_cso);
+ assert(neoVehicle_PS);
+
+
+ rw::d3d9::ObjPipeline *pipe = rw::d3d9::ObjPipeline::create();
+ pipe->instanceCB = rw::d3d9::defaultInstanceCB;
+ pipe->uninstanceCB = rw::d3d9::defaultUninstanceCB;
+ pipe->renderCB = vehicleRenderCB;
+ vehiclePipe = pipe;
+}
+
+void
+DestroyVehiclePipe(void)
+{
+ rw::d3d::destroyVertexShader(neoVehicle_VS);
+ neoVehicle_VS = nil;
+
+ ((rw::d3d9::ObjPipeline*)vehiclePipe)->destroy();
+ vehiclePipe = nil;
+}
+
+
+
+/*
+ * Neo World pipe
+ */
+
+static void *neoWorld_VS;
+static void *neoWorldVC_PS;
+
+static void
+worldRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header)
+{
+ using namespace rw;
+ using namespace rw::d3d;
+ using namespace rw::d3d9;
+
+ int vsBits;
+ setStreamSource(0, header->vertexStream[0].vertexBuffer, 0, header->vertexStream[0].stride);
+ setIndices(header->indexBuffer);
+ setVertexDeclaration(header->vertexDeclaration);
+
+ vsBits = lightingCB_Shader(atomic);
+ uploadMatrices(atomic->getFrame()->getLTM());
+
+
+ float lightfactor[4];
+
+ InstanceData *inst = header->inst;
+ for(rw::uint32 i = 0; i < header->numMeshes; i++){
+ Material *m = inst->material;
+
+ if(MatFX::getEffects(m) == MatFX::DUAL){
+ setVertexShader(neoWorld_VS);
+
+ MatFX *matfx = MatFX::get(m);
+ Texture *dualtex = matfx->getDualTexture();
+ if(dualtex == nil)
+ goto notex;
+ d3d::setTexture(1, dualtex);
+ lightfactor[0] = lightfactor[1] = lightfactor[2] = WorldLightmapBlend.Get()*LightmapMult;
+ }else{
+ notex:
+ setVertexShader(default_amb_VS);
+
+ d3d::setTexture(1, nil);
+ lightfactor[0] = lightfactor[1] = lightfactor[2] = 0.0f;
+ }
+ lightfactor[3] = m->color.alpha/255.0f;
+ d3d::setTexture(0, m->texture);
+ d3ddevice->SetPixelShaderConstantF(1, lightfactor, 1);
+
+ SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 255);
+
+ RGBA color = { 255, 255, 255, m->color.alpha };
+ setMaterial(color, m->surfaceProps);
+
+ if(m->texture)
+ d3d::setTexture(0, m->texture);
+ else
+ d3d::setTexture(0, gpWhiteTexture);
+ setPixelShader(neoWorldVC_PS);
+
+ drawInst(header, inst);
+ inst++;
+ }
+}
+
+void
+CreateWorldPipe(void)
+{
+ if(CFileMgr::LoadFile("neo/worldTweakingTable.dat", work_buff, sizeof(work_buff), "r") == 0)
+ printf("Error: couldn't open 'neo/worldTweakingTable.dat'\n");
+ else
+ ReadTweakValueTable((char*)work_buff, WorldLightmapBlend);
+
+#include "shaders/default_UV2_VS.inc"
+ neoWorld_VS = rw::d3d::createVertexShader(default_UV2_VS_cso);
+ assert(neoWorld_VS);
+
+#include "shaders/neoWorldVC_PS.inc"
+ neoWorldVC_PS = rw::d3d::createPixelShader(neoWorldVC_PS_cso);
+ assert(neoWorldVC_PS);
+
+
+ rw::d3d9::ObjPipeline *pipe = rw::d3d9::ObjPipeline::create();
+ pipe->instanceCB = rw::d3d9::defaultInstanceCB;
+ pipe->uninstanceCB = rw::d3d9::defaultUninstanceCB;
+ pipe->renderCB = worldRenderCB;
+ worldPipe = pipe;
+}
+
+void
+DestroyWorldPipe(void)
+{
+ rw::d3d::destroyVertexShader(neoWorld_VS);
+ neoWorld_VS = nil;
+ rw::d3d::destroyPixelShader(neoWorldVC_PS);
+ neoWorldVC_PS = nil;
+
+
+ ((rw::d3d9::ObjPipeline*)worldPipe)->destroy();
+ worldPipe = nil;
+}
+
+
+
+
+/*
+ * Neo Gloss pipe
+ */
+
+static void *neoGloss_VS;
+static void *neoGloss_PS;
+
+static void
+glossRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header)
+{
+ worldRenderCB(atomic, header);
+
+ using namespace rw;
+ using namespace rw::d3d;
+ using namespace rw::d3d9;
+
+ setVertexShader(neoGloss_VS);
+ setPixelShader(neoGloss_PS);
+
+ V3d eyePos = rw::engine->currentCamera->getFrame()->getLTM()->pos;
+ d3ddevice->SetVertexShaderConstantF(VSLOC_eye, (float*)&eyePos, 1);
+ d3ddevice->SetPixelShaderConstantF(1, (float*)&GlossMult, 1);
+
+ SetRenderState(VERTEXALPHA, TRUE);
+ SetRenderState(SRCBLEND, BLENDONE);
+ SetRenderState(DESTBLEND, BLENDONE);
+ SetRenderState(ZWRITEENABLE, FALSE);
+ SetRenderState(ALPHATESTFUNC, ALPHAALWAYS);
+
+ InstanceData *inst = header->inst;
+ for(rw::uint32 i = 0; i < header->numMeshes; i++){
+ Material *m = inst->material;
+
+ if(m->texture){
+ Texture *tex = GetGlossTex(m);
+ if(tex){
+ d3d::setTexture(0, tex);
+ drawInst(header, inst);
+ }
+ }
+ inst++;
+ }
+
+ SetRenderState(ZWRITEENABLE, TRUE);
+ SetRenderState(ALPHATESTFUNC, ALPHAGREATEREQUAL);
+ SetRenderState(SRCBLEND, BLENDSRCALPHA);
+ SetRenderState(DESTBLEND, BLENDINVSRCALPHA);
+}
+
+void
+CreateGlossPipe(void)
+{
+#include "shaders/neoGloss_VS.inc"
+ neoGloss_VS = rw::d3d::createVertexShader(neoGloss_VS_cso);
+ assert(neoGloss_VS);
+
+#include "shaders/neoGloss_PS.inc"
+ neoGloss_PS = rw::d3d::createPixelShader(neoGloss_PS_cso);
+ assert(neoGloss_PS);
+
+
+ rw::d3d9::ObjPipeline *pipe = rw::d3d9::ObjPipeline::create();
+ pipe->instanceCB = rw::d3d9::defaultInstanceCB;
+ pipe->uninstanceCB = rw::d3d9::defaultUninstanceCB;
+ pipe->renderCB = glossRenderCB;
+ glossPipe = pipe;
+}
+
+void
+DestroyGlossPipe(void)
+{
+ ((rw::d3d9::ObjPipeline*)glossPipe)->destroy();
+ glossPipe = nil;
+}
+
+
+
+/*
+ * Neo Rim pipes
+ */
+
+static void *neoRim_VS;
+static void *neoRimSkin_VS;
+
+static void
+uploadRimData(bool enable)
+{
+ using namespace rw;
+ using namespace rw::d3d;
+
+ V3d viewVec = rw::engine->currentCamera->getFrame()->getLTM()->at;
+ d3ddevice->SetVertexShaderConstantF(VSLOC_viewVec, (float*)&viewVec, 1);
+ float rimData[4];
+ rimData[0] = Offset.Get();
+ rimData[1] = Scale.Get();
+ if(enable)
+ rimData[2] = Scaling.Get()*RimlightMult;
+ else
+ rimData[2] = 0.0f;
+ rimData[3] = 0.0f;
+ d3ddevice->SetVertexShaderConstantF(VSLOC_rimData, rimData, 1);
+ Color col = RampStart.Get();
+ d3ddevice->SetVertexShaderConstantF(VSLOC_rampStart, (float*)&col, 1);
+ col = RampEnd.Get();
+ d3ddevice->SetVertexShaderConstantF(VSLOC_rampEnd, (float*)&col, 1);
+}
+
+static void
+rimRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header)
+{
+ using namespace rw;
+ using namespace rw::d3d;
+ using namespace rw::d3d9;
+
+ int vsBits;
+ setStreamSource(0, header->vertexStream[0].vertexBuffer, 0, header->vertexStream[0].stride);
+ setIndices(header->indexBuffer);
+ setVertexDeclaration(header->vertexDeclaration);
+
+ vsBits = lightingCB_Shader(atomic);
+ uploadMatrices(atomic->getFrame()->getLTM());
+
+ setVertexShader(neoRim_VS);
+
+ uploadRimData(atomic->geometry->flags & Geometry::LIGHT);
+
+ InstanceData *inst = header->inst;
+ for(rw::uint32 i = 0; i < header->numMeshes; i++){
+ Material *m = inst->material;
+
+ SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 255);
+
+ setMaterial(m->color, m->surfaceProps);
+
+ if(m->texture){
+ d3d::setTexture(0, m->texture);
+ setPixelShader(default_tex_PS);
+ }else
+ setPixelShader(default_PS);
+
+ drawInst(header, inst);
+ inst++;
+ }
+}
+
+static void
+rimSkinRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header)
+{
+ using namespace rw;
+ using namespace rw::d3d;
+ using namespace rw::d3d9;
+
+ int vsBits;
+
+ setStreamSource(0, (IDirect3DVertexBuffer9*)header->vertexStream[0].vertexBuffer,
+ 0, header->vertexStream[0].stride);
+ setIndices((IDirect3DIndexBuffer9*)header->indexBuffer);
+ setVertexDeclaration((IDirect3DVertexDeclaration9*)header->vertexDeclaration);
+
+ vsBits = lightingCB_Shader(atomic);
+ uploadMatrices(atomic->getFrame()->getLTM());
+
+ uploadSkinMatrices(atomic);
+
+ setVertexShader(neoRimSkin_VS);
+
+ uploadRimData(atomic->geometry->flags & Geometry::LIGHT);
+
+ InstanceData *inst = header->inst;
+ for(rw::uint32 i = 0; i < header->numMeshes; i++){
+ Material *m = inst->material;
+
+ SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 255);
+
+ setMaterial(m->color, m->surfaceProps);
+
+ if(inst->material->texture){
+ d3d::setTexture(0, m->texture);
+ setPixelShader(default_tex_PS);
+ }else
+ setPixelShader(default_PS);
+
+ drawInst(header, inst);
+ inst++;
+ }
+}
+
+void
+CreateRimLightPipes(void)
+{
+ if(CFileMgr::LoadFile("neo/rimTweakingTable.dat", work_buff, sizeof(work_buff), "r") == 0)
+ printf("Error: couldn't open 'neo/rimTweakingTable.dat'\n");
+ else{
+ char *fp = (char*)work_buff;
+ fp = ReadTweakValueTable(fp, RampStart);
+ fp = ReadTweakValueTable(fp, RampEnd);
+ fp = ReadTweakValueTable(fp, Offset);
+ fp = ReadTweakValueTable(fp, Scale);
+ fp = ReadTweakValueTable(fp, Scaling);
+ }
+
+
+#include "shaders/neoRim_VS.inc"
+ neoRim_VS = rw::d3d::createVertexShader(neoRim_VS_cso);
+ assert(neoRim_VS);
+
+#include "shaders/neoRimSkin_VS.inc"
+ neoRimSkin_VS = rw::d3d::createVertexShader(neoRimSkin_VS_cso);
+ assert(neoRimSkin_VS);
+
+
+ rw::d3d9::ObjPipeline *pipe = rw::d3d9::ObjPipeline::create();
+ pipe->instanceCB = rw::d3d9::defaultInstanceCB;
+ pipe->uninstanceCB = rw::d3d9::defaultUninstanceCB;
+ pipe->renderCB = rimRenderCB;
+ rimPipe = pipe;
+
+ pipe = rw::d3d9::ObjPipeline::create();
+ pipe->instanceCB = rw::d3d9::skinInstanceCB;
+ pipe->uninstanceCB = nil;
+ pipe->renderCB = rimSkinRenderCB;
+ rimSkinPipe = pipe;
+}
+
+void
+DestroyRimLightPipes(void)
+{
+ rw::d3d::destroyVertexShader(neoRim_VS);
+ neoRim_VS = nil;
+
+ rw::d3d::destroyVertexShader(neoRimSkin_VS);
+ neoRimSkin_VS = nil;
+
+ ((rw::d3d9::ObjPipeline*)rimPipe)->destroy();
+ rimPipe = nil;
+
+ ((rw::d3d9::ObjPipeline*)rimSkinPipe)->destroy();
+ rimSkinPipe = nil;
+}
+
+}
+
+#endif
+#endif
diff --git a/src/extras/custompipes_gl.cpp b/src/extras/custompipes_gl.cpp
new file mode 100644
index 00000000..cb434ea1
--- /dev/null
+++ b/src/extras/custompipes_gl.cpp
@@ -0,0 +1,623 @@
+#include "common.h"
+
+#ifdef RW_OPENGL
+#ifdef EXTENDED_PIPELINES
+
+#include "main.h"
+#include "RwHelper.h"
+#include "Lights.h"
+#include "Timecycle.h"
+#include "FileMgr.h"
+#include "Clock.h"
+#include "Weather.h"
+#include "TxdStore.h"
+#include "Renderer.h"
+#include "World.h"
+#include "custompipes.h"
+
+#ifndef LIBRW
+#error "Need librw for EXTENDED_PIPELINES"
+#endif
+
+namespace CustomPipes {
+
+static int32 u_viewVec;
+static int32 u_rampStart;
+static int32 u_rampEnd;
+static int32 u_rimData;
+
+static int32 u_lightMap;
+
+static int32 u_eye;
+static int32 u_reflProps;
+static int32 u_specDir;
+static int32 u_specColor;
+
+#define U(i) currentShader->uniformLocations[i]
+
+/*
+ * Neo Vehicle pipe
+ */
+
+rw::gl3::Shader *neoVehicleShader;
+
+static void
+uploadSpecLights(void)
+{
+ using namespace rw::gl3;
+
+ rw::RGBAf colors[1 + NUMEXTRADIRECTIONALS];
+ struct {
+ rw::V3d dir;
+ float power;
+ } dirs[1 + NUMEXTRADIRECTIONALS];
+ memset(colors, 0, sizeof(colors));
+ memset(dirs, 0, sizeof(dirs));
+ for(int i = 0; i < 1+NUMEXTRADIRECTIONALS; i++)
+ dirs[i].power = 1.0f;
+ float power = Power.Get();
+ Color speccol = SpecColor.Get();
+ colors[0].red = speccol.r;
+ colors[0].green = speccol.g;
+ colors[0].blue = speccol.b;
+ dirs[0].dir = pDirect->getFrame()->getLTM()->at;
+ dirs[0].power = power;
+ for(int i = 0; i < NUMEXTRADIRECTIONALS; i++){
+ if(pExtraDirectionals[i]->getFlags() & rw::Light::LIGHTATOMICS){
+ colors[1+i] = pExtraDirectionals[i]->color;
+ dirs[1+i].dir = pExtraDirectionals[i]->getFrame()->getLTM()->at;
+ dirs[1+i].power = power*2.0f;
+ }
+ }
+ glUniform4fv(U(u_specDir), 1 + NUMEXTRADIRECTIONALS, (float*)&dirs);
+ glUniform4fv(U(u_specColor), 1 + NUMEXTRADIRECTIONALS, (float*)&colors);
+}
+
+static void
+vehicleRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header)
+{
+ using namespace rw;
+ using namespace rw::gl3;
+
+ // TODO: make this less of a kludge
+ if(VehiclePipeSwitch == VEHICLEPIPE_MATFX){
+ matFXGlobals.pipelines[rw::platform]->render(atomic);
+ return;
+ }
+
+ Material *m;
+
+ setWorldMatrix(atomic->getFrame()->getLTM());
+ lightingCB(atomic);
+
+#ifdef RW_GL_USE_VAOS
+ glBindVertexArray(header->vao);
+#else
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, header->ibo);
+ glBindBuffer(GL_ARRAY_BUFFER, header->vbo);
+ setAttribPointers(header->attribDesc, header->numAttribs);
+#endif
+
+ InstanceData *inst = header->inst;
+ rw::int32 n = header->numMeshes;
+
+ neoVehicleShader->use();
+
+ V3d eyePos = rw::engine->currentCamera->getFrame()->getLTM()->pos;
+ glUniform3fv(U(u_eye), 1, (float*)&eyePos);
+
+ uploadSpecLights();
+
+ float reflProps[4];
+ reflProps[0] = Fresnel.Get();
+ reflProps[1] = SpecColor.Get().a;
+
+ setTexture(1, EnvMapTex);
+
+ SetRenderState(SRCBLEND, BLENDONE);
+
+ while(n--){
+ m = inst->material;
+
+ setMaterial(m->color, m->surfaceProps);
+
+ setTexture(0, m->texture);
+
+ rw::SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 0xFF);
+
+ reflProps[2] = m->surfaceProps.specular * VehicleShininess;
+ reflProps[3] = m->surfaceProps.specular == 0.0f ? 0.0f : VehicleSpecularity;
+ glUniform4fv(U(u_reflProps), 1, reflProps);
+
+ drawInst(header, inst);
+ inst++;
+ }
+
+ SetRenderState(SRCBLEND, BLENDSRCALPHA);
+
+#ifndef RW_GL_USE_VAOS
+ disableAttribPointers(header->attribDesc, header->numAttribs);
+#endif
+}
+
+void
+CreateVehiclePipe(void)
+{
+ using namespace rw;
+ using namespace rw::gl3;
+
+ if(CFileMgr::LoadFile("neo/carTweakingTable.dat", work_buff, sizeof(work_buff), "r") == 0)
+ printf("Error: couldn't open 'neo/carTweakingTable.dat'\n");
+ else{
+ char *fp = (char*)work_buff;
+ fp = ReadTweakValueTable(fp, Fresnel);
+ fp = ReadTweakValueTable(fp, Power);
+ fp = ReadTweakValueTable(fp, DiffColor);
+ fp = ReadTweakValueTable(fp, SpecColor);
+ }
+
+
+ {
+#ifdef RW_GLES2
+#include "gl2_shaders/neoVehicle_fs_gl2.inc"
+#include "gl2_shaders/neoVehicle_vs_gl2.inc"
+#else
+#include "shaders/neoVehicle_fs_gl3.inc"
+#include "shaders/neoVehicle_vs_gl3.inc"
+#endif
+ const char *vs[] = { shaderDecl, header_vert_src, neoVehicle_vert_src, nil };
+ const char *fs[] = { shaderDecl, header_frag_src, neoVehicle_frag_src, nil };
+ neoVehicleShader = Shader::create(vs, fs);
+ assert(neoVehicleShader);
+ }
+
+
+ rw::gl3::ObjPipeline *pipe = rw::gl3::ObjPipeline::create();
+ pipe->instanceCB = rw::gl3::defaultInstanceCB;
+ pipe->uninstanceCB = nil;
+ pipe->renderCB = vehicleRenderCB;
+ vehiclePipe = pipe;
+}
+
+void
+DestroyVehiclePipe(void)
+{
+ neoVehicleShader->destroy();
+ neoVehicleShader = nil;
+
+ ((rw::gl3::ObjPipeline*)vehiclePipe)->destroy();
+ vehiclePipe = nil;
+}
+
+
+
+/*
+ * Neo World pipe
+ */
+
+rw::gl3::Shader *neoWorldShader;
+
+static void
+worldRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header)
+{
+ using namespace rw;
+ using namespace rw::gl3;
+
+ Material *m;
+
+ setWorldMatrix(atomic->getFrame()->getLTM());
+ lightingCB(atomic);
+
+#ifdef RW_GL_USE_VAOS
+ glBindVertexArray(header->vao);
+#else
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, header->ibo);
+ glBindBuffer(GL_ARRAY_BUFFER, header->vbo);
+ setAttribPointers(header->attribDesc, header->numAttribs);
+#endif
+
+ InstanceData *inst = header->inst;
+ rw::int32 n = header->numMeshes;
+
+ neoWorldShader->use();
+
+ float lightfactor[4];
+
+ while(n--){
+ m = inst->material;
+
+ if(MatFX::getEffects(m) == MatFX::DUAL){
+ MatFX *matfx = MatFX::get(m);
+ Texture *dualtex = matfx->getDualTexture();
+ if(dualtex == nil)
+ goto notex;
+ setTexture(1, dualtex);
+ lightfactor[0] = lightfactor[1] = lightfactor[2] = WorldLightmapBlend.Get()*LightmapMult;
+ }else{
+ notex:
+ setTexture(1, nil);
+ lightfactor[0] = lightfactor[1] = lightfactor[2] = 0.0f;
+ }
+ lightfactor[3] = m->color.alpha/255.0f;
+ glUniform4fv(U(u_lightMap), 1, lightfactor);
+
+ RGBA color = { 255, 255, 255, m->color.alpha };
+ setMaterial(color, m->surfaceProps);
+
+ setTexture(0, m->texture);
+
+ rw::SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 0xFF);
+
+ drawInst(header, inst);
+ inst++;
+ }
+#ifndef RW_GL_USE_VAOS
+ disableAttribPointers(header->attribDesc, header->numAttribs);
+#endif
+}
+
+void
+CreateWorldPipe(void)
+{
+ using namespace rw;
+ using namespace rw::gl3;
+
+ if(CFileMgr::LoadFile("neo/worldTweakingTable.dat", work_buff, sizeof(work_buff), "r") == 0)
+ printf("Error: couldn't open 'neo/worldTweakingTable.dat'\n");
+ else
+ ReadTweakValueTable((char*)work_buff, WorldLightmapBlend);
+
+ {
+#ifdef RW_GLES2
+#include "gl2_shaders/neoWorldIII_fs_gl2.inc"
+#include "gl2_shaders/default_UV2_gl2.inc"
+#else
+#include "shaders/neoWorldVC_fs_gl3.inc"
+#include "shaders/default_UV2_gl3.inc"
+#endif
+ const char *vs[] = { shaderDecl, header_vert_src, default_UV2_vert_src, nil };
+ const char *fs[] = { shaderDecl, header_frag_src, neoWorldVC_frag_src, nil };
+ neoWorldShader = Shader::create(vs, fs);
+ assert(neoWorldShader);
+ }
+
+
+ rw::gl3::ObjPipeline *pipe = rw::gl3::ObjPipeline::create();
+ pipe->instanceCB = rw::gl3::defaultInstanceCB;
+ pipe->uninstanceCB = nil;
+ pipe->renderCB = worldRenderCB;
+ worldPipe = pipe;
+}
+
+void
+DestroyWorldPipe(void)
+{
+ neoWorldShader->destroy();
+ neoWorldShader = nil;
+
+ ((rw::gl3::ObjPipeline*)worldPipe)->destroy();
+ worldPipe = nil;
+}
+
+
+
+
+/*
+ * Neo Gloss pipe
+ */
+
+rw::gl3::Shader *neoGlossShader;
+
+static void
+glossRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header)
+{
+ using namespace rw;
+ using namespace rw::gl3;
+
+ worldRenderCB(atomic, header);
+
+ Material *m;
+
+#ifdef RW_GL_USE_VAOS
+ glBindVertexArray(header->vao);
+#else
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, header->ibo);
+ glBindBuffer(GL_ARRAY_BUFFER, header->vbo);
+ setAttribPointers(header->attribDesc, header->numAttribs);
+#endif
+
+ InstanceData *inst = header->inst;
+ rw::int32 n = header->numMeshes;
+
+ neoGlossShader->use();
+
+ V3d eyePos = rw::engine->currentCamera->getFrame()->getLTM()->pos;
+ glUniform3fv(U(u_eye), 1, (float*)&eyePos);
+ glUniform4fv(U(u_reflProps), 1, (float*)&GlossMult);
+
+ SetRenderState(VERTEXALPHA, TRUE);
+ SetRenderState(SRCBLEND, BLENDONE);
+ SetRenderState(DESTBLEND, BLENDONE);
+ SetRenderState(ZWRITEENABLE, FALSE);
+ SetRenderState(ALPHATESTFUNC, ALPHAALWAYS);
+
+ while(n--){
+ m = inst->material;
+
+ RGBA color = { 255, 255, 255, m->color.alpha };
+ setMaterial(color, m->surfaceProps);
+
+ if(m->texture){
+ Texture *tex = GetGlossTex(m);
+ if(tex){
+ setTexture(0, tex);
+ drawInst(header, inst);
+ }
+ }
+ inst++;
+ }
+
+ SetRenderState(ZWRITEENABLE, TRUE);
+ SetRenderState(ALPHATESTFUNC, ALPHAGREATEREQUAL);
+ SetRenderState(SRCBLEND, BLENDSRCALPHA);
+ SetRenderState(DESTBLEND, BLENDINVSRCALPHA);
+
+#ifndef RW_GL_USE_VAOS
+ disableAttribPointers(header->attribDesc, header->numAttribs);
+#endif
+}
+
+void
+CreateGlossPipe(void)
+{
+ using namespace rw;
+ using namespace rw::gl3;
+
+ {
+#ifdef RW_GLES2
+#include "gl2_shaders/neoGloss_fs_gl2.inc"
+#include "gl2_shaders/neoGloss_vs_gl2.inc"
+#else
+#include "shaders/neoGloss_fs_gl3.inc"
+#include "shaders/neoGloss_vs_gl3.inc"
+#endif
+ const char *vs[] = { shaderDecl, header_vert_src, neoGloss_vert_src, nil };
+ const char *fs[] = { shaderDecl, header_frag_src, neoGloss_frag_src, nil };
+ neoGlossShader = Shader::create(vs, fs);
+ assert(neoGlossShader);
+ }
+
+ rw::gl3::ObjPipeline *pipe = rw::gl3::ObjPipeline::create();
+ pipe->instanceCB = rw::gl3::defaultInstanceCB;
+ pipe->uninstanceCB = nil;
+ pipe->renderCB = glossRenderCB;
+ glossPipe = pipe;
+}
+
+void
+DestroyGlossPipe(void)
+{
+ neoGlossShader->destroy();
+ neoGlossShader = nil;
+
+ ((rw::gl3::ObjPipeline*)glossPipe)->destroy();
+ glossPipe = nil;
+}
+
+
+
+/*
+ * Neo Rim pipes
+ */
+
+rw::gl3::Shader *neoRimShader;
+rw::gl3::Shader *neoRimSkinShader;
+
+static void
+uploadRimData(bool enable)
+{
+ using namespace rw;
+ using namespace rw::gl3;
+
+ V3d viewVec = rw::engine->currentCamera->getFrame()->getLTM()->at;
+ glUniform3fv(U(u_viewVec), 1, (float*)&viewVec);
+ float rimData[4];
+ rimData[0] = Offset.Get();
+ rimData[1] = Scale.Get();
+ if(enable)
+ rimData[2] = Scaling.Get()*RimlightMult;
+ else
+ rimData[2] = 0.0f;
+ rimData[3] = 0.0f;
+ glUniform3fv(U(u_rimData), 1, rimData);
+ Color col = RampStart.Get();
+ glUniform4fv(U(u_rampStart), 1, (float*)&col);
+ col = RampEnd.Get();
+ glUniform4fv(U(u_rampEnd), 1, (float*)&col);
+}
+
+static void
+rimSkinRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header)
+{
+ using namespace rw;
+ using namespace rw::gl3;
+
+ Material *m;
+
+ setWorldMatrix(atomic->getFrame()->getLTM());
+ lightingCB(atomic);
+
+#ifdef RW_GL_USE_VAOS
+ glBindVertexArray(header->vao);
+#else
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, header->ibo);
+ glBindBuffer(GL_ARRAY_BUFFER, header->vbo);
+ setAttribPointers(header->attribDesc, header->numAttribs);
+#endif
+
+ InstanceData *inst = header->inst;
+ rw::int32 n = header->numMeshes;
+
+ neoRimSkinShader->use();
+
+ uploadRimData(atomic->geometry->flags & Geometry::LIGHT);
+
+ uploadSkinMatrices(atomic);
+
+ while(n--){
+ m = inst->material;
+
+ setMaterial(m->color, m->surfaceProps);
+
+ setTexture(0, m->texture);
+
+ rw::SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 0xFF);
+
+ drawInst(header, inst);
+ inst++;
+ }
+#ifndef RW_GL_USE_VAOS
+ disableAttribPointers(header->attribDesc, header->numAttribs);
+#endif
+}
+
+static void
+rimRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header)
+{
+ using namespace rw;
+ using namespace rw::gl3;
+
+ Material *m;
+
+ setWorldMatrix(atomic->getFrame()->getLTM());
+ lightingCB(atomic);
+
+#ifdef RW_GL_USE_VAOS
+ glBindVertexArray(header->vao);
+#else
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, header->ibo);
+ glBindBuffer(GL_ARRAY_BUFFER, header->vbo);
+ setAttribPointers(header->attribDesc, header->numAttribs);
+#endif
+
+ InstanceData *inst = header->inst;
+ rw::int32 n = header->numMeshes;
+
+ neoRimShader->use();
+
+ uploadRimData(atomic->geometry->flags & Geometry::LIGHT);
+
+ while(n--){
+ m = inst->material;
+
+ setMaterial(m->color, m->surfaceProps);
+
+ setTexture(0, m->texture);
+
+ rw::SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 0xFF);
+
+ drawInst(header, inst);
+ inst++;
+ }
+#ifndef RW_GL_USE_VAOS
+ disableAttribPointers(header->attribDesc, header->numAttribs);
+#endif
+}
+
+void
+CreateRimLightPipes(void)
+{
+ using namespace rw::gl3;
+
+ if(CFileMgr::LoadFile("neo/rimTweakingTable.dat", work_buff, sizeof(work_buff), "r") == 0)
+ printf("Error: couldn't open 'neo/rimTweakingTable.dat'\n");
+ else{
+ char *fp = (char*)work_buff;
+ fp = ReadTweakValueTable(fp, RampStart);
+ fp = ReadTweakValueTable(fp, RampEnd);
+ fp = ReadTweakValueTable(fp, Offset);
+ fp = ReadTweakValueTable(fp, Scale);
+ fp = ReadTweakValueTable(fp, Scaling);
+ }
+
+ {
+#ifdef RW_GLES2
+#include "gl2_shaders/simple_fs_gl2.inc"
+#include "gl2_shaders/neoRimSkin_gl2.inc"
+#else
+#include "shaders/simple_fs_gl3.inc"
+#include "shaders/neoRimSkin_gl3.inc"
+#endif
+ const char *vs[] = { shaderDecl, header_vert_src, neoRimSkin_vert_src, nil };
+ const char *fs[] = { shaderDecl, header_frag_src, simple_frag_src, nil };
+ neoRimSkinShader = Shader::create(vs, fs);
+ assert(neoRimSkinShader);
+ }
+
+ {
+#ifdef RW_GLES2
+#include "gl2_shaders/simple_fs_gl2.inc"
+#include "gl2_shaders/neoRim_gl2.inc"
+#else
+#include "shaders/simple_fs_gl3.inc"
+#include "shaders/neoRim_gl3.inc"
+#endif
+ const char *vs[] = { shaderDecl, header_vert_src, neoRim_vert_src, nil };
+ const char *fs[] = { shaderDecl, header_frag_src, simple_frag_src, nil };
+ neoRimShader = Shader::create(vs, fs);
+ assert(neoRimShader);
+ }
+
+
+ rw::gl3::ObjPipeline *pipe = rw::gl3::ObjPipeline::create();
+ pipe->instanceCB = rw::gl3::defaultInstanceCB;
+ pipe->uninstanceCB = nil;
+ pipe->renderCB = rimRenderCB;
+ rimPipe = pipe;
+
+ pipe = rw::gl3::ObjPipeline::create();
+ pipe->instanceCB = rw::gl3::skinInstanceCB;
+ pipe->uninstanceCB = nil;
+ pipe->renderCB = rimSkinRenderCB;
+ rimSkinPipe = pipe;
+}
+
+void
+DestroyRimLightPipes(void)
+{
+ neoRimShader->destroy();
+ neoRimShader = nil;
+
+ neoRimSkinShader->destroy();
+ neoRimSkinShader = nil;
+
+ ((rw::gl3::ObjPipeline*)rimPipe)->destroy();
+ rimPipe = nil;
+
+ ((rw::gl3::ObjPipeline*)rimSkinPipe)->destroy();
+ rimSkinPipe = nil;
+}
+
+
+
+void
+CustomPipeRegisterGL(void)
+{
+ u_viewVec = rw::gl3::registerUniform("u_viewVec");
+ u_rampStart = rw::gl3::registerUniform("u_rampStart");
+ u_rampEnd = rw::gl3::registerUniform("u_rampEnd");
+ u_rimData = rw::gl3::registerUniform("u_rimData");
+
+ u_lightMap = rw::gl3::registerUniform("u_lightMap");
+
+ u_eye = rw::gl3::registerUniform("u_eye");
+ u_reflProps = rw::gl3::registerUniform("u_reflProps");
+ u_specDir = rw::gl3::registerUniform("u_specDir");
+ u_specColor = rw::gl3::registerUniform("u_specColor");
+}
+
+
+}
+
+#endif
+#endif
diff --git a/src/extras/postfx.cpp b/src/extras/postfx.cpp
new file mode 100644
index 00000000..7e9df4e7
--- /dev/null
+++ b/src/extras/postfx.cpp
@@ -0,0 +1,492 @@
+#define WITHWINDOWS
+#define WITH_D3D
+#include "common.h"
+
+#ifdef EXTENDED_COLOURFILTER
+
+#ifndef LIBRW
+#error "Need librw for EXTENDED_COLOURFILTER"
+#endif
+
+#include "RwHelper.h"
+#include "Camera.h"
+#include "MBlur.h"
+#include "postfx.h"
+
+RwRaster *CPostFX::pFrontBuffer;
+RwRaster *CPostFX::pBackBuffer;
+bool CPostFX::bJustInitialised;
+int CPostFX::EffectSwitch = POSTFX_NORMAL;
+bool CPostFX::BlurOn = false;
+bool CPostFX::MotionBlurOn = false;
+
+static RwIm2DVertex Vertex[4];
+static RwIm2DVertex Vertex2[4];
+static RwImVertexIndex Index[6] = { 0, 1, 2, 0, 2, 3 };
+
+#ifdef RW_D3D9
+void *colourfilterVC_PS;
+void *contrast_PS;
+#endif
+#ifdef RW_OPENGL
+int32 u_blurcolor;
+int32 u_contrastAdd;
+int32 u_contrastMult;
+rw::gl3::Shader *colourFilterVC;
+rw::gl3::Shader *contrast;
+#endif
+
+void
+CPostFX::InitOnce(void)
+{
+#ifdef RW_OPENGL
+ u_blurcolor = rw::gl3::registerUniform("u_blurcolor");
+ u_contrastAdd = rw::gl3::registerUniform("u_contrastAdd");
+ u_contrastMult = rw::gl3::registerUniform("u_contrastMult");
+#endif
+}
+
+void
+CPostFX::Open(RwCamera *cam)
+{
+ uint32 width = Pow(2.0f, int32(log2(RwRasterGetWidth (RwCameraGetRaster(cam))))+1);
+ uint32 height = Pow(2.0f, int32(log2(RwRasterGetHeight(RwCameraGetRaster(cam))))+1);
+ uint32 depth = RwRasterGetDepth(RwCameraGetRaster(cam));
+ pFrontBuffer = RwRasterCreate(width, height, depth, rwRASTERTYPECAMERATEXTURE);
+ pBackBuffer = RwRasterCreate(width, height, depth, rwRASTERTYPECAMERATEXTURE);
+ bJustInitialised = true;
+
+ float zero, xmax, ymax;
+
+ if(RwRasterGetDepth(RwCameraGetRaster(cam)) == 16){
+ zero = HALFPX;
+ xmax = width + HALFPX;
+ ymax = height + HALFPX;
+ }else{
+ zero = -HALFPX;
+ xmax = width - HALFPX;
+ ymax = height - HALFPX;
+ }
+
+ RwIm2DVertexSetScreenX(&Vertex[0], zero);
+ RwIm2DVertexSetScreenY(&Vertex[0], zero);
+ RwIm2DVertexSetScreenZ(&Vertex[0], RwIm2DGetNearScreenZ());
+ RwIm2DVertexSetCameraZ(&Vertex[0], RwCameraGetNearClipPlane(cam));
+ RwIm2DVertexSetRecipCameraZ(&Vertex[0], 1.0f/RwCameraGetNearClipPlane(cam));
+ RwIm2DVertexSetU(&Vertex[0], 0.0f, 1.0f/RwCameraGetNearClipPlane(cam));
+ RwIm2DVertexSetV(&Vertex[0], 0.0f, 1.0f/RwCameraGetNearClipPlane(cam));
+ RwIm2DVertexSetIntRGBA(&Vertex[0], 255, 255, 255, 255);
+
+ RwIm2DVertexSetScreenX(&Vertex[1], zero);
+ RwIm2DVertexSetScreenY(&Vertex[1], ymax);
+ RwIm2DVertexSetScreenZ(&Vertex[1], RwIm2DGetNearScreenZ());
+ RwIm2DVertexSetCameraZ(&Vertex[1], RwCameraGetNearClipPlane(cam));
+ RwIm2DVertexSetRecipCameraZ(&Vertex[1], 1.0f/RwCameraGetNearClipPlane(cam));
+ RwIm2DVertexSetU(&Vertex[1], 0.0f, 1.0f/RwCameraGetNearClipPlane(cam));
+ RwIm2DVertexSetV(&Vertex[1], 1.0f, 1.0f/RwCameraGetNearClipPlane(cam));
+ RwIm2DVertexSetIntRGBA(&Vertex[1], 255, 255, 255, 255);
+
+ RwIm2DVertexSetScreenX(&Vertex[2], xmax);
+ RwIm2DVertexSetScreenY(&Vertex[2], ymax);
+ RwIm2DVertexSetScreenZ(&Vertex[2], RwIm2DGetNearScreenZ());
+ RwIm2DVertexSetCameraZ(&Vertex[2], RwCameraGetNearClipPlane(cam));
+ RwIm2DVertexSetRecipCameraZ(&Vertex[2], 1.0f/RwCameraGetNearClipPlane(cam));
+ RwIm2DVertexSetU(&Vertex[2], 1.0f, 1.0f/RwCameraGetNearClipPlane(cam));
+ RwIm2DVertexSetV(&Vertex[2], 1.0f, 1.0f/RwCameraGetNearClipPlane(cam));
+ RwIm2DVertexSetIntRGBA(&Vertex[2], 255, 255, 255, 255);
+
+ RwIm2DVertexSetScreenX(&Vertex[3], xmax);
+ RwIm2DVertexSetScreenY(&Vertex[3], zero);
+ RwIm2DVertexSetScreenZ(&Vertex[3], RwIm2DGetNearScreenZ());
+ RwIm2DVertexSetCameraZ(&Vertex[3], RwCameraGetNearClipPlane(cam));
+ RwIm2DVertexSetRecipCameraZ(&Vertex[3], 1.0f/RwCameraGetNearClipPlane(cam));
+ RwIm2DVertexSetU(&Vertex[3], 1.0f, 1.0f/RwCameraGetNearClipPlane(cam));
+ RwIm2DVertexSetV(&Vertex[3], 0.0f, 1.0f/RwCameraGetNearClipPlane(cam));
+ RwIm2DVertexSetIntRGBA(&Vertex[3], 255, 255, 255, 255);
+
+
+ RwIm2DVertexSetScreenX(&Vertex2[0], zero + 2.0f);
+ RwIm2DVertexSetScreenY(&Vertex2[0], zero + 2.0f);
+ RwIm2DVertexSetScreenZ(&Vertex2[0], RwIm2DGetNearScreenZ());
+ RwIm2DVertexSetCameraZ(&Vertex2[0], RwCameraGetNearClipPlane(cam));
+ RwIm2DVertexSetRecipCameraZ(&Vertex2[0], 1.0f/RwCameraGetNearClipPlane(cam));
+ RwIm2DVertexSetU(&Vertex2[0], 0.0f, 1.0f/RwCameraGetNearClipPlane(cam));
+ RwIm2DVertexSetV(&Vertex2[0], 0.0f, 1.0f/RwCameraGetNearClipPlane(cam));
+ RwIm2DVertexSetIntRGBA(&Vertex2[0], 255, 255, 255, 255);
+
+ RwIm2DVertexSetScreenX(&Vertex2[1], 2.0f);
+ RwIm2DVertexSetScreenY(&Vertex2[1], ymax + 2.0f);
+ RwIm2DVertexSetScreenZ(&Vertex2[1], RwIm2DGetNearScreenZ());
+ RwIm2DVertexSetCameraZ(&Vertex2[1], RwCameraGetNearClipPlane(cam));
+ RwIm2DVertexSetRecipCameraZ(&Vertex2[1], 1.0f/RwCameraGetNearClipPlane(cam));
+ RwIm2DVertexSetU(&Vertex2[1], 0.0f, 1.0f/RwCameraGetNearClipPlane(cam));
+ RwIm2DVertexSetV(&Vertex2[1], 1.0f, 1.0f/RwCameraGetNearClipPlane(cam));
+ RwIm2DVertexSetIntRGBA(&Vertex2[1], 255, 255, 255, 255);
+
+ RwIm2DVertexSetScreenX(&Vertex2[2], xmax + 2.0f);
+ RwIm2DVertexSetScreenY(&Vertex2[2], ymax + 2.0f);
+ RwIm2DVertexSetScreenZ(&Vertex2[2], RwIm2DGetNearScreenZ());
+ RwIm2DVertexSetCameraZ(&Vertex2[2], RwCameraGetNearClipPlane(cam));
+ RwIm2DVertexSetRecipCameraZ(&Vertex2[2], 1.0f/RwCameraGetNearClipPlane(cam));
+ RwIm2DVertexSetU(&Vertex2[2], 1.0f, 1.0f/RwCameraGetNearClipPlane(cam));
+ RwIm2DVertexSetV(&Vertex2[2], 1.0f, 1.0f/RwCameraGetNearClipPlane(cam));
+ RwIm2DVertexSetIntRGBA(&Vertex2[2], 255, 255, 255, 255);
+
+ RwIm2DVertexSetScreenX(&Vertex2[3], xmax + 2.0f);
+ RwIm2DVertexSetScreenY(&Vertex2[3], zero + 2.0f);
+ RwIm2DVertexSetScreenZ(&Vertex2[3], RwIm2DGetNearScreenZ());
+ RwIm2DVertexSetCameraZ(&Vertex2[3], RwCameraGetNearClipPlane(cam));
+ RwIm2DVertexSetRecipCameraZ(&Vertex2[3], 1.0f/RwCameraGetNearClipPlane(cam));
+ RwIm2DVertexSetU(&Vertex2[3], 1.0f, 1.0f/RwCameraGetNearClipPlane(cam));
+ RwIm2DVertexSetV(&Vertex2[3], 0.0f, 1.0f/RwCameraGetNearClipPlane(cam));
+ RwIm2DVertexSetIntRGBA(&Vertex2[3], 255, 255, 255, 255);
+
+
+#ifdef RW_D3D9
+#include "shaders/colourfilterVC_PS.inc"
+ colourfilterVC_PS = rw::d3d::createPixelShader(colourfilterVC_PS_cso);
+#include "shaders/contrastPS.inc"
+ contrast_PS = rw::d3d::createPixelShader(contrastPS_cso);
+#endif
+#ifdef RW_OPENGL
+ using namespace rw::gl3;
+
+ {
+#ifdef RW_GLES2
+#include "gl2_shaders/im2d_gl2.inc"
+#include "gl2_shaders/colourfilterVC_fs_gl2.inc"
+#else
+#include "shaders/im2d_gl3.inc"
+#include "shaders/colourfilterVC_fs_gl3.inc"
+#endif
+ const char *vs[] = { shaderDecl, header_vert_src, im2d_vert_src, nil };
+ const char *fs[] = { shaderDecl, header_frag_src, colourfilterVC_frag_src, nil };
+ colourFilterVC = Shader::create(vs, fs);
+ assert(colourFilterVC);
+ }
+
+ {
+#ifdef RW_GLES2
+#include "gl2_shaders/im2d_gl2.inc"
+#include "gl2_shaders/contrast_fs_gl2.inc"
+#else
+#include "shaders/im2d_gl3.inc"
+#include "shaders/contrast_fs_gl3.inc"
+ const char *vs[] = { shaderDecl, header_vert_src, im2d_vert_src, nil };
+ const char *fs[] = { shaderDecl, header_frag_src, contrast_frag_src, nil };
+ contrast = Shader::create(vs, fs);
+ assert(contrast);
+#endif
+ }
+
+#endif
+}
+
+void
+CPostFX::Close(void)
+{
+ if(pFrontBuffer){
+ RwRasterDestroy(pFrontBuffer);
+ pFrontBuffer = nil;
+ }
+ if(pBackBuffer){
+ RwRasterDestroy(pBackBuffer);
+ pBackBuffer = nil;
+ }
+#ifdef RW_D3D9
+ if(colourfilterVC_PS){
+ rw::d3d::destroyPixelShader(colourfilterVC_PS);
+ colourfilterVC_PS = nil;
+ }
+ if(contrast_PS){
+ rw::d3d::destroyPixelShader(contrast_PS);
+ contrast_PS = nil;
+ }
+#endif
+#ifdef RW_OPENGL
+ if(colourFilterVC){
+ colourFilterVC->destroy();
+ colourFilterVC = nil;
+ }
+ if(contrast){
+ contrast->destroy();
+ contrast = nil;
+ }
+#endif
+}
+
+void
+CPostFX::RenderOverlayBlur(RwCamera *cam, int32 r, int32 g, int32 b, int32 a)
+{
+ RwRenderStateSet(rwRENDERSTATETEXTURERASTER, pFrontBuffer);
+ RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
+
+ RwIm2DVertexSetIntRGBA(&Vertex[0], r*2, g*2, b*2, 30);
+ RwIm2DVertexSetIntRGBA(&Vertex[1], r*2, g*2, b*2, 30);
+ RwIm2DVertexSetIntRGBA(&Vertex[2], r*2, g*2, b*2, 30);
+ RwIm2DVertexSetIntRGBA(&Vertex[3], r*2, g*2, b*2, 30);
+ RwIm2DVertexSetIntRGBA(&Vertex2[0], r*2, g*2, b*2, 30);
+ RwIm2DVertexSetIntRGBA(&Vertex2[1], r*2, g*2, b*2, 30);
+ RwIm2DVertexSetIntRGBA(&Vertex2[2], r*2, g*2, b*2, 30);
+ RwIm2DVertexSetIntRGBA(&Vertex2[3], r*2, g*2, b*2, 30);
+
+ RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
+ RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
+
+ RwIm2DRenderIndexedPrimitive(rwPRIMTYPETRILIST, BlurOn ? Vertex2 : Vertex, 4, Index, 6);
+
+
+ RwIm2DVertexSetIntRGBA(&Vertex2[0], r, g, b, a);
+ RwIm2DVertexSetIntRGBA(&Vertex[0], r, g, b, a);
+ RwIm2DVertexSetIntRGBA(&Vertex2[1], r, g, b, a);
+ RwIm2DVertexSetIntRGBA(&Vertex[1], r, g, b, a);
+ RwIm2DVertexSetIntRGBA(&Vertex2[2], r, g, b, a);
+ RwIm2DVertexSetIntRGBA(&Vertex[2], r, g, b, a);
+ RwIm2DVertexSetIntRGBA(&Vertex2[3], r, g, b, a);
+ RwIm2DVertexSetIntRGBA(&Vertex[3], r, g, b, a);
+
+ RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDONE);
+ RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDONE);
+
+ RwIm2DRenderIndexedPrimitive(rwPRIMTYPETRILIST, Vertex, 4, Index, 6);
+ RwIm2DRenderIndexedPrimitive(rwPRIMTYPETRILIST, BlurOn ? Vertex2 : Vertex, 4, Index, 6);
+}
+
+void
+CPostFX::RenderOverlaySniper(RwCamera *cam, int32 r, int32 g, int32 b, int32 a)
+{
+ RwRenderStateSet(rwRENDERSTATETEXTURERASTER, pFrontBuffer);
+ RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
+
+ RwIm2DVertexSetIntRGBA(&Vertex[0], r, g, b, 80);
+ RwIm2DVertexSetIntRGBA(&Vertex[1], r, g, b, 80);
+ RwIm2DVertexSetIntRGBA(&Vertex[2], r, g, b, 80);
+ RwIm2DVertexSetIntRGBA(&Vertex[3], r, g, b, 80);
+ RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
+ RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
+
+ RwIm2DRenderIndexedPrimitive(rwPRIMTYPETRILIST, Vertex, 4, Index, 6);
+}
+
+float CPostFX::Intensity = 1.0f;
+
+void
+CPostFX::RenderOverlayShader(RwCamera *cam, int32 r, int32 g, int32 b, int32 a)
+{
+ RwRenderStateSet(rwRENDERSTATETEXTURERASTER, pBackBuffer);
+
+ if(EffectSwitch == POSTFX_MOBILE){
+ float mult[3], add[3];
+ mult[0] = (r-64)/256.0f + 1.4f;
+ mult[1] = (g-64)/256.0f + 1.4f;
+ mult[2] = (b-64)/256.0f + 1.4f;
+ add[0] = r/1536.f - 0.05f;
+ add[1] = g/1536.f - 0.05f;
+ add[2] = b/1536.f - 0.05f;
+#ifdef RW_D3D9
+ rw::d3d::d3ddevice->SetPixelShaderConstantF(10, mult, 1);
+ rw::d3d::d3ddevice->SetPixelShaderConstantF(11, add, 1);
+
+ rw::d3d::im2dOverridePS = contrast_PS;
+#endif
+#ifdef RW_OPENGL
+ rw::gl3::im2dOverrideShader = contrast;
+ contrast->use();
+ glUniform3fv(contrast->uniformLocations[u_contrastMult], 1, mult);
+ glUniform3fv(contrast->uniformLocations[u_contrastAdd], 1, add);
+#endif
+ }else{
+ float f = Intensity;
+ float blurcolors[4];
+ blurcolors[0] = r*f/255.0f;
+ blurcolors[1] = g*f/255.0f;
+ blurcolors[2] = b*f/255.0f;
+ blurcolors[3] = 30/255.0f;
+#ifdef RW_D3D9
+ rw::d3d::d3ddevice->SetPixelShaderConstantF(10, blurcolors, 1);
+ rw::d3d::im2dOverridePS = colourfilterVC_PS;
+#endif
+#ifdef RW_OPENGL
+ rw::gl3::im2dOverrideShader = colourFilterVC;
+ colourFilterVC->use();
+ glUniform4fv(colourFilterVC->uniformLocations[u_blurcolor], 1, blurcolors);
+#endif
+ }
+ RwIm2DRenderIndexedPrimitive(rwPRIMTYPETRILIST, Vertex, 4, Index, 6);
+#ifdef RW_D3D9
+ rw::d3d::im2dOverridePS = nil;
+#endif
+#ifdef RW_OPENGL
+ rw::gl3::im2dOverrideShader = nil;
+#endif
+}
+
+void
+CPostFX::RenderMotionBlur(RwCamera *cam, uint32 blur)
+{
+ if(blur == 0)
+ return;
+
+ RwRenderStateSet(rwRENDERSTATETEXTURERASTER, pFrontBuffer);
+ RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
+ RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
+ RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
+
+ RwIm2DVertexSetIntRGBA(&Vertex[0], 255, 255, 255, blur);
+ RwIm2DVertexSetIntRGBA(&Vertex[1], 255, 255, 255, blur);
+ RwIm2DVertexSetIntRGBA(&Vertex[2], 255, 255, 255, blur);
+ RwIm2DVertexSetIntRGBA(&Vertex[3], 255, 255, 255, blur);
+
+ RwIm2DRenderIndexedPrimitive(rwPRIMTYPETRILIST, Vertex, 4, Index, 6);
+}
+
+bool
+CPostFX::NeedBackBuffer(void)
+{
+ // Current frame -- needed for non-blur effect
+ switch(EffectSwitch){
+ case POSTFX_OFF:
+ case POSTFX_SIMPLE:
+ // no actual rendering here
+ return false;
+ case POSTFX_NORMAL:
+ if(MotionBlurOn)
+ return false;
+ else
+ return true;
+ case POSTFX_MOBILE:
+ return true;
+ }
+ return false;
+}
+
+bool
+CPostFX::NeedFrontBuffer(int32 type)
+{
+ // Last frame -- needed for motion blur
+ if(CMBlur::Drunkness > 0.0f)
+ return true;
+ if(type == MOTION_BLUR_SNIPER)
+ return true;
+
+ switch(EffectSwitch){
+ case POSTFX_OFF:
+ case POSTFX_SIMPLE:
+ // no actual rendering here
+ return false;
+ case POSTFX_NORMAL:
+ if(MotionBlurOn)
+ return true;
+ else
+ return false;
+ case POSTFX_MOBILE:
+ return false;
+ }
+ return false;
+}
+
+void
+CPostFX::Render(RwCamera *cam, uint32 red, uint32 green, uint32 blue, uint32 blur, int32 type, uint32 bluralpha)
+{
+ if(pFrontBuffer == nil)
+ Open(cam);
+ assert(pFrontBuffer);
+ assert(pBackBuffer);
+
+ if(type == MOTION_BLUR_LIGHT_SCENE){
+ SmoothColor(red, green, blue, blur);
+ red = AvgRed;
+ green = AvgGreen;
+ blue = AvgBlue;
+ blur = AvgAlpha;
+ }
+
+ if(NeedBackBuffer()){
+ RwRasterPushContext(pBackBuffer);
+ RwRasterRenderFast(RwCameraGetRaster(cam), 0, 0);
+ RwRasterPopContext();
+ }
+
+ DefinedState();
+
+ RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)FALSE);
+ RwRenderStateSet(rwRENDERSTATETEXTUREFILTER, (void*)rwFILTERNEAREST);
+ RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)FALSE);
+ RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
+
+ if(type == MOTION_BLUR_SNIPER){
+ if(!bJustInitialised)
+ RenderOverlaySniper(cam, red, green, blue, blur);
+ }else switch(EffectSwitch){
+ case POSTFX_OFF:
+ case POSTFX_SIMPLE:
+ // no actual rendering here
+ break;
+ case POSTFX_NORMAL:
+ if(MotionBlurOn){
+ if(!bJustInitialised)
+ RenderOverlayBlur(cam, red, green, blue, blur);
+ }else{
+ RenderOverlayShader(cam, red, green, blue, blur);
+ }
+ break;
+ case POSTFX_MOBILE:
+ RenderOverlayShader(cam, red, green, blue, blur);
+ break;
+ }
+
+ if(!bJustInitialised)
+ RenderMotionBlur(cam, 175.0f * CMBlur::Drunkness);
+
+ RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)TRUE);
+ RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
+ RwRenderStateSet(rwRENDERSTATETEXTURERASTER, nil);
+ RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)FALSE);
+ RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
+ RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
+
+ if(NeedFrontBuffer(type)){
+ RwRasterPushContext(pFrontBuffer);
+ RwRasterRenderFast(RwCameraGetRaster(cam), 0, 0);
+ RwRasterPopContext();
+ bJustInitialised = false;
+ }else
+ bJustInitialised = true;
+}
+
+int CPostFX::PrevRed[NUMAVERAGE], CPostFX::AvgRed;
+int CPostFX::PrevGreen[NUMAVERAGE], CPostFX::AvgGreen;
+int CPostFX::PrevBlue[NUMAVERAGE], CPostFX::AvgBlue;
+int CPostFX::PrevAlpha[NUMAVERAGE], CPostFX::AvgAlpha;
+int CPostFX::Next;
+int CPostFX::NumValues;
+
+// This is rather annoying...the blur color can flicker slightly
+// which becomes very visible when amplified by the shader
+void
+CPostFX::SmoothColor(uint32 red, uint32 green, uint32 blue, uint32 alpha)
+{
+ PrevRed[Next] = red;
+ PrevGreen[Next] = green;
+ PrevBlue[Next] = blue;
+ PrevAlpha[Next] = alpha;
+ Next = (Next+1) % NUMAVERAGE;
+ NumValues = Min(NumValues+1, NUMAVERAGE);
+
+ AvgRed = 0;
+ AvgGreen = 0;
+ AvgBlue = 0;
+ AvgAlpha = 0;
+ for(int i = 0; i < NumValues; i++){
+ AvgRed += PrevRed[i];
+ AvgGreen += PrevGreen[i];
+ AvgBlue += PrevBlue[i];
+ AvgAlpha += PrevAlpha[i];
+ }
+ AvgRed /= NumValues;
+ AvgGreen /= NumValues;
+ AvgBlue /= NumValues;
+ AvgAlpha /= NumValues;
+}
+
+#endif
diff --git a/src/extras/postfx.h b/src/extras/postfx.h
new file mode 100644
index 00000000..ace2e4a8
--- /dev/null
+++ b/src/extras/postfx.h
@@ -0,0 +1,45 @@
+#pragma once
+
+#ifdef EXTENDED_COLOURFILTER
+
+class CPostFX
+{
+public:
+ enum {
+ POSTFX_OFF,
+ POSTFX_SIMPLE,
+ POSTFX_NORMAL,
+ POSTFX_MOBILE
+ };
+ static RwRaster *pFrontBuffer;
+ static RwRaster *pBackBuffer;
+ static bool bJustInitialised;
+ static int EffectSwitch;
+ static bool BlurOn; // or use CMblur for that?
+ static bool MotionBlurOn; // or use CMblur for that?
+ static float Intensity;
+
+ // smooth blur color
+ enum { NUMAVERAGE = 20 };
+ static int PrevRed[NUMAVERAGE], AvgRed;
+ static int PrevGreen[NUMAVERAGE], AvgGreen;
+ static int PrevBlue[NUMAVERAGE], AvgBlue;
+ static int PrevAlpha[NUMAVERAGE], AvgAlpha;
+ static int Next;
+ static int NumValues;
+
+ static void InitOnce(void);
+ static void Open(RwCamera *cam);
+ static void Close(void);
+ static void RenderOverlayBlur(RwCamera *cam, int32 r, int32 g, int32 b, int32 a);
+ static void RenderOverlaySniper(RwCamera *cam, int32 r, int32 g, int32 b, int32 a);
+ static void RenderOverlayShader(RwCamera *cam, int32 r, int32 g, int32 b, int32 a);
+ static void RenderMotionBlur(RwCamera *cam, uint32 blur);
+ static void Render(RwCamera *cam, uint32 red, uint32 green, uint32 blue, uint32 blur, int32 type, uint32 bluralpha);
+ static void SmoothColor(uint32 red, uint32 green, uint32 blue, uint32 alpha);
+ static bool NeedBackBuffer(void);
+ static bool NeedFrontBuffer(int32 type);
+ static bool UseBlurColours(void) { return EffectSwitch != POSTFX_SIMPLE; }
+};
+
+#endif
diff --git a/src/extras/shaders/Makefile b/src/extras/shaders/Makefile
new file mode 100644
index 00000000..605190c9
--- /dev/null
+++ b/src/extras/shaders/Makefile
@@ -0,0 +1,67 @@
+all: im2d_gl3.inc simple_fs_gl3.inc default_UV2_gl3.inc \
+ colourfilterVC_fs_gl3.inc contrast_fs_gl3.inc \
+ neoRim_gl3.inc neoRimSkin_gl3.inc \
+ neoWorldVC_fs_gl3.inc neoGloss_vs_gl3.inc neoGloss_fs_gl3.inc \
+ neoVehicle_vs_gl3.inc neoVehicle_fs_gl3.inc
+
+im2d_gl3.inc: im2d.vert
+ (echo 'const char *im2d_vert_src =';\
+ sed 's/..*/"&\\n"/' im2d.vert;\
+ echo ';') >im2d_gl3.inc
+
+colourfilterVC_fs_gl3.inc: colourfilterVC.frag
+ (echo 'const char *colourfilterVC_frag_src =';\
+ sed 's/..*/"&\\n"/' colourfilterVC.frag;\
+ echo ';') >colourfilterVC_fs_gl3.inc
+simple_fs_gl3.inc: simple.frag
+ (echo 'const char *simple_frag_src =';\
+ sed 's/..*/"&\\n"/' simple.frag;\
+ echo ';') >simple_fs_gl3.inc
+
+default_UV2_gl3.inc: default_UV2.vert
+ (echo 'const char *default_UV2_vert_src =';\
+ sed 's/..*/"&\\n"/' default_UV2.vert;\
+ echo ';') >default_UV2_gl3.inc
+
+
+
+contrast_fs_gl3.inc: contrast.frag
+ (echo 'const char *contrast_frag_src =';\
+ sed 's/..*/"&\\n"/' contrast.frag;\
+ echo ';') >contrast_fs_gl3.inc
+
+
+neoRim_gl3.inc: neoRim.vert
+ (echo 'const char *neoRim_vert_src =';\
+ sed 's/..*/"&\\n"/' neoRim.vert;\
+ echo ';') >neoRim_gl3.inc
+
+neoRimSkin_gl3.inc: neoRimSkin.vert
+ (echo 'const char *neoRimSkin_vert_src =';\
+ sed 's/..*/"&\\n"/' neoRimSkin.vert;\
+ echo ';') >neoRimSkin_gl3.inc
+
+neoWorldVC_fs_gl3.inc: neoWorldVC.frag
+ (echo 'const char *neoWorldVC_frag_src =';\
+ sed 's/..*/"&\\n"/' neoWorldVC.frag;\
+ echo ';') >neoWorldVC_fs_gl3.inc
+
+neoGloss_fs_gl3.inc: neoGloss.frag
+ (echo 'const char *neoGloss_frag_src =';\
+ sed 's/..*/"&\\n"/' neoGloss.frag;\
+ echo ';') >neoGloss_fs_gl3.inc
+
+neoGloss_vs_gl3.inc: neoGloss.vert
+ (echo 'const char *neoGloss_vert_src =';\
+ sed 's/..*/"&\\n"/' neoGloss.vert;\
+ echo ';') >neoGloss_vs_gl3.inc
+
+neoVehicle_vs_gl3.inc: neoVehicle.vert
+ (echo 'const char *neoVehicle_vert_src =';\
+ sed 's/..*/"&\\n"/' neoVehicle.vert;\
+ echo ';') >neoVehicle_vs_gl3.inc
+
+neoVehicle_fs_gl3.inc: neoVehicle.frag
+ (echo 'const char *neoVehicle_frag_src =';\
+ sed 's/..*/"&\\n"/' neoVehicle.frag;\
+ echo ';') >neoVehicle_fs_gl3.inc
diff --git a/src/extras/shaders/colourfilterVC.frag b/src/extras/shaders/colourfilterVC.frag
new file mode 100644
index 00000000..5069af52
--- /dev/null
+++ b/src/extras/shaders/colourfilterVC.frag
@@ -0,0 +1,26 @@
+uniform sampler2D tex0;
+uniform vec4 u_blurcolor;
+
+in vec4 v_color;
+in vec2 v_tex0;
+in float v_fog;
+
+out vec4 color;
+
+void
+main(void)
+{
+ float a = u_blurcolor.a;
+ vec4 doublec = clamp(u_blurcolor*2, 0.0, 1.0);
+ vec4 dst = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));
+ vec4 prev = dst;
+ for(int i = 0; i < 5; i++){
+ vec4 tmp = dst*(1.0-a) + prev*doublec*a;
+ tmp += prev*u_blurcolor;
+ tmp += prev*u_blurcolor;
+ prev = clamp(tmp, 0.0, 1.0);
+ }
+ color.rgb = prev.rgb;
+ color.a = 1.0f;
+}
+
diff --git a/src/extras/shaders/colourfilterVC_PS.cso b/src/extras/shaders/colourfilterVC_PS.cso
new file mode 100644
index 00000000..4b0e9f3f
--- /dev/null
+++ b/src/extras/shaders/colourfilterVC_PS.cso
Binary files differ
diff --git a/src/extras/shaders/colourfilterVC_PS.hlsl b/src/extras/shaders/colourfilterVC_PS.hlsl
new file mode 100644
index 00000000..1e62950b
--- /dev/null
+++ b/src/extras/shaders/colourfilterVC_PS.hlsl
@@ -0,0 +1,23 @@
+sampler2D tex : register(s0);
+float4 blurcol : register(c10);
+
+//float4 blurcols[10] : register(c15);
+
+
+float4 main(in float2 texcoord : TEXCOORD0) : COLOR0
+{
+ float a = blurcol.a;
+
+ float4 doublec = saturate(blurcol*2);
+ float4 dst = tex2D(tex, texcoord.xy);
+ float4 prev = dst;
+ for(int i = 0; i < 5; i++){
+// float4 doublec = saturate(blurcol*2);
+ float4 tmp = dst*(1-a) + prev*doublec*a;
+ tmp += prev*blurcol;
+ tmp += prev*blurcol;
+ prev = saturate(tmp);
+ }
+ prev.a = 1.0f;
+ return prev;
+}
diff --git a/src/extras/shaders/colourfilterVC_PS.inc b/src/extras/shaders/colourfilterVC_PS.inc
new file mode 100644
index 00000000..daa18360
--- /dev/null
+++ b/src/extras/shaders/colourfilterVC_PS.inc
@@ -0,0 +1,56 @@
+static unsigned char colourfilterVC_PS_cso[] = {
+ 0x00, 0x02, 0xff, 0xff, 0xfe, 0xff, 0x2b, 0x00, 0x43, 0x54, 0x41, 0x42,
+ 0x1c, 0x00, 0x00, 0x00, 0x77, 0x00, 0x00, 0x00, 0x00, 0x02, 0xff, 0xff,
+ 0x02, 0x00, 0x00, 0x00, 0x1c, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00,
+ 0x70, 0x00, 0x00, 0x00, 0x44, 0x00, 0x00, 0x00, 0x02, 0x00, 0x0a, 0x00,
+ 0x01, 0x00, 0x2a, 0x00, 0x4c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x5c, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x01, 0x00, 0x02, 0x00,
+ 0x60, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x62, 0x6c, 0x75, 0x72,
+ 0x63, 0x6f, 0x6c, 0x00, 0x01, 0x00, 0x03, 0x00, 0x01, 0x00, 0x04, 0x00,
+ 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x74, 0x65, 0x78, 0x00,
+ 0x04, 0x00, 0x0c, 0x00, 0x01, 0x00, 0x01, 0x00, 0x01, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x70, 0x73, 0x5f, 0x32, 0x5f, 0x30, 0x00, 0x4d,
+ 0x69, 0x63, 0x72, 0x6f, 0x73, 0x6f, 0x66, 0x74, 0x20, 0x28, 0x52, 0x29,
+ 0x20, 0x48, 0x4c, 0x53, 0x4c, 0x20, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72,
+ 0x20, 0x43, 0x6f, 0x6d, 0x70, 0x69, 0x6c, 0x65, 0x72, 0x20, 0x39, 0x2e,
+ 0x32, 0x39, 0x2e, 0x39, 0x35, 0x32, 0x2e, 0x33, 0x31, 0x31, 0x31, 0x00,
+ 0x51, 0x00, 0x00, 0x05, 0x00, 0x00, 0x0f, 0xa0, 0x00, 0x00, 0x00, 0x40,
+ 0x00, 0x00, 0x80, 0x3f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x80, 0x00, 0x00, 0x03, 0xb0,
+ 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x90, 0x00, 0x08, 0x0f, 0xa0,
+ 0x42, 0x00, 0x00, 0x03, 0x00, 0x00, 0x0f, 0x80, 0x00, 0x00, 0xe4, 0xb0,
+ 0x00, 0x08, 0xe4, 0xa0, 0x02, 0x00, 0x00, 0x03, 0x01, 0x00, 0x17, 0x80,
+ 0x0a, 0x00, 0xe4, 0xa0, 0x0a, 0x00, 0xe4, 0xa0, 0x05, 0x00, 0x00, 0x03,
+ 0x02, 0x00, 0x07, 0x80, 0x00, 0x00, 0xe4, 0x80, 0x01, 0x00, 0xe4, 0x80,
+ 0x12, 0x00, 0x00, 0x04, 0x03, 0x00, 0x07, 0x80, 0x0a, 0x00, 0xff, 0xa0,
+ 0x02, 0x00, 0xe4, 0x80, 0x00, 0x00, 0xe4, 0x80, 0x05, 0x00, 0x00, 0x03,
+ 0x02, 0x00, 0x07, 0x80, 0x00, 0x00, 0xe4, 0x80, 0x0a, 0x00, 0xe4, 0xa0,
+ 0x04, 0x00, 0x00, 0x04, 0x02, 0x00, 0x17, 0x80, 0x02, 0x00, 0xe4, 0x80,
+ 0x00, 0x00, 0x00, 0xa0, 0x03, 0x00, 0xe4, 0x80, 0x05, 0x00, 0x00, 0x03,
+ 0x03, 0x00, 0x07, 0x80, 0x01, 0x00, 0xe4, 0x80, 0x02, 0x00, 0xe4, 0x80,
+ 0x05, 0x00, 0x00, 0x03, 0x02, 0x00, 0x07, 0x80, 0x02, 0x00, 0xe4, 0x80,
+ 0x0a, 0x00, 0xe4, 0xa0, 0x12, 0x00, 0x00, 0x04, 0x04, 0x00, 0x07, 0x80,
+ 0x0a, 0x00, 0xff, 0xa0, 0x03, 0x00, 0xe4, 0x80, 0x00, 0x00, 0xe4, 0x80,
+ 0x04, 0x00, 0x00, 0x04, 0x02, 0x00, 0x17, 0x80, 0x02, 0x00, 0xe4, 0x80,
+ 0x00, 0x00, 0x00, 0xa0, 0x04, 0x00, 0xe4, 0x80, 0x05, 0x00, 0x00, 0x03,
+ 0x03, 0x00, 0x07, 0x80, 0x01, 0x00, 0xe4, 0x80, 0x02, 0x00, 0xe4, 0x80,
+ 0x05, 0x00, 0x00, 0x03, 0x02, 0x00, 0x07, 0x80, 0x02, 0x00, 0xe4, 0x80,
+ 0x0a, 0x00, 0xe4, 0xa0, 0x12, 0x00, 0x00, 0x04, 0x04, 0x00, 0x07, 0x80,
+ 0x0a, 0x00, 0xff, 0xa0, 0x03, 0x00, 0xe4, 0x80, 0x00, 0x00, 0xe4, 0x80,
+ 0x04, 0x00, 0x00, 0x04, 0x02, 0x00, 0x17, 0x80, 0x02, 0x00, 0xe4, 0x80,
+ 0x00, 0x00, 0x00, 0xa0, 0x04, 0x00, 0xe4, 0x80, 0x05, 0x00, 0x00, 0x03,
+ 0x03, 0x00, 0x07, 0x80, 0x01, 0x00, 0xe4, 0x80, 0x02, 0x00, 0xe4, 0x80,
+ 0x05, 0x00, 0x00, 0x03, 0x02, 0x00, 0x07, 0x80, 0x02, 0x00, 0xe4, 0x80,
+ 0x0a, 0x00, 0xe4, 0xa0, 0x12, 0x00, 0x00, 0x04, 0x04, 0x00, 0x07, 0x80,
+ 0x0a, 0x00, 0xff, 0xa0, 0x03, 0x00, 0xe4, 0x80, 0x00, 0x00, 0xe4, 0x80,
+ 0x04, 0x00, 0x00, 0x04, 0x02, 0x00, 0x17, 0x80, 0x02, 0x00, 0xe4, 0x80,
+ 0x00, 0x00, 0x00, 0xa0, 0x04, 0x00, 0xe4, 0x80, 0x05, 0x00, 0x00, 0x03,
+ 0x01, 0x00, 0x07, 0x80, 0x01, 0x00, 0xe4, 0x80, 0x02, 0x00, 0xe4, 0x80,
+ 0x05, 0x00, 0x00, 0x03, 0x02, 0x00, 0x07, 0x80, 0x02, 0x00, 0xe4, 0x80,
+ 0x0a, 0x00, 0xe4, 0xa0, 0x12, 0x00, 0x00, 0x04, 0x03, 0x00, 0x07, 0x80,
+ 0x0a, 0x00, 0xff, 0xa0, 0x01, 0x00, 0xe4, 0x80, 0x00, 0x00, 0xe4, 0x80,
+ 0x04, 0x00, 0x00, 0x04, 0x00, 0x00, 0x17, 0x80, 0x02, 0x00, 0xe4, 0x80,
+ 0x00, 0x00, 0x00, 0xa0, 0x03, 0x00, 0xe4, 0x80, 0x01, 0x00, 0x00, 0x02,
+ 0x00, 0x00, 0x08, 0x80, 0x00, 0x00, 0x55, 0xa0, 0x01, 0x00, 0x00, 0x02,
+ 0x00, 0x08, 0x0f, 0x80, 0x00, 0x00, 0xe4, 0x80, 0xff, 0xff, 0x00, 0x00
+};
diff --git a/src/extras/shaders/colourfilterVC_fs_gl3.inc b/src/extras/shaders/colourfilterVC_fs_gl3.inc
new file mode 100644
index 00000000..d11cdc5a
--- /dev/null
+++ b/src/extras/shaders/colourfilterVC_fs_gl3.inc
@@ -0,0 +1,28 @@
+const char *colourfilterVC_frag_src =
+"uniform sampler2D tex0;\n"
+"uniform vec4 u_blurcolor;\n"
+
+"in vec4 v_color;\n"
+"in vec2 v_tex0;\n"
+"in float v_fog;\n"
+
+"out vec4 color;\n"
+
+"void\n"
+"main(void)\n"
+"{\n"
+" float a = u_blurcolor.a;\n"
+" vec4 doublec = clamp(u_blurcolor*2, 0.0, 1.0);\n"
+" vec4 dst = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));\n"
+" vec4 prev = dst;\n"
+" for(int i = 0; i < 5; i++){\n"
+" vec4 tmp = dst*(1.0-a) + prev*doublec*a;\n"
+" tmp += prev*u_blurcolor;\n"
+" tmp += prev*u_blurcolor;\n"
+" prev = clamp(tmp, 0.0, 1.0);\n"
+" }\n"
+" color.rgb = prev.rgb;\n"
+" color.a = 1.0f;\n"
+"}\n"
+
+;
diff --git a/src/extras/shaders/contrast.frag b/src/extras/shaders/contrast.frag
new file mode 100644
index 00000000..d6dec478
--- /dev/null
+++ b/src/extras/shaders/contrast.frag
@@ -0,0 +1,18 @@
+uniform sampler2D tex0;
+uniform vec3 u_contrastAdd;
+uniform vec3 u_contrastMult;
+
+in vec4 v_color;
+in vec2 v_tex0;
+in float v_fog;
+
+out vec4 color;
+
+void
+main(void)
+{
+ vec4 dst = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));
+ color.rgb = dst.rgb*u_contrastMult + u_contrastAdd;
+ color.a = 1.0f;
+}
+
diff --git a/src/extras/shaders/contrastPS.cso b/src/extras/shaders/contrastPS.cso
new file mode 100644
index 00000000..a87c48d7
--- /dev/null
+++ b/src/extras/shaders/contrastPS.cso
Binary files differ
diff --git a/src/extras/shaders/contrastPS.hlsl b/src/extras/shaders/contrastPS.hlsl
new file mode 100644
index 00000000..a1de1d81
--- /dev/null
+++ b/src/extras/shaders/contrastPS.hlsl
@@ -0,0 +1,21 @@
+struct PS_INPUT
+{
+ float4 position : POSITION;
+ float3 texcoord0 : TEXCOORD0;
+ float4 color : COLOR0;
+};
+
+uniform float3 contrastMult : register(c10);
+uniform float3 contrastAdd : register(c11);
+
+sampler2D tex : register(s0);
+
+float4
+main(PS_INPUT In) : COLOR
+{
+ float4 dst = tex2D(tex, In.texcoord0.xy);
+
+ dst.rgb = dst.rgb*contrastMult + contrastAdd;
+ dst.a = 1.0;
+ return dst;
+}
diff --git a/src/extras/shaders/contrastPS.inc b/src/extras/shaders/contrastPS.inc
new file mode 100644
index 00000000..5386792f
--- /dev/null
+++ b/src/extras/shaders/contrastPS.inc
@@ -0,0 +1,31 @@
+static unsigned char contrastPS_cso[] = {
+ 0x00, 0x02, 0xff, 0xff, 0xfe, 0xff, 0x35, 0x00, 0x43, 0x54, 0x41, 0x42,
+ 0x1c, 0x00, 0x00, 0x00, 0x9f, 0x00, 0x00, 0x00, 0x00, 0x02, 0xff, 0xff,
+ 0x03, 0x00, 0x00, 0x00, 0x1c, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00,
+ 0x98, 0x00, 0x00, 0x00, 0x58, 0x00, 0x00, 0x00, 0x02, 0x00, 0x0b, 0x00,
+ 0x01, 0x00, 0x2e, 0x00, 0x64, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x74, 0x00, 0x00, 0x00, 0x02, 0x00, 0x0a, 0x00, 0x01, 0x00, 0x2a, 0x00,
+ 0x64, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x81, 0x00, 0x00, 0x00,
+ 0x03, 0x00, 0x00, 0x00, 0x01, 0x00, 0x02, 0x00, 0x88, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x63, 0x6f, 0x6e, 0x74, 0x72, 0x61, 0x73, 0x74,
+ 0x41, 0x64, 0x64, 0x00, 0x01, 0x00, 0x03, 0x00, 0x01, 0x00, 0x03, 0x00,
+ 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x63, 0x6f, 0x6e, 0x74,
+ 0x72, 0x61, 0x73, 0x74, 0x4d, 0x75, 0x6c, 0x74, 0x00, 0x74, 0x65, 0x78,
+ 0x00, 0xab, 0xab, 0xab, 0x04, 0x00, 0x0c, 0x00, 0x01, 0x00, 0x01, 0x00,
+ 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x70, 0x73, 0x5f, 0x32,
+ 0x5f, 0x30, 0x00, 0x4d, 0x69, 0x63, 0x72, 0x6f, 0x73, 0x6f, 0x66, 0x74,
+ 0x20, 0x28, 0x52, 0x29, 0x20, 0x48, 0x4c, 0x53, 0x4c, 0x20, 0x53, 0x68,
+ 0x61, 0x64, 0x65, 0x72, 0x20, 0x43, 0x6f, 0x6d, 0x70, 0x69, 0x6c, 0x65,
+ 0x72, 0x20, 0x39, 0x2e, 0x32, 0x39, 0x2e, 0x39, 0x35, 0x32, 0x2e, 0x33,
+ 0x31, 0x31, 0x31, 0x00, 0x51, 0x00, 0x00, 0x05, 0x00, 0x00, 0x0f, 0xa0,
+ 0x00, 0x00, 0x80, 0x3f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x80,
+ 0x00, 0x00, 0x03, 0xb0, 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x90,
+ 0x00, 0x08, 0x0f, 0xa0, 0x42, 0x00, 0x00, 0x03, 0x00, 0x00, 0x0f, 0x80,
+ 0x00, 0x00, 0xe4, 0xb0, 0x00, 0x08, 0xe4, 0xa0, 0x01, 0x00, 0x00, 0x02,
+ 0x01, 0x00, 0x07, 0x80, 0x0a, 0x00, 0xe4, 0xa0, 0x04, 0x00, 0x00, 0x04,
+ 0x00, 0x00, 0x07, 0x80, 0x00, 0x00, 0xe4, 0x80, 0x01, 0x00, 0xe4, 0x80,
+ 0x0b, 0x00, 0xe4, 0xa0, 0x01, 0x00, 0x00, 0x02, 0x00, 0x00, 0x08, 0x80,
+ 0x00, 0x00, 0x00, 0xa0, 0x01, 0x00, 0x00, 0x02, 0x00, 0x08, 0x0f, 0x80,
+ 0x00, 0x00, 0xe4, 0x80, 0xff, 0xff, 0x00, 0x00
+};
diff --git a/src/extras/shaders/contrast_fs_gl3.inc b/src/extras/shaders/contrast_fs_gl3.inc
new file mode 100644
index 00000000..58aaf079
--- /dev/null
+++ b/src/extras/shaders/contrast_fs_gl3.inc
@@ -0,0 +1,20 @@
+const char *contrast_frag_src =
+"uniform sampler2D tex0;\n"
+"uniform vec3 u_contrastAdd;\n"
+"uniform vec3 u_contrastMult;\n"
+
+"in vec4 v_color;\n"
+"in vec2 v_tex0;\n"
+"in float v_fog;\n"
+
+"out vec4 color;\n"
+
+"void\n"
+"main(void)\n"
+"{\n"
+" vec4 dst = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));\n"
+" color.rgb = dst.rgb*u_contrastMult + u_contrastAdd;\n"
+" color.a = 1.0f;\n"
+"}\n"
+
+;
diff --git a/src/extras/shaders/default_UV2.vert b/src/extras/shaders/default_UV2.vert
new file mode 100644
index 00000000..3dbad20f
--- /dev/null
+++ b/src/extras/shaders/default_UV2.vert
@@ -0,0 +1,29 @@
+layout(location = 0) in vec3 in_pos;
+layout(location = 1) in vec3 in_normal;
+layout(location = 2) in vec4 in_color;
+layout(location = 3) in vec2 in_tex0;
+layout(location = 4) in vec2 in_tex1;
+
+out vec4 v_color;
+out vec2 v_tex0;
+out vec2 v_tex1;
+out float v_fog;
+
+void
+main(void)
+{
+ vec4 Vertex = u_world * vec4(in_pos, 1.0);
+ gl_Position = u_proj * u_view * Vertex;
+ vec3 Normal = mat3(u_world) * in_normal;
+
+ v_tex0 = in_tex0;
+ v_tex1 = in_tex1;
+
+ v_color = in_color;
+ v_color.rgb += u_ambLight.rgb*surfAmbient;
+ v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse;
+ v_color = clamp(v_color, 0.0, 1.0);
+ v_color *= u_matColor;
+
+ v_fog = DoFog(gl_Position.w);
+}
diff --git a/src/extras/shaders/default_UV2_VS.cso b/src/extras/shaders/default_UV2_VS.cso
new file mode 100644
index 00000000..5a48c663
--- /dev/null
+++ b/src/extras/shaders/default_UV2_VS.cso
Binary files differ
diff --git a/src/extras/shaders/default_UV2_VS.hlsl b/src/extras/shaders/default_UV2_VS.hlsl
new file mode 100644
index 00000000..e78a9907
--- /dev/null
+++ b/src/extras/shaders/default_UV2_VS.hlsl
@@ -0,0 +1,54 @@
+#include "standardConstants.h"
+
+struct VS_in
+{
+ float4 Position : POSITION;
+ float3 Normal : NORMAL;
+ float2 TexCoord : TEXCOORD0;
+ float2 TexCoord1 : TEXCOORD1;
+ float4 Prelight : COLOR0;
+};
+
+struct VS_out {
+ float4 Position : POSITION;
+ float3 TexCoord0 : TEXCOORD0; // also fog
+ float2 TexCoord1 : TEXCOORD1;
+ float4 Color : COLOR0;
+};
+
+
+VS_out main(in VS_in input)
+{
+ VS_out output;
+
+ output.Position = mul(combinedMat, input.Position);
+ float3 Vertex = mul(worldMat, input.Position).xyz;
+ float3 Normal = mul(normalMat, input.Normal);
+
+ output.TexCoord0.xy = input.TexCoord;
+ output.TexCoord1.xy = input.TexCoord1;
+
+ output.Color = input.Prelight;
+ output.Color.rgb += ambientLight.rgb * surfAmbient;
+
+ int i;
+#ifdef DIRECTIONALS
+ for(i = 0; i < numDirLights; i++)
+ output.Color.xyz += DoDirLight(lights[i+firstDirLight], Normal)*surfDiffuse;
+#endif
+#ifdef POINTLIGHTS
+ for(i = 0; i < numPointLights; i++)
+ output.Color.xyz += DoPointLight(lights[i+firstPointLight], Vertex.xyz, Normal)*surfDiffuse;
+#endif
+#ifdef SPOTLIGHTS
+ for(i = 0; i < numSpotLights; i++)
+ output.Color.xyz += DoSpotLight(lights[i+firstSpotLight], Vertex.xyz, Normal)*surfDiffuse;
+#endif
+ // PS2 clamps before material color
+ output.Color = clamp(output.Color, 0.0, 1.0);
+ output.Color *= matCol;
+
+ output.TexCoord0.z = clamp((output.Position.w - fogEnd)*fogRange, fogDisable, 1.0);
+
+ return output;
+}
diff --git a/src/extras/shaders/default_UV2_VS.inc b/src/extras/shaders/default_UV2_VS.inc
new file mode 100644
index 00000000..de832107
--- /dev/null
+++ b/src/extras/shaders/default_UV2_VS.inc
@@ -0,0 +1,55 @@
+static unsigned char default_UV2_VS_cso[] = {
+ 0x00, 0x02, 0xfe, 0xff, 0xfe, 0xff, 0x45, 0x00, 0x43, 0x54, 0x41, 0x42,
+ 0x1c, 0x00, 0x00, 0x00, 0xdc, 0x00, 0x00, 0x00, 0x00, 0x02, 0xfe, 0xff,
+ 0x05, 0x00, 0x00, 0x00, 0x1c, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00,
+ 0xd5, 0x00, 0x00, 0x00, 0x80, 0x00, 0x00, 0x00, 0x02, 0x00, 0x0f, 0x00,
+ 0x01, 0x00, 0x3e, 0x00, 0x90, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0xa0, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x04, 0x00, 0x02, 0x00,
+ 0xac, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xbc, 0x00, 0x00, 0x00,
+ 0x02, 0x00, 0x0e, 0x00, 0x01, 0x00, 0x3a, 0x00, 0x90, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0xc4, 0x00, 0x00, 0x00, 0x02, 0x00, 0x0c, 0x00,
+ 0x01, 0x00, 0x32, 0x00, 0x90, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0xcb, 0x00, 0x00, 0x00, 0x02, 0x00, 0x0d, 0x00, 0x01, 0x00, 0x36, 0x00,
+ 0x90, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x61, 0x6d, 0x62, 0x69,
+ 0x65, 0x6e, 0x74, 0x4c, 0x69, 0x67, 0x68, 0x74, 0x00, 0xab, 0xab, 0xab,
+ 0x01, 0x00, 0x03, 0x00, 0x01, 0x00, 0x04, 0x00, 0x01, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x63, 0x6f, 0x6d, 0x62, 0x69, 0x6e, 0x65, 0x64,
+ 0x4d, 0x61, 0x74, 0x00, 0x03, 0x00, 0x03, 0x00, 0x04, 0x00, 0x04, 0x00,
+ 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x66, 0x6f, 0x67, 0x44,
+ 0x61, 0x74, 0x61, 0x00, 0x6d, 0x61, 0x74, 0x43, 0x6f, 0x6c, 0x00, 0x73,
+ 0x75, 0x72, 0x66, 0x50, 0x72, 0x6f, 0x70, 0x73, 0x00, 0x76, 0x73, 0x5f,
+ 0x32, 0x5f, 0x30, 0x00, 0x4d, 0x69, 0x63, 0x72, 0x6f, 0x73, 0x6f, 0x66,
+ 0x74, 0x20, 0x28, 0x52, 0x29, 0x20, 0x48, 0x4c, 0x53, 0x4c, 0x20, 0x53,
+ 0x68, 0x61, 0x64, 0x65, 0x72, 0x20, 0x43, 0x6f, 0x6d, 0x70, 0x69, 0x6c,
+ 0x65, 0x72, 0x20, 0x39, 0x2e, 0x32, 0x39, 0x2e, 0x39, 0x35, 0x32, 0x2e,
+ 0x33, 0x31, 0x31, 0x31, 0x00, 0xab, 0xab, 0xab, 0x51, 0x00, 0x00, 0x05,
+ 0x04, 0x00, 0x0f, 0xa0, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x80, 0x3f,
+ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x1f, 0x00, 0x00, 0x02,
+ 0x00, 0x00, 0x00, 0x80, 0x00, 0x00, 0x0f, 0x90, 0x1f, 0x00, 0x00, 0x02,
+ 0x05, 0x00, 0x00, 0x80, 0x01, 0x00, 0x0f, 0x90, 0x1f, 0x00, 0x00, 0x02,
+ 0x05, 0x00, 0x01, 0x80, 0x02, 0x00, 0x0f, 0x90, 0x1f, 0x00, 0x00, 0x02,
+ 0x0a, 0x00, 0x00, 0x80, 0x03, 0x00, 0x0f, 0x90, 0x01, 0x00, 0x00, 0x02,
+ 0x00, 0x00, 0x07, 0x80, 0x0f, 0x00, 0xe4, 0xa0, 0x04, 0x00, 0x00, 0x04,
+ 0x00, 0x00, 0x07, 0x80, 0x00, 0x00, 0xe4, 0x80, 0x0d, 0x00, 0x00, 0xa0,
+ 0x03, 0x00, 0xe4, 0x90, 0x01, 0x00, 0x00, 0x02, 0x00, 0x00, 0x08, 0x80,
+ 0x03, 0x00, 0xff, 0x90, 0x0b, 0x00, 0x00, 0x03, 0x00, 0x00, 0x0f, 0x80,
+ 0x00, 0x00, 0xe4, 0x80, 0x04, 0x00, 0x00, 0xa0, 0x0a, 0x00, 0x00, 0x03,
+ 0x00, 0x00, 0x0f, 0x80, 0x00, 0x00, 0xe4, 0x80, 0x04, 0x00, 0x55, 0xa0,
+ 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x0f, 0xd0, 0x00, 0x00, 0xe4, 0x80,
+ 0x0c, 0x00, 0xe4, 0xa0, 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x0f, 0x80,
+ 0x00, 0x00, 0x55, 0x90, 0x01, 0x00, 0xe4, 0xa0, 0x04, 0x00, 0x00, 0x04,
+ 0x00, 0x00, 0x0f, 0x80, 0x00, 0x00, 0xe4, 0xa0, 0x00, 0x00, 0x00, 0x90,
+ 0x00, 0x00, 0xe4, 0x80, 0x04, 0x00, 0x00, 0x04, 0x00, 0x00, 0x0f, 0x80,
+ 0x02, 0x00, 0xe4, 0xa0, 0x00, 0x00, 0xaa, 0x90, 0x00, 0x00, 0xe4, 0x80,
+ 0x04, 0x00, 0x00, 0x04, 0x00, 0x00, 0x0f, 0x80, 0x03, 0x00, 0xe4, 0xa0,
+ 0x00, 0x00, 0xff, 0x90, 0x00, 0x00, 0xe4, 0x80, 0x02, 0x00, 0x00, 0x03,
+ 0x01, 0x00, 0x01, 0x80, 0x00, 0x00, 0xff, 0x80, 0x0e, 0x00, 0x55, 0xa1,
+ 0x01, 0x00, 0x00, 0x02, 0x00, 0x00, 0x0f, 0xc0, 0x00, 0x00, 0xe4, 0x80,
+ 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x01, 0x80, 0x01, 0x00, 0x00, 0x80,
+ 0x0e, 0x00, 0xaa, 0xa0, 0x0b, 0x00, 0x00, 0x03, 0x00, 0x00, 0x01, 0x80,
+ 0x00, 0x00, 0x00, 0x80, 0x0e, 0x00, 0xff, 0xa0, 0x0a, 0x00, 0x00, 0x03,
+ 0x00, 0x00, 0x04, 0xe0, 0x00, 0x00, 0x00, 0x80, 0x04, 0x00, 0x55, 0xa0,
+ 0x01, 0x00, 0x00, 0x02, 0x00, 0x00, 0x03, 0xe0, 0x01, 0x00, 0xe4, 0x90,
+ 0x01, 0x00, 0x00, 0x02, 0x01, 0x00, 0x03, 0xe0, 0x02, 0x00, 0xe4, 0x90,
+ 0xff, 0xff, 0x00, 0x00
+};
diff --git a/src/extras/shaders/default_UV2_gl3.inc b/src/extras/shaders/default_UV2_gl3.inc
new file mode 100644
index 00000000..14106b29
--- /dev/null
+++ b/src/extras/shaders/default_UV2_gl3.inc
@@ -0,0 +1,31 @@
+const char *default_UV2_vert_src =
+"layout(location = 0) in vec3 in_pos;\n"
+"layout(location = 1) in vec3 in_normal;\n"
+"layout(location = 2) in vec4 in_color;\n"
+"layout(location = 3) in vec2 in_tex0;\n"
+"layout(location = 4) in vec2 in_tex1;\n"
+
+"out vec4 v_color;\n"
+"out vec2 v_tex0;\n"
+"out vec2 v_tex1;\n"
+"out float v_fog;\n"
+
+"void\n"
+"main(void)\n"
+"{\n"
+" vec4 Vertex = u_world * vec4(in_pos, 1.0);\n"
+" gl_Position = u_proj * u_view * Vertex;\n"
+" vec3 Normal = mat3(u_world) * in_normal;\n"
+
+" v_tex0 = in_tex0;\n"
+" v_tex1 = in_tex1;\n"
+
+" v_color = in_color;\n"
+" v_color.rgb += u_ambLight.rgb*surfAmbient;\n"
+" v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse;\n"
+" v_color = clamp(v_color, 0.0, 1.0);\n"
+" v_color *= u_matColor;\n"
+
+" v_fog = DoFog(gl_Position.w);\n"
+"}\n"
+;
diff --git a/src/extras/shaders/im2d.vert b/src/extras/shaders/im2d.vert
new file mode 100644
index 00000000..241593b1
--- /dev/null
+++ b/src/extras/shaders/im2d.vert
@@ -0,0 +1,21 @@
+uniform vec4 u_xform;
+
+layout(location = 0) in vec4 in_pos;
+layout(location = 2) in vec4 in_color;
+layout(location = 3) in vec2 in_tex0;
+
+out vec4 v_color;
+out vec2 v_tex0;
+out float v_fog;
+
+void
+main(void)
+{
+ gl_Position = in_pos;
+ gl_Position.w = 1.0;
+ gl_Position.xy = gl_Position.xy * u_xform.xy + u_xform.zw;
+ v_fog = DoFog(gl_Position.z);
+ gl_Position.xyz *= gl_Position.w;
+ v_color = in_color;
+ v_tex0 = in_tex0;
+}
diff --git a/src/extras/shaders/im2d_gl3.inc b/src/extras/shaders/im2d_gl3.inc
new file mode 100644
index 00000000..68341b39
--- /dev/null
+++ b/src/extras/shaders/im2d_gl3.inc
@@ -0,0 +1,23 @@
+const char *im2d_vert_src =
+"uniform vec4 u_xform;\n"
+
+"layout(location = 0) in vec4 in_pos;\n"
+"layout(location = 2) in vec4 in_color;\n"
+"layout(location = 3) in vec2 in_tex0;\n"
+
+"out vec4 v_color;\n"
+"out vec2 v_tex0;\n"
+"out float v_fog;\n"
+
+"void\n"
+"main(void)\n"
+"{\n"
+" gl_Position = in_pos;\n"
+" gl_Position.w = 1.0;\n"
+" gl_Position.xy = gl_Position.xy * u_xform.xy + u_xform.zw;\n"
+" v_fog = DoFog(gl_Position.z);\n"
+" gl_Position.xyz *= gl_Position.w;\n"
+" v_color = in_color;\n"
+" v_tex0 = in_tex0;\n"
+"}\n"
+;
diff --git a/src/extras/shaders/lighting.h b/src/extras/shaders/lighting.h
new file mode 100644
index 00000000..4b081962
--- /dev/null
+++ b/src/extras/shaders/lighting.h
@@ -0,0 +1,44 @@
+struct Light
+{
+ float4 color; // and radius
+ float4 position; // and -cos(angle)
+ float4 direction; // and falloff clamp
+};
+
+float3 DoDirLight(Light L, float3 N)
+{
+ float l = max(0.0, dot(N, -L.direction.xyz));
+ return l*L.color.xyz;
+}
+
+float3 DoDirLightSpec(Light L, float3 N, float3 V, float power)
+{
+ return pow(saturate(dot(N, normalize(V + -L.direction.xyz))), power)*L.color.xyz;
+}
+
+float3 DoPointLight(Light L, float3 V, float3 N)
+{
+ // As on PS2
+ float3 dir = V - L.position.xyz;
+ float dist = length(dir);
+ float atten = max(0.0, (1.0 - dist/L.color.w));
+ float l = max(0.0, dot(N, -normalize(dir)));
+ return l*L.color.xyz*atten;
+}
+
+float3 DoSpotLight(Light L, float3 V, float3 N)
+{
+ // As on PS2
+ float3 dir = V - L.position.xyz;
+ float dist = length(dir);
+ float atten = max(0.0, (1.0 - dist/L.color.w));
+ dir /= dist;
+ float l = max(0.0, dot(N, -dir));
+ float pcos = dot(dir, L.direction.xyz); // cos to point
+ float ccos = -L.position.w; // cos of cone
+ float falloff = (pcos-ccos)/(1.0-ccos);
+ if(falloff < 0) // outside of cone
+ l = 0;
+ l *= max(falloff, L.direction.w); // falloff clamp
+ return l*L.color.xyz*atten;
+}
diff --git a/src/extras/shaders/make.cmd b/src/extras/shaders/make.cmd
new file mode 100644
index 00000000..8404ac6c
--- /dev/null
+++ b/src/extras/shaders/make.cmd
@@ -0,0 +1,3 @@
+@echo off
+for %%f in (*PS.hlsl) do "%DXSDK_DIR%\Utilities\bin\x86\fxc.exe" /T ps_2_0 /nologo /E main /Fo %%~nf.cso %%f
+for %%f in (*VS.hlsl) do "%DXSDK_DIR%\Utilities\bin\x86\fxc.exe" /T vs_2_0 /nologo /E main /Fo %%~nf.cso %%f
diff --git a/src/extras/shaders/makeinc.sh b/src/extras/shaders/makeinc.sh
new file mode 100644
index 00000000..a649af33
--- /dev/null
+++ b/src/extras/shaders/makeinc.sh
@@ -0,0 +1,5 @@
+#!sh
+for i in *cso; do
+ (echo -n 'static '
+ xxd -i $i | grep -v '_len = ') > ${i%cso}inc
+done
diff --git a/src/extras/shaders/neoGloss.frag b/src/extras/shaders/neoGloss.frag
new file mode 100644
index 00000000..14ef0e15
--- /dev/null
+++ b/src/extras/shaders/neoGloss.frag
@@ -0,0 +1,26 @@
+uniform sampler2D tex0;
+
+uniform vec4 u_reflProps;
+
+#define glossMult (u_reflProps.x)
+
+in vec3 v_normal;
+in vec3 v_light;
+in vec2 v_tex0;
+in float v_fog;
+
+out vec4 color;
+
+void
+main(void)
+{
+ color = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));
+ vec3 n = 2.0*v_normal-1.0; // unpack
+ vec3 v = 2.0*v_light-1.0; //
+
+ float s = dot(n, v);
+ color = s*s*s*s*s*s*s*s*color*v_fog*glossMult;
+
+ DoAlphaTest(color.a);
+}
+
diff --git a/src/extras/shaders/neoGloss.vert b/src/extras/shaders/neoGloss.vert
new file mode 100644
index 00000000..78dd1b33
--- /dev/null
+++ b/src/extras/shaders/neoGloss.vert
@@ -0,0 +1,29 @@
+uniform vec3 u_eye;
+
+
+layout(location = 0) in vec3 in_pos;
+layout(location = 1) in vec3 in_normal;
+layout(location = 2) in vec4 in_color;
+layout(location = 3) in vec2 in_tex0;
+
+out vec3 v_normal;
+out vec3 v_light;
+out vec2 v_tex0;
+out float v_fog;
+
+void
+main(void)
+{
+ vec4 Vertex = u_world * vec4(in_pos, 1.0);
+ gl_Position = u_proj * u_view * Vertex;
+ vec3 Normal = mat3(u_world) * in_normal;
+
+ v_tex0 = in_tex0;
+
+ vec3 viewVec = normalize(u_eye - Vertex.xyz);
+ vec3 Light = normalize(viewVec - u_lightDirection[0].xyz);
+ v_normal = 0.5*(1.0 + vec3(0.0, 0.0, 1.0)); // compress
+ v_light = 0.5*(1.0 + Light); //
+
+ v_fog = DoFog(gl_Position.w);
+}
diff --git a/src/extras/shaders/neoGloss_PS.cso b/src/extras/shaders/neoGloss_PS.cso
new file mode 100644
index 00000000..aa88e450
--- /dev/null
+++ b/src/extras/shaders/neoGloss_PS.cso
Binary files differ
diff --git a/src/extras/shaders/neoGloss_PS.hlsl b/src/extras/shaders/neoGloss_PS.hlsl
new file mode 100644
index 00000000..b3c97639
--- /dev/null
+++ b/src/extras/shaders/neoGloss_PS.hlsl
@@ -0,0 +1,20 @@
+sampler2D tex0 : register(s0);
+float glossMult : register(c1);
+
+struct VS_out
+{
+ float4 Position : POSITION;
+ float3 TexCoord0 : TEXCOORD0;
+ float3 Normal : COLOR0;
+ float3 Light : COLOR1;
+};
+
+float4 main(VS_out input) : COLOR
+{
+ float4 color = tex2D(tex0, input.TexCoord0.xy);
+ float3 n = 2.0*input.Normal-1.0; // unpack
+ float3 v = 2.0*input.Light-1.0; //
+
+ float s = dot(n, v);
+ return s*s*s*s*s*s*s*s*color*input.TexCoord0.z*glossMult;
+}
diff --git a/src/extras/shaders/neoGloss_PS.inc b/src/extras/shaders/neoGloss_PS.inc
new file mode 100644
index 00000000..97e5641d
--- /dev/null
+++ b/src/extras/shaders/neoGloss_PS.inc
@@ -0,0 +1,39 @@
+static unsigned char neoGloss_PS_cso[] = {
+ 0x00, 0x02, 0xff, 0xff, 0xfe, 0xff, 0x2d, 0x00, 0x43, 0x54, 0x41, 0x42,
+ 0x1c, 0x00, 0x00, 0x00, 0x7f, 0x00, 0x00, 0x00, 0x00, 0x02, 0xff, 0xff,
+ 0x02, 0x00, 0x00, 0x00, 0x1c, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00,
+ 0x78, 0x00, 0x00, 0x00, 0x44, 0x00, 0x00, 0x00, 0x02, 0x00, 0x01, 0x00,
+ 0x01, 0x00, 0x06, 0x00, 0x50, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x60, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x01, 0x00, 0x02, 0x00,
+ 0x68, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x67, 0x6c, 0x6f, 0x73,
+ 0x73, 0x4d, 0x75, 0x6c, 0x74, 0x00, 0xab, 0xab, 0x00, 0x00, 0x03, 0x00,
+ 0x01, 0x00, 0x01, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x74, 0x65, 0x78, 0x30, 0x00, 0xab, 0xab, 0xab, 0x04, 0x00, 0x0c, 0x00,
+ 0x01, 0x00, 0x01, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x70, 0x73, 0x5f, 0x32, 0x5f, 0x30, 0x00, 0x4d, 0x69, 0x63, 0x72, 0x6f,
+ 0x73, 0x6f, 0x66, 0x74, 0x20, 0x28, 0x52, 0x29, 0x20, 0x48, 0x4c, 0x53,
+ 0x4c, 0x20, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72, 0x20, 0x43, 0x6f, 0x6d,
+ 0x70, 0x69, 0x6c, 0x65, 0x72, 0x20, 0x39, 0x2e, 0x32, 0x39, 0x2e, 0x39,
+ 0x35, 0x32, 0x2e, 0x33, 0x31, 0x31, 0x31, 0x00, 0x51, 0x00, 0x00, 0x05,
+ 0x00, 0x00, 0x0f, 0xa0, 0x00, 0x00, 0x00, 0x40, 0x00, 0x00, 0x80, 0xbf,
+ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x1f, 0x00, 0x00, 0x02,
+ 0x00, 0x00, 0x00, 0x80, 0x00, 0x00, 0x07, 0xb0, 0x1f, 0x00, 0x00, 0x02,
+ 0x00, 0x00, 0x00, 0x80, 0x00, 0x00, 0x07, 0x90, 0x1f, 0x00, 0x00, 0x02,
+ 0x00, 0x00, 0x00, 0x80, 0x01, 0x00, 0x07, 0x90, 0x1f, 0x00, 0x00, 0x02,
+ 0x00, 0x00, 0x00, 0x90, 0x00, 0x08, 0x0f, 0xa0, 0x42, 0x00, 0x00, 0x03,
+ 0x00, 0x00, 0x0f, 0x80, 0x00, 0x00, 0xe4, 0xb0, 0x00, 0x08, 0xe4, 0xa0,
+ 0x04, 0x00, 0x00, 0x04, 0x01, 0x00, 0x07, 0x80, 0x00, 0x00, 0xe4, 0x90,
+ 0x00, 0x00, 0x00, 0xa0, 0x00, 0x00, 0x55, 0xa0, 0x04, 0x00, 0x00, 0x04,
+ 0x02, 0x00, 0x07, 0x80, 0x01, 0x00, 0xe4, 0x90, 0x00, 0x00, 0x00, 0xa0,
+ 0x00, 0x00, 0x55, 0xa0, 0x08, 0x00, 0x00, 0x03, 0x01, 0x00, 0x01, 0x80,
+ 0x01, 0x00, 0xe4, 0x80, 0x02, 0x00, 0xe4, 0x80, 0x05, 0x00, 0x00, 0x03,
+ 0x01, 0x00, 0x01, 0x80, 0x01, 0x00, 0x00, 0x80, 0x01, 0x00, 0x00, 0x80,
+ 0x05, 0x00, 0x00, 0x03, 0x01, 0x00, 0x01, 0x80, 0x01, 0x00, 0x00, 0x80,
+ 0x01, 0x00, 0x00, 0x80, 0x05, 0x00, 0x00, 0x03, 0x01, 0x00, 0x01, 0x80,
+ 0x01, 0x00, 0x00, 0x80, 0x01, 0x00, 0x00, 0x80, 0x05, 0x00, 0x00, 0x03,
+ 0x00, 0x00, 0x0f, 0x80, 0x00, 0x00, 0xe4, 0x80, 0x01, 0x00, 0x00, 0x80,
+ 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x0f, 0x80, 0x00, 0x00, 0xe4, 0x80,
+ 0x00, 0x00, 0xaa, 0xb0, 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x0f, 0x80,
+ 0x00, 0x00, 0xe4, 0x80, 0x01, 0x00, 0x00, 0xa0, 0x01, 0x00, 0x00, 0x02,
+ 0x00, 0x08, 0x0f, 0x80, 0x00, 0x00, 0xe4, 0x80, 0xff, 0xff, 0x00, 0x00
+};
diff --git a/src/extras/shaders/neoGloss_VS.cso b/src/extras/shaders/neoGloss_VS.cso
new file mode 100644
index 00000000..9635b8b7
--- /dev/null
+++ b/src/extras/shaders/neoGloss_VS.cso
Binary files differ
diff --git a/src/extras/shaders/neoGloss_VS.hlsl b/src/extras/shaders/neoGloss_VS.hlsl
new file mode 100644
index 00000000..d166171c
--- /dev/null
+++ b/src/extras/shaders/neoGloss_VS.hlsl
@@ -0,0 +1,35 @@
+#include "standardConstants.h"
+
+struct VS_in
+{
+ float4 Position : POSITION;
+ float2 TexCoord : TEXCOORD0;
+};
+
+struct VS_out
+{
+ float4 Position : POSITION;
+ float3 TexCoord0 : TEXCOORD0;
+ float3 Normal : COLOR0;
+ float3 Light : COLOR1;
+};
+
+float3 eye : register(c41);
+
+VS_out main(in VS_in input)
+{
+ VS_out output;
+
+ output.Position = mul(combinedMat, input.Position);
+ float3 Vertex = mul(worldMat, input.Position).xyz;
+ output.TexCoord0.xy = input.TexCoord;
+
+ float3 viewVec = normalize(eye - Vertex);
+ float3 Light = normalize(viewVec - lights[0].direction.xyz);
+ output.Normal = 0.5*(1.0 + float3(0.0, 0.0, 1.0)); // compress
+ output.Light = 0.5*(1.0 + Light); //
+
+ output.TexCoord0.z = clamp((output.Position.w - fogEnd)*fogRange, fogDisable, 1.0);
+
+ return output;
+}
diff --git a/src/extras/shaders/neoGloss_VS.inc b/src/extras/shaders/neoGloss_VS.inc
new file mode 100644
index 00000000..1ec03761
--- /dev/null
+++ b/src/extras/shaders/neoGloss_VS.inc
@@ -0,0 +1,66 @@
+static unsigned char neoGloss_VS_cso[] = {
+ 0x00, 0x02, 0xfe, 0xff, 0xfe, 0xff, 0x5b, 0x00, 0x43, 0x54, 0x41, 0x42,
+ 0x1c, 0x00, 0x00, 0x00, 0x34, 0x01, 0x00, 0x00, 0x00, 0x02, 0xfe, 0xff,
+ 0x05, 0x00, 0x00, 0x00, 0x1c, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00,
+ 0x2d, 0x01, 0x00, 0x00, 0x80, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00,
+ 0x04, 0x00, 0x02, 0x00, 0x8c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x9c, 0x00, 0x00, 0x00, 0x02, 0x00, 0x29, 0x00, 0x01, 0x00, 0xa6, 0x00,
+ 0xa0, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xb0, 0x00, 0x00, 0x00,
+ 0x02, 0x00, 0x0e, 0x00, 0x01, 0x00, 0x3a, 0x00, 0xb8, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0xc8, 0x00, 0x00, 0x00, 0x02, 0x00, 0x11, 0x00,
+ 0x03, 0x00, 0x4e, 0x00, 0x14, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x24, 0x01, 0x00, 0x00, 0x02, 0x00, 0x04, 0x00, 0x04, 0x00, 0x12, 0x00,
+ 0x8c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x63, 0x6f, 0x6d, 0x62,
+ 0x69, 0x6e, 0x65, 0x64, 0x4d, 0x61, 0x74, 0x00, 0x03, 0x00, 0x03, 0x00,
+ 0x04, 0x00, 0x04, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x65, 0x79, 0x65, 0x00, 0x01, 0x00, 0x03, 0x00, 0x01, 0x00, 0x03, 0x00,
+ 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x66, 0x6f, 0x67, 0x44,
+ 0x61, 0x74, 0x61, 0x00, 0x01, 0x00, 0x03, 0x00, 0x01, 0x00, 0x04, 0x00,
+ 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x6c, 0x69, 0x67, 0x68,
+ 0x74, 0x73, 0x00, 0x63, 0x6f, 0x6c, 0x6f, 0x72, 0x00, 0xab, 0xab, 0xab,
+ 0x01, 0x00, 0x03, 0x00, 0x01, 0x00, 0x04, 0x00, 0x01, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x70, 0x6f, 0x73, 0x69, 0x74, 0x69, 0x6f, 0x6e,
+ 0x00, 0x64, 0x69, 0x72, 0x65, 0x63, 0x74, 0x69, 0x6f, 0x6e, 0x00, 0xab,
+ 0xcf, 0x00, 0x00, 0x00, 0xd8, 0x00, 0x00, 0x00, 0xe8, 0x00, 0x00, 0x00,
+ 0xd8, 0x00, 0x00, 0x00, 0xf1, 0x00, 0x00, 0x00, 0xd8, 0x00, 0x00, 0x00,
+ 0x05, 0x00, 0x00, 0x00, 0x01, 0x00, 0x0c, 0x00, 0x08, 0x00, 0x03, 0x00,
+ 0xfc, 0x00, 0x00, 0x00, 0x77, 0x6f, 0x72, 0x6c, 0x64, 0x4d, 0x61, 0x74,
+ 0x00, 0x76, 0x73, 0x5f, 0x32, 0x5f, 0x30, 0x00, 0x4d, 0x69, 0x63, 0x72,
+ 0x6f, 0x73, 0x6f, 0x66, 0x74, 0x20, 0x28, 0x52, 0x29, 0x20, 0x48, 0x4c,
+ 0x53, 0x4c, 0x20, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72, 0x20, 0x43, 0x6f,
+ 0x6d, 0x70, 0x69, 0x6c, 0x65, 0x72, 0x20, 0x39, 0x2e, 0x32, 0x39, 0x2e,
+ 0x39, 0x35, 0x32, 0x2e, 0x33, 0x31, 0x31, 0x31, 0x00, 0xab, 0xab, 0xab,
+ 0x51, 0x00, 0x00, 0x05, 0x08, 0x00, 0x0f, 0xa0, 0x00, 0x00, 0x80, 0x3f,
+ 0x00, 0x00, 0x00, 0x3f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x80, 0x00, 0x00, 0x0f, 0x90,
+ 0x1f, 0x00, 0x00, 0x02, 0x05, 0x00, 0x00, 0x80, 0x01, 0x00, 0x0f, 0x90,
+ 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x07, 0x80, 0x00, 0x00, 0x55, 0x90,
+ 0x05, 0x00, 0xe4, 0xa0, 0x04, 0x00, 0x00, 0x04, 0x00, 0x00, 0x07, 0x80,
+ 0x04, 0x00, 0xe4, 0xa0, 0x00, 0x00, 0x00, 0x90, 0x00, 0x00, 0xe4, 0x80,
+ 0x04, 0x00, 0x00, 0x04, 0x00, 0x00, 0x07, 0x80, 0x06, 0x00, 0xe4, 0xa0,
+ 0x00, 0x00, 0xaa, 0x90, 0x00, 0x00, 0xe4, 0x80, 0x04, 0x00, 0x00, 0x04,
+ 0x00, 0x00, 0x07, 0x80, 0x07, 0x00, 0xe4, 0xa0, 0x00, 0x00, 0xff, 0x90,
+ 0x00, 0x00, 0xe4, 0x80, 0x02, 0x00, 0x00, 0x03, 0x00, 0x00, 0x07, 0x80,
+ 0x00, 0x00, 0xe4, 0x81, 0x29, 0x00, 0xe4, 0xa0, 0x24, 0x00, 0x00, 0x02,
+ 0x01, 0x00, 0x07, 0x80, 0x00, 0x00, 0xe4, 0x80, 0x02, 0x00, 0x00, 0x03,
+ 0x00, 0x00, 0x07, 0x80, 0x01, 0x00, 0xe4, 0x80, 0x13, 0x00, 0xe4, 0xa1,
+ 0x24, 0x00, 0x00, 0x02, 0x01, 0x00, 0x07, 0x80, 0x00, 0x00, 0xe4, 0x80,
+ 0x02, 0x00, 0x00, 0x03, 0x00, 0x00, 0x07, 0x80, 0x01, 0x00, 0xe4, 0x80,
+ 0x08, 0x00, 0x00, 0xa0, 0x05, 0x00, 0x00, 0x03, 0x01, 0x00, 0x07, 0xd0,
+ 0x00, 0x00, 0xe4, 0x80, 0x08, 0x00, 0x55, 0xa0, 0x05, 0x00, 0x00, 0x03,
+ 0x00, 0x00, 0x0f, 0x80, 0x00, 0x00, 0x55, 0x90, 0x01, 0x00, 0xe4, 0xa0,
+ 0x04, 0x00, 0x00, 0x04, 0x00, 0x00, 0x0f, 0x80, 0x00, 0x00, 0xe4, 0xa0,
+ 0x00, 0x00, 0x00, 0x90, 0x00, 0x00, 0xe4, 0x80, 0x04, 0x00, 0x00, 0x04,
+ 0x00, 0x00, 0x0f, 0x80, 0x02, 0x00, 0xe4, 0xa0, 0x00, 0x00, 0xaa, 0x90,
+ 0x00, 0x00, 0xe4, 0x80, 0x04, 0x00, 0x00, 0x04, 0x00, 0x00, 0x0f, 0x80,
+ 0x03, 0x00, 0xe4, 0xa0, 0x00, 0x00, 0xff, 0x90, 0x00, 0x00, 0xe4, 0x80,
+ 0x02, 0x00, 0x00, 0x03, 0x01, 0x00, 0x01, 0x80, 0x00, 0x00, 0xff, 0x80,
+ 0x0e, 0x00, 0x55, 0xa1, 0x01, 0x00, 0x00, 0x02, 0x00, 0x00, 0x0f, 0xc0,
+ 0x00, 0x00, 0xe4, 0x80, 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x01, 0x80,
+ 0x01, 0x00, 0x00, 0x80, 0x0e, 0x00, 0xaa, 0xa0, 0x0b, 0x00, 0x00, 0x03,
+ 0x00, 0x00, 0x01, 0x80, 0x00, 0x00, 0x00, 0x80, 0x0e, 0x00, 0xff, 0xa0,
+ 0x0a, 0x00, 0x00, 0x03, 0x00, 0x00, 0x04, 0xe0, 0x00, 0x00, 0x00, 0x80,
+ 0x08, 0x00, 0x00, 0xa0, 0x01, 0x00, 0x00, 0x02, 0x00, 0x00, 0x03, 0xe0,
+ 0x01, 0x00, 0xe4, 0x90, 0x01, 0x00, 0x00, 0x02, 0x00, 0x00, 0x07, 0xd0,
+ 0x08, 0x00, 0xc5, 0xa0, 0xff, 0xff, 0x00, 0x00
+};
diff --git a/src/extras/shaders/neoGloss_fs_gl3.inc b/src/extras/shaders/neoGloss_fs_gl3.inc
new file mode 100644
index 00000000..736b0c5d
--- /dev/null
+++ b/src/extras/shaders/neoGloss_fs_gl3.inc
@@ -0,0 +1,28 @@
+const char *neoGloss_frag_src =
+"uniform sampler2D tex0;\n"
+
+"uniform vec4 u_reflProps;\n"
+
+"#define glossMult (u_reflProps.x)\n"
+
+"in vec3 v_normal;\n"
+"in vec3 v_light;\n"
+"in vec2 v_tex0;\n"
+"in float v_fog;\n"
+
+"out vec4 color;\n"
+
+"void\n"
+"main(void)\n"
+"{\n"
+" color = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));\n"
+" vec3 n = 2.0*v_normal-1.0; // unpack\n"
+" vec3 v = 2.0*v_light-1.0; //\n"
+
+" float s = dot(n, v);\n"
+" color = s*s*s*s*s*s*s*s*color*v_fog*glossMult;\n"
+
+" DoAlphaTest(color.a);\n"
+"}\n"
+
+;
diff --git a/src/extras/shaders/neoGloss_vs_gl3.inc b/src/extras/shaders/neoGloss_vs_gl3.inc
new file mode 100644
index 00000000..4adc9cb2
--- /dev/null
+++ b/src/extras/shaders/neoGloss_vs_gl3.inc
@@ -0,0 +1,31 @@
+const char *neoGloss_vert_src =
+"uniform vec3 u_eye;\n"
+
+
+"layout(location = 0) in vec3 in_pos;\n"
+"layout(location = 1) in vec3 in_normal;\n"
+"layout(location = 2) in vec4 in_color;\n"
+"layout(location = 3) in vec2 in_tex0;\n"
+
+"out vec3 v_normal;\n"
+"out vec3 v_light;\n"
+"out vec2 v_tex0;\n"
+"out float v_fog;\n"
+
+"void\n"
+"main(void)\n"
+"{\n"
+" vec4 Vertex = u_world * vec4(in_pos, 1.0);\n"
+" gl_Position = u_proj * u_view * Vertex;\n"
+" vec3 Normal = mat3(u_world) * in_normal;\n"
+
+" v_tex0 = in_tex0;\n"
+
+" vec3 viewVec = normalize(u_eye - Vertex.xyz);\n"
+" vec3 Light = normalize(viewVec - u_lightDirection[0].xyz);\n"
+" v_normal = 0.5*(1.0 + vec3(0.0, 0.0, 1.0)); // compress\n"
+" v_light = 0.5*(1.0 + Light); //\n"
+
+" v_fog = DoFog(gl_Position.w);\n"
+"}\n"
+;
diff --git a/src/extras/shaders/neoRim.vert b/src/extras/shaders/neoRim.vert
new file mode 100644
index 00000000..4a2b545f
--- /dev/null
+++ b/src/extras/shaders/neoRim.vert
@@ -0,0 +1,37 @@
+uniform vec3 u_viewVec;
+uniform vec4 u_rampStart;
+uniform vec4 u_rampEnd;
+uniform vec3 u_rimData;
+
+layout(location = 0) in vec3 in_pos;
+layout(location = 1) in vec3 in_normal;
+layout(location = 2) in vec4 in_color;
+layout(location = 3) in vec2 in_tex0;
+
+out vec4 v_color;
+out vec2 v_tex0;
+out float v_fog;
+
+void
+main(void)
+{
+ vec4 Vertex = u_world * vec4(in_pos, 1.0);
+ gl_Position = u_proj * u_view * Vertex;
+ vec3 Normal = mat3(u_world) * in_normal;
+
+ v_tex0 = in_tex0;
+
+ v_color = in_color;
+ v_color.rgb += u_ambLight.rgb*surfAmbient;
+ v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse;
+
+ // rim light
+ float f = u_rimData.x - u_rimData.y*dot(Normal, u_viewVec);
+ vec4 rimlight = clamp(mix(u_rampEnd, u_rampStart, f)*u_rimData.z, 0.0, 1.0);
+ v_color.rgb += rimlight.rgb;
+
+ v_color = clamp(v_color, 0.0, 1.0);
+ v_color *= u_matColor;
+
+ v_fog = DoFog(gl_Position.w);
+}
diff --git a/src/extras/shaders/neoRimSkin.vert b/src/extras/shaders/neoRimSkin.vert
new file mode 100644
index 00000000..f16f2310
--- /dev/null
+++ b/src/extras/shaders/neoRimSkin.vert
@@ -0,0 +1,48 @@
+uniform mat4 u_boneMatrices[64];
+
+uniform vec3 u_viewVec;
+uniform vec4 u_rampStart;
+uniform vec4 u_rampEnd;
+uniform vec3 u_rimData;
+
+layout(location = 0) in vec3 in_pos;
+layout(location = 1) in vec3 in_normal;
+layout(location = 2) in vec4 in_color;
+layout(location = 3) in vec2 in_tex0;
+layout(location = 11) in vec4 in_weights;
+layout(location = 12) in vec4 in_indices;
+
+out vec4 v_color;
+out vec2 v_tex0;
+out float v_fog;
+
+void
+main(void)
+{
+ vec3 SkinVertex = vec3(0.0, 0.0, 0.0);
+ vec3 SkinNormal = vec3(0.0, 0.0, 0.0);
+ for(int i = 0; i < 4; i++){
+ SkinVertex += (u_boneMatrices[int(in_indices[i])] * vec4(in_pos, 1.0)).xyz * in_weights[i];
+ SkinNormal += (mat3(u_boneMatrices[int(in_indices[i])]) * in_normal) * in_weights[i];
+ }
+
+ vec4 Vertex = u_world * vec4(SkinVertex, 1.0);
+ gl_Position = u_proj * u_view * Vertex;
+ vec3 Normal = mat3(u_world) * SkinNormal;
+
+ v_tex0 = in_tex0;
+
+ v_color = in_color;
+ v_color.rgb += u_ambLight.rgb*surfAmbient;
+ v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse;
+
+ // rim light
+ float f = u_rimData.x - u_rimData.y*dot(Normal, u_viewVec);
+ vec4 rimlight = clamp(mix(u_rampEnd, u_rampStart, f)*u_rimData.z, 0.0, 1.0);
+ v_color.rgb += rimlight.rgb;
+
+ v_color = clamp(v_color, 0.0, 1.0);
+ v_color *= u_matColor;
+
+ v_fog = DoFog(gl_Position.z);
+}
diff --git a/src/extras/shaders/neoRimSkin_VS.cso b/src/extras/shaders/neoRimSkin_VS.cso
new file mode 100644
index 00000000..8410504e
--- /dev/null
+++ b/src/extras/shaders/neoRimSkin_VS.cso
Binary files differ
diff --git a/src/extras/shaders/neoRimSkin_VS.hlsl b/src/extras/shaders/neoRimSkin_VS.hlsl
new file mode 100644
index 00000000..87cc0931
--- /dev/null
+++ b/src/extras/shaders/neoRimSkin_VS.hlsl
@@ -0,0 +1,73 @@
+#include "standardConstants.h"
+
+float4x3 boneMatrices[64] : register(c41);
+
+struct VS_in
+{
+ float4 Position : POSITION;
+ float3 Normal : NORMAL;
+ float2 TexCoord : TEXCOORD0;
+ float4 Prelight : COLOR0;
+ float4 Weights : BLENDWEIGHT;
+ int4 Indices : BLENDINDICES;
+};
+
+struct VS_out {
+ float4 Position : POSITION;
+ float3 TexCoord0 : TEXCOORD0; // also fog
+ float4 Color : COLOR0;
+};
+
+float3 viewVec : register(c233);
+float4 rampStart : register(c234);
+float4 rampEnd : register(c235);
+float3 rimData : register(c236);
+
+VS_out main(in VS_in input)
+{
+ VS_out output;
+
+ int j;
+ float3 SkinVertex = float3(0.0, 0.0, 0.0);
+ float3 SkinNormal = float3(0.0, 0.0, 0.0);
+ for(j = 0; j < 4; j++){
+ SkinVertex += mul(input.Position, boneMatrices[input.Indices[j]]).xyz * input.Weights[j];
+ SkinNormal += mul(input.Normal, (float3x3)boneMatrices[input.Indices[j]]).xyz * input.Weights[j];
+ }
+
+ output.Position = mul(combinedMat, float4(SkinVertex, 1.0));
+ float3 Vertex = mul(worldMat, float4(SkinVertex, 1.0)).xyz;
+ float3 Normal = mul(normalMat, SkinNormal);
+
+ output.TexCoord0.xy = input.TexCoord;
+
+ output.Color = input.Prelight;
+ output.Color.rgb += ambientLight.rgb * surfAmbient;
+
+ int i;
+//#ifdef DIRECTIONALS
+ for(i = 0; i < numDirLights; i++)
+ output.Color.xyz += DoDirLight(lights[i+firstDirLight], Normal)*surfDiffuse;
+//#endif
+//#ifdef POINTLIGHTS
+// for(i = 0; i < numPointLights; i++)
+// output.Color.xyz += DoPointLight(lights[i+firstPointLight], Vertex.xyz, Normal)*surfDiffuse;
+//#endif
+//#ifdef SPOTLIGHTS
+// for(i = 0; i < numSpotLights; i++)
+// output.Color.xyz += DoSpotLight(lights[i+firstSpotLight], Vertex.xyz, Normal)*surfDiffuse;
+//#endif
+
+ // rim light
+ float f = rimData.x - rimData.y*dot(Normal, viewVec);
+ float4 rimlight = saturate(lerp(rampEnd, rampStart, f)*rimData.z);
+ output.Color.xyz += rimlight.xyz;
+
+ // PS2 clamps before material color
+ output.Color = clamp(output.Color, 0.0, 1.0);
+ output.Color *= matCol;
+
+ output.TexCoord0.z = clamp((output.Position.w - fogEnd)*fogRange, fogDisable, 1.0);
+
+ return output;
+}
diff --git a/src/extras/shaders/neoRimSkin_VS.inc b/src/extras/shaders/neoRimSkin_VS.inc
new file mode 100644
index 00000000..ac182956
--- /dev/null
+++ b/src/extras/shaders/neoRimSkin_VS.inc
@@ -0,0 +1,203 @@
+static unsigned char neoRimSkin_VS_cso[] = {
+ 0x00, 0x02, 0xfe, 0xff, 0xfe, 0xff, 0xb4, 0x00, 0x43, 0x54, 0x41, 0x42,
+ 0x1c, 0x00, 0x00, 0x00, 0x99, 0x02, 0x00, 0x00, 0x00, 0x02, 0xfe, 0xff,
+ 0x0e, 0x00, 0x00, 0x00, 0x1c, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00,
+ 0x92, 0x02, 0x00, 0x00, 0x34, 0x01, 0x00, 0x00, 0x02, 0x00, 0x0f, 0x00,
+ 0x01, 0x00, 0x3e, 0x00, 0x44, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x54, 0x01, 0x00, 0x00, 0x02, 0x00, 0x29, 0x00, 0xc0, 0x00, 0xa6, 0x00,
+ 0x64, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x74, 0x01, 0x00, 0x00,
+ 0x02, 0x00, 0x00, 0x00, 0x04, 0x00, 0x02, 0x00, 0x80, 0x01, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x90, 0x01, 0x00, 0x00, 0x02, 0x00, 0x10, 0x00,
+ 0x01, 0x00, 0x42, 0x00, 0x9c, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0xac, 0x01, 0x00, 0x00, 0x02, 0x00, 0x0e, 0x00, 0x01, 0x00, 0x3a, 0x00,
+ 0x44, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xb4, 0x01, 0x00, 0x00,
+ 0x02, 0x00, 0x11, 0x00, 0x18, 0x00, 0x46, 0x00, 0x00, 0x02, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x10, 0x02, 0x00, 0x00, 0x02, 0x00, 0x0c, 0x00,
+ 0x01, 0x00, 0x32, 0x00, 0x44, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x17, 0x02, 0x00, 0x00, 0x02, 0x00, 0x08, 0x00, 0x03, 0x00, 0x22, 0x00,
+ 0x24, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x34, 0x02, 0x00, 0x00,
+ 0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x02, 0x00, 0x44, 0x02, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x54, 0x02, 0x00, 0x00, 0x02, 0x00, 0xeb, 0x00,
+ 0x01, 0x00, 0xae, 0x03, 0x44, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x5c, 0x02, 0x00, 0x00, 0x02, 0x00, 0xea, 0x00, 0x01, 0x00, 0xaa, 0x03,
+ 0x44, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x66, 0x02, 0x00, 0x00,
+ 0x02, 0x00, 0xec, 0x00, 0x01, 0x00, 0xb2, 0x03, 0x70, 0x02, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x80, 0x02, 0x00, 0x00, 0x02, 0x00, 0x0d, 0x00,
+ 0x01, 0x00, 0x36, 0x00, 0x44, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x8a, 0x02, 0x00, 0x00, 0x02, 0x00, 0xe9, 0x00, 0x01, 0x00, 0xa6, 0x03,
+ 0x70, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x61, 0x6d, 0x62, 0x69,
+ 0x65, 0x6e, 0x74, 0x4c, 0x69, 0x67, 0x68, 0x74, 0x00, 0xab, 0xab, 0xab,
+ 0x01, 0x00, 0x03, 0x00, 0x01, 0x00, 0x04, 0x00, 0x01, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x62, 0x6f, 0x6e, 0x65, 0x4d, 0x61, 0x74, 0x72,
+ 0x69, 0x63, 0x65, 0x73, 0x00, 0xab, 0xab, 0xab, 0x03, 0x00, 0x03, 0x00,
+ 0x04, 0x00, 0x03, 0x00, 0x40, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x63, 0x6f, 0x6d, 0x62, 0x69, 0x6e, 0x65, 0x64, 0x4d, 0x61, 0x74, 0x00,
+ 0x03, 0x00, 0x03, 0x00, 0x04, 0x00, 0x04, 0x00, 0x01, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x66, 0x69, 0x72, 0x73, 0x74, 0x4c, 0x69, 0x67,
+ 0x68, 0x74, 0x00, 0xab, 0x01, 0x00, 0x02, 0x00, 0x01, 0x00, 0x04, 0x00,
+ 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x66, 0x6f, 0x67, 0x44,
+ 0x61, 0x74, 0x61, 0x00, 0x6c, 0x69, 0x67, 0x68, 0x74, 0x73, 0x00, 0x63,
+ 0x6f, 0x6c, 0x6f, 0x72, 0x00, 0xab, 0xab, 0xab, 0x01, 0x00, 0x03, 0x00,
+ 0x01, 0x00, 0x04, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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+ 0x00, 0x00, 0x00, 0x80, 0x0e, 0x00, 0xff, 0xa0, 0x0a, 0x00, 0x00, 0x03,
+ 0x00, 0x00, 0x04, 0xe0, 0x00, 0x00, 0x00, 0x80, 0x04, 0x00, 0xaa, 0xa0,
+ 0x01, 0x00, 0x00, 0x02, 0x00, 0x00, 0x03, 0xe0, 0x02, 0x00, 0xe4, 0x90,
+ 0xff, 0xff, 0x00, 0x00
+};
diff --git a/src/extras/shaders/neoRimSkin_gl3.inc b/src/extras/shaders/neoRimSkin_gl3.inc
new file mode 100644
index 00000000..70948e1f
--- /dev/null
+++ b/src/extras/shaders/neoRimSkin_gl3.inc
@@ -0,0 +1,50 @@
+const char *neoRimSkin_vert_src =
+"uniform mat4 u_boneMatrices[64];\n"
+
+"uniform vec3 u_viewVec;\n"
+"uniform vec4 u_rampStart;\n"
+"uniform vec4 u_rampEnd;\n"
+"uniform vec3 u_rimData;\n"
+
+"layout(location = 0) in vec3 in_pos;\n"
+"layout(location = 1) in vec3 in_normal;\n"
+"layout(location = 2) in vec4 in_color;\n"
+"layout(location = 3) in vec2 in_tex0;\n"
+"layout(location = 11) in vec4 in_weights;\n"
+"layout(location = 12) in vec4 in_indices;\n"
+
+"out vec4 v_color;\n"
+"out vec2 v_tex0;\n"
+"out float v_fog;\n"
+
+"void\n"
+"main(void)\n"
+"{\n"
+" vec3 SkinVertex = vec3(0.0, 0.0, 0.0);\n"
+" vec3 SkinNormal = vec3(0.0, 0.0, 0.0);\n"
+" for(int i = 0; i < 4; i++){\n"
+" SkinVertex += (u_boneMatrices[int(in_indices[i])] * vec4(in_pos, 1.0)).xyz * in_weights[i];\n"
+" SkinNormal += (mat3(u_boneMatrices[int(in_indices[i])]) * in_normal) * in_weights[i];\n"
+" }\n"
+
+" vec4 Vertex = u_world * vec4(SkinVertex, 1.0);\n"
+" gl_Position = u_proj * u_view * Vertex;\n"
+" vec3 Normal = mat3(u_world) * SkinNormal;\n"
+
+" v_tex0 = in_tex0;\n"
+
+" v_color = in_color;\n"
+" v_color.rgb += u_ambLight.rgb*surfAmbient;\n"
+" v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse;\n"
+
+" // rim light\n"
+" float f = u_rimData.x - u_rimData.y*dot(Normal, u_viewVec);\n"
+" vec4 rimlight = clamp(mix(u_rampEnd, u_rampStart, f)*u_rimData.z, 0.0, 1.0);\n"
+" v_color.rgb += rimlight.rgb;\n"
+
+" v_color = clamp(v_color, 0.0, 1.0);\n"
+" v_color *= u_matColor;\n"
+
+" v_fog = DoFog(gl_Position.z);\n"
+"}\n"
+;
diff --git a/src/extras/shaders/neoRim_VS.cso b/src/extras/shaders/neoRim_VS.cso
new file mode 100644
index 00000000..4af538b1
--- /dev/null
+++ b/src/extras/shaders/neoRim_VS.cso
Binary files differ
diff --git a/src/extras/shaders/neoRim_VS.hlsl b/src/extras/shaders/neoRim_VS.hlsl
new file mode 100644
index 00000000..7f95166d
--- /dev/null
+++ b/src/extras/shaders/neoRim_VS.hlsl
@@ -0,0 +1,61 @@
+#include "standardConstants.h"
+
+struct VS_in
+{
+ float4 Position : POSITION;
+ float3 Normal : NORMAL;
+ float2 TexCoord : TEXCOORD0;
+ float4 Prelight : COLOR0;
+};
+
+struct VS_out {
+ float4 Position : POSITION;
+ float3 TexCoord0 : TEXCOORD0; // also fog
+ float4 Color : COLOR0;
+};
+
+float3 viewVec : register(c233);
+float4 rampStart : register(c234);
+float4 rampEnd : register(c235);
+float3 rimData : register(c236);
+
+VS_out main(in VS_in input)
+{
+ VS_out output;
+
+ output.Position = mul(combinedMat, input.Position);
+ float3 Vertex = mul(worldMat, input.Position).xyz;
+ float3 Normal = mul(normalMat, input.Normal);
+
+ output.TexCoord0.xy = input.TexCoord;
+
+ output.Color = input.Prelight;
+ output.Color.rgb += ambientLight.rgb * surfAmbient;
+
+ int i;
+//#ifdef DIRECTIONALS
+ for(i = 0; i < numDirLights; i++)
+ output.Color.xyz += DoDirLight(lights[i+firstDirLight], Normal)*surfDiffuse;
+//#endif
+//#ifdef POINTLIGHTS
+// for(i = 0; i < numPointLights; i++)
+// output.Color.xyz += DoPointLight(lights[i+firstPointLight], Vertex.xyz, Normal)*surfDiffuse;
+//#endif
+//#ifdef SPOTLIGHTS
+// for(i = 0; i < numSpotLights; i++)
+// output.Color.xyz += DoSpotLight(lights[i+firstSpotLight], Vertex.xyz, Normal)*surfDiffuse;
+//#endif
+
+ // rim light
+ float f = rimData.x - rimData.y*dot(Normal, viewVec);
+ float4 rimlight = saturate(lerp(rampEnd, rampStart, f)*rimData.z);
+ output.Color.xyz += rimlight.xyz;
+
+ // PS2 clamps before material color
+ output.Color = clamp(output.Color, 0.0, 1.0);
+ output.Color *= matCol;
+
+ output.TexCoord0.z = clamp((output.Position.w - fogEnd)*fogRange, fogDisable, 1.0);
+
+ return output;
+}
diff --git a/src/extras/shaders/neoRim_VS.inc b/src/extras/shaders/neoRim_VS.inc
new file mode 100644
index 00000000..03b044a6
--- /dev/null
+++ b/src/extras/shaders/neoRim_VS.inc
@@ -0,0 +1,118 @@
+static unsigned char neoRim_VS_cso[] = {
+ 0x00, 0x02, 0xfe, 0xff, 0xfe, 0xff, 0xa7, 0x00, 0x43, 0x54, 0x41, 0x42,
+ 0x1c, 0x00, 0x00, 0x00, 0x65, 0x02, 0x00, 0x00, 0x00, 0x02, 0xfe, 0xff,
+ 0x0d, 0x00, 0x00, 0x00, 0x1c, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00,
+ 0x5e, 0x02, 0x00, 0x00, 0x20, 0x01, 0x00, 0x00, 0x02, 0x00, 0x0f, 0x00,
+ 0x01, 0x00, 0x3e, 0x00, 0x30, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x40, 0x01, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x04, 0x00, 0x02, 0x00,
+ 0x4c, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x5c, 0x01, 0x00, 0x00,
+ 0x02, 0x00, 0x10, 0x00, 0x01, 0x00, 0x42, 0x00, 0x68, 0x01, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x78, 0x01, 0x00, 0x00, 0x02, 0x00, 0x0e, 0x00,
+ 0x01, 0x00, 0x3a, 0x00, 0x30, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x80, 0x01, 0x00, 0x00, 0x02, 0x00, 0x11, 0x00, 0x18, 0x00, 0x46, 0x00,
+ 0xcc, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xdc, 0x01, 0x00, 0x00,
+ 0x02, 0x00, 0x0c, 0x00, 0x01, 0x00, 0x32, 0x00, 0x30, 0x01, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0xe3, 0x01, 0x00, 0x00, 0x02, 0x00, 0x08, 0x00,
+ 0x03, 0x00, 0x22, 0x00, 0xf0, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x00, 0x02, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x02, 0x00,
+ 0x10, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x20, 0x02, 0x00, 0x00,
+ 0x02, 0x00, 0xeb, 0x00, 0x01, 0x00, 0xae, 0x03, 0x30, 0x01, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x28, 0x02, 0x00, 0x00, 0x02, 0x00, 0xea, 0x00,
+ 0x01, 0x00, 0xaa, 0x03, 0x30, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x32, 0x02, 0x00, 0x00, 0x02, 0x00, 0xec, 0x00, 0x01, 0x00, 0xb2, 0x03,
+ 0x3c, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x4c, 0x02, 0x00, 0x00,
+ 0x02, 0x00, 0x0d, 0x00, 0x01, 0x00, 0x36, 0x00, 0x30, 0x01, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x56, 0x02, 0x00, 0x00, 0x02, 0x00, 0xe9, 0x00,
+ 0x01, 0x00, 0xa6, 0x03, 0x3c, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x61, 0x6d, 0x62, 0x69, 0x65, 0x6e, 0x74, 0x4c, 0x69, 0x67, 0x68, 0x74,
+ 0x00, 0xab, 0xab, 0xab, 0x01, 0x00, 0x03, 0x00, 0x01, 0x00, 0x04, 0x00,
+ 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x63, 0x6f, 0x6d, 0x62,
+ 0x69, 0x6e, 0x65, 0x64, 0x4d, 0x61, 0x74, 0x00, 0x03, 0x00, 0x03, 0x00,
+ 0x04, 0x00, 0x04, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x66, 0x69, 0x72, 0x73, 0x74, 0x4c, 0x69, 0x67, 0x68, 0x74, 0x00, 0xab,
+ 0x01, 0x00, 0x02, 0x00, 0x01, 0x00, 0x04, 0x00, 0x01, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x66, 0x6f, 0x67, 0x44, 0x61, 0x74, 0x61, 0x00,
+ 0x6c, 0x69, 0x67, 0x68, 0x74, 0x73, 0x00, 0x63, 0x6f, 0x6c, 0x6f, 0x72,
+ 0x00, 0xab, 0xab, 0xab, 0x01, 0x00, 0x03, 0x00, 0x01, 0x00, 0x04, 0x00,
+ 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x70, 0x6f, 0x73, 0x69,
+ 0x74, 0x69, 0x6f, 0x6e, 0x00, 0x64, 0x69, 0x72, 0x65, 0x63, 0x74, 0x69,
+ 0x6f, 0x6e, 0x00, 0xab, 0x87, 0x01, 0x00, 0x00, 0x90, 0x01, 0x00, 0x00,
+ 0xa0, 0x01, 0x00, 0x00, 0x90, 0x01, 0x00, 0x00, 0xa9, 0x01, 0x00, 0x00,
+ 0x90, 0x01, 0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x01, 0x00, 0x0c, 0x00,
+ 0x08, 0x00, 0x03, 0x00, 0xb4, 0x01, 0x00, 0x00, 0x6d, 0x61, 0x74, 0x43,
+ 0x6f, 0x6c, 0x00, 0x6e, 0x6f, 0x72, 0x6d, 0x61, 0x6c, 0x4d, 0x61, 0x74,
+ 0x00, 0xab, 0xab, 0xab, 0x03, 0x00, 0x03, 0x00, 0x03, 0x00, 0x03, 0x00,
+ 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x6e, 0x75, 0x6d, 0x44,
+ 0x69, 0x72, 0x4c, 0x69, 0x67, 0x68, 0x74, 0x73, 0x00, 0xab, 0xab, 0xab,
+ 0x00, 0x00, 0x02, 0x00, 0x01, 0x00, 0x01, 0x00, 0x01, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x72, 0x61, 0x6d, 0x70, 0x45, 0x6e, 0x64, 0x00,
+ 0x72, 0x61, 0x6d, 0x70, 0x53, 0x74, 0x61, 0x72, 0x74, 0x00, 0x72, 0x69,
+ 0x6d, 0x44, 0x61, 0x74, 0x61, 0x00, 0xab, 0xab, 0x01, 0x00, 0x03, 0x00,
+ 0x01, 0x00, 0x03, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x73, 0x75, 0x72, 0x66, 0x50, 0x72, 0x6f, 0x70, 0x73, 0x00, 0x76, 0x69,
+ 0x65, 0x77, 0x56, 0x65, 0x63, 0x00, 0x76, 0x73, 0x5f, 0x32, 0x5f, 0x30,
+ 0x00, 0x4d, 0x69, 0x63, 0x72, 0x6f, 0x73, 0x6f, 0x66, 0x74, 0x20, 0x28,
+ 0x52, 0x29, 0x20, 0x48, 0x4c, 0x53, 0x4c, 0x20, 0x53, 0x68, 0x61, 0x64,
+ 0x65, 0x72, 0x20, 0x43, 0x6f, 0x6d, 0x70, 0x69, 0x6c, 0x65, 0x72, 0x20,
+ 0x39, 0x2e, 0x32, 0x39, 0x2e, 0x39, 0x35, 0x32, 0x2e, 0x33, 0x31, 0x31,
+ 0x31, 0x00, 0xab, 0xab, 0x51, 0x00, 0x00, 0x05, 0x04, 0x00, 0x0f, 0xa0,
+ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x40, 0x40, 0x00, 0x00, 0x80, 0x3f,
+ 0x00, 0x00, 0x00, 0x00, 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x80,
+ 0x00, 0x00, 0x0f, 0x90, 0x1f, 0x00, 0x00, 0x02, 0x03, 0x00, 0x00, 0x80,
+ 0x01, 0x00, 0x0f, 0x90, 0x1f, 0x00, 0x00, 0x02, 0x05, 0x00, 0x00, 0x80,
+ 0x02, 0x00, 0x0f, 0x90, 0x1f, 0x00, 0x00, 0x02, 0x0a, 0x00, 0x00, 0x80,
+ 0x03, 0x00, 0x0f, 0x90, 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x0f, 0x80,
+ 0x00, 0x00, 0x55, 0x90, 0x01, 0x00, 0xe4, 0xa0, 0x04, 0x00, 0x00, 0x04,
+ 0x00, 0x00, 0x0f, 0x80, 0x00, 0x00, 0xe4, 0xa0, 0x00, 0x00, 0x00, 0x90,
+ 0x00, 0x00, 0xe4, 0x80, 0x04, 0x00, 0x00, 0x04, 0x00, 0x00, 0x0f, 0x80,
+ 0x02, 0x00, 0xe4, 0xa0, 0x00, 0x00, 0xaa, 0x90, 0x00, 0x00, 0xe4, 0x80,
+ 0x04, 0x00, 0x00, 0x04, 0x00, 0x00, 0x0f, 0x80, 0x03, 0x00, 0xe4, 0xa0,
+ 0x00, 0x00, 0xff, 0x90, 0x00, 0x00, 0xe4, 0x80, 0x01, 0x00, 0x00, 0x02,
+ 0x00, 0x00, 0x0f, 0xc0, 0x00, 0x00, 0xe4, 0x80, 0x01, 0x00, 0x00, 0x02,
+ 0x01, 0x00, 0x08, 0x80, 0x03, 0x00, 0xff, 0x90, 0x05, 0x00, 0x00, 0x03,
+ 0x00, 0x00, 0x07, 0x80, 0x01, 0x00, 0x55, 0x90, 0x09, 0x00, 0xe4, 0xa0,
+ 0x04, 0x00, 0x00, 0x04, 0x00, 0x00, 0x07, 0x80, 0x08, 0x00, 0xe4, 0xa0,
+ 0x01, 0x00, 0x00, 0x90, 0x00, 0x00, 0xe4, 0x80, 0x04, 0x00, 0x00, 0x04,
+ 0x00, 0x00, 0x07, 0x80, 0x0a, 0x00, 0xe4, 0xa0, 0x01, 0x00, 0xaa, 0x90,
+ 0x00, 0x00, 0xe4, 0x80, 0x08, 0x00, 0x00, 0x03, 0x02, 0x00, 0x01, 0x80,
+ 0x00, 0x00, 0xe4, 0x80, 0xe9, 0x00, 0xe4, 0xa0, 0x01, 0x00, 0x00, 0x02,
+ 0x03, 0x00, 0x01, 0x80, 0x0d, 0x00, 0x00, 0xa0, 0x04, 0x00, 0x00, 0x04,
+ 0x02, 0x00, 0x0e, 0x80, 0x0f, 0x00, 0x90, 0xa0, 0x03, 0x00, 0x00, 0x80,
+ 0x03, 0x00, 0x90, 0x90, 0x01, 0x00, 0x00, 0x02, 0x03, 0x00, 0x07, 0x80,
+ 0x02, 0x00, 0xf9, 0x80, 0x01, 0x00, 0x00, 0x02, 0x03, 0x00, 0x08, 0x80,
+ 0x04, 0x00, 0x00, 0xa0, 0x26, 0x00, 0x00, 0x01, 0x00, 0x00, 0xe4, 0xf0,
+ 0x02, 0x00, 0x00, 0x03, 0x04, 0x00, 0x01, 0x80, 0x03, 0x00, 0xff, 0x80,
+ 0x10, 0x00, 0x00, 0xa0, 0x05, 0x00, 0x00, 0x03, 0x04, 0x00, 0x01, 0x80,
+ 0x04, 0x00, 0x00, 0x80, 0x04, 0x00, 0x55, 0xa0, 0x2e, 0x00, 0x00, 0x02,
+ 0x00, 0x00, 0x01, 0xb0, 0x04, 0x00, 0x00, 0x80, 0x08, 0x00, 0x00, 0x04,
+ 0x04, 0x00, 0x01, 0x80, 0x00, 0x00, 0xe4, 0x80, 0x13, 0x20, 0xe4, 0xa1,
+ 0x00, 0x00, 0x00, 0xb0, 0x0b, 0x00, 0x00, 0x03, 0x04, 0x00, 0x01, 0x80,
+ 0x04, 0x00, 0x00, 0x80, 0x04, 0x00, 0x00, 0xa0, 0x05, 0x00, 0x00, 0x04,
+ 0x04, 0x00, 0x07, 0x80, 0x04, 0x00, 0x00, 0x80, 0x11, 0x20, 0xe4, 0xa0,
+ 0x00, 0x00, 0x00, 0xb0, 0x04, 0x00, 0x00, 0x04, 0x03, 0x00, 0x07, 0x80,
+ 0x04, 0x00, 0xe4, 0x80, 0x0d, 0x00, 0xaa, 0xa0, 0x03, 0x00, 0xe4, 0x80,
+ 0x02, 0x00, 0x00, 0x03, 0x03, 0x00, 0x08, 0x80, 0x03, 0x00, 0xff, 0x80,
+ 0x04, 0x00, 0xaa, 0xa0, 0x27, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x04,
+ 0x00, 0x00, 0x01, 0x80, 0xec, 0x00, 0x55, 0xa0, 0x02, 0x00, 0x00, 0x81,
+ 0xec, 0x00, 0x00, 0xa0, 0x01, 0x00, 0x00, 0x02, 0x02, 0x00, 0x07, 0x80,
+ 0xeb, 0x00, 0xe4, 0xa0, 0x02, 0x00, 0x00, 0x03, 0x02, 0x00, 0x07, 0x80,
+ 0x02, 0x00, 0xe4, 0x81, 0xea, 0x00, 0xe4, 0xa0, 0x04, 0x00, 0x00, 0x04,
+ 0x00, 0x00, 0x07, 0x80, 0x00, 0x00, 0x00, 0x80, 0x02, 0x00, 0xe4, 0x80,
+ 0xeb, 0x00, 0xe4, 0xa0, 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x07, 0x80,
+ 0x00, 0x00, 0xe4, 0x80, 0xec, 0x00, 0xaa, 0xa0, 0x0b, 0x00, 0x00, 0x03,
+ 0x00, 0x00, 0x07, 0x80, 0x00, 0x00, 0xe4, 0x80, 0x04, 0x00, 0x00, 0xa0,
+ 0x0a, 0x00, 0x00, 0x03, 0x00, 0x00, 0x07, 0x80, 0x00, 0x00, 0xe4, 0x80,
+ 0x04, 0x00, 0xaa, 0xa0, 0x02, 0x00, 0x00, 0x03, 0x01, 0x00, 0x07, 0x80,
+ 0x00, 0x00, 0xe4, 0x80, 0x03, 0x00, 0xe4, 0x80, 0x0b, 0x00, 0x00, 0x03,
+ 0x01, 0x00, 0x0f, 0x80, 0x01, 0x00, 0xe4, 0x80, 0x04, 0x00, 0x00, 0xa0,
+ 0x0a, 0x00, 0x00, 0x03, 0x01, 0x00, 0x0f, 0x80, 0x01, 0x00, 0xe4, 0x80,
+ 0x04, 0x00, 0xaa, 0xa0, 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x0f, 0xd0,
+ 0x01, 0x00, 0xe4, 0x80, 0x0c, 0x00, 0xe4, 0xa0, 0x02, 0x00, 0x00, 0x03,
+ 0x00, 0x00, 0x01, 0x80, 0x00, 0x00, 0xff, 0x80, 0x0e, 0x00, 0x55, 0xa1,
+ 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x01, 0x80, 0x00, 0x00, 0x00, 0x80,
+ 0x0e, 0x00, 0xaa, 0xa0, 0x0b, 0x00, 0x00, 0x03, 0x00, 0x00, 0x01, 0x80,
+ 0x00, 0x00, 0x00, 0x80, 0x0e, 0x00, 0xff, 0xa0, 0x0a, 0x00, 0x00, 0x03,
+ 0x00, 0x00, 0x04, 0xe0, 0x00, 0x00, 0x00, 0x80, 0x04, 0x00, 0xaa, 0xa0,
+ 0x01, 0x00, 0x00, 0x02, 0x00, 0x00, 0x03, 0xe0, 0x02, 0x00, 0xe4, 0x90,
+ 0xff, 0xff, 0x00, 0x00
+};
diff --git a/src/extras/shaders/neoRim_gl3.inc b/src/extras/shaders/neoRim_gl3.inc
new file mode 100644
index 00000000..7e36e95a
--- /dev/null
+++ b/src/extras/shaders/neoRim_gl3.inc
@@ -0,0 +1,39 @@
+const char *neoRim_vert_src =
+"uniform vec3 u_viewVec;\n"
+"uniform vec4 u_rampStart;\n"
+"uniform vec4 u_rampEnd;\n"
+"uniform vec3 u_rimData;\n"
+
+"layout(location = 0) in vec3 in_pos;\n"
+"layout(location = 1) in vec3 in_normal;\n"
+"layout(location = 2) in vec4 in_color;\n"
+"layout(location = 3) in vec2 in_tex0;\n"
+
+"out vec4 v_color;\n"
+"out vec2 v_tex0;\n"
+"out float v_fog;\n"
+
+"void\n"
+"main(void)\n"
+"{\n"
+" vec4 Vertex = u_world * vec4(in_pos, 1.0);\n"
+" gl_Position = u_proj * u_view * Vertex;\n"
+" vec3 Normal = mat3(u_world) * in_normal;\n"
+
+" v_tex0 = in_tex0;\n"
+
+" v_color = in_color;\n"
+" v_color.rgb += u_ambLight.rgb*surfAmbient;\n"
+" v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse;\n"
+
+" // rim light\n"
+" float f = u_rimData.x - u_rimData.y*dot(Normal, u_viewVec);\n"
+" vec4 rimlight = clamp(mix(u_rampEnd, u_rampStart, f)*u_rimData.z, 0.0, 1.0);\n"
+" v_color.rgb += rimlight.rgb;\n"
+
+" v_color = clamp(v_color, 0.0, 1.0);\n"
+" v_color *= u_matColor;\n"
+
+" v_fog = DoFog(gl_Position.w);\n"
+"}\n"
+;
diff --git a/src/extras/shaders/neoVehicle.frag b/src/extras/shaders/neoVehicle.frag
new file mode 100644
index 00000000..96d4a632
--- /dev/null
+++ b/src/extras/shaders/neoVehicle.frag
@@ -0,0 +1,28 @@
+uniform sampler2D tex0;
+uniform sampler2D tex1;
+
+in vec4 v_color;
+in vec4 v_reflcolor;
+in vec2 v_tex0;
+in vec2 v_tex1;
+in float v_fog;
+
+out vec4 color;
+
+void
+main(void)
+{
+ vec4 pass1 = v_color*texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));
+ vec3 envmap = texture(tex1, vec2(v_tex1.x, 1.0-v_tex1.y)).rgb;
+ pass1.rgb = mix(pass1.rgb, envmap, v_reflcolor.a);
+ pass1.rgb = mix(u_fogColor.rgb, pass1.rgb, v_fog);
+// pass1.rgb += v_reflcolor.rgb * v_fog;
+
+ vec3 pass2 = v_reflcolor.rgb * v_fog;
+
+ color.rgb = pass1.rgb*pass1.a + pass2;
+ color.a = pass1.a;
+
+// color.rgb = mix(u_fogColor.rgb, color.rgb, v_fog);
+ DoAlphaTest(color.a);
+}
diff --git a/src/extras/shaders/neoVehicle.vert b/src/extras/shaders/neoVehicle.vert
new file mode 100644
index 00000000..f2f54d6d
--- /dev/null
+++ b/src/extras/shaders/neoVehicle.vert
@@ -0,0 +1,54 @@
+uniform vec3 u_eye;
+uniform vec4 u_reflProps;
+uniform vec4 u_specDir[5];
+uniform vec4 u_specColor[5];
+
+#define fresnel (u_reflProps.x)
+#define lightStrength (u_reflProps.y) // speclight alpha
+#define shininess (u_reflProps.z)
+#define specularity (u_reflProps.w)
+
+layout(location = 0) in vec3 in_pos;
+layout(location = 1) in vec3 in_normal;
+layout(location = 2) in vec4 in_color;
+layout(location = 3) in vec2 in_tex0;
+
+out vec4 v_color;
+out vec4 v_reflcolor;
+out vec2 v_tex0;
+out vec2 v_tex1;
+out float v_fog;
+
+vec3 DoDirLightSpec(vec3 Ldir, vec3 Lcol, vec3 N, vec3 V, float power)
+{
+ return pow(clamp(dot(N, normalize(V + -Ldir)), 0.0, 1.0), power)*Lcol;
+}
+
+void
+main(void)
+{
+ vec4 Vertex = u_world * vec4(in_pos, 1.0);
+ gl_Position = u_proj * u_view * Vertex;
+ vec3 Normal = mat3(u_world) * in_normal;
+ vec3 viewVec = normalize(u_eye - Vertex.xyz);
+
+ v_tex0 = in_tex0;
+
+ v_color = in_color;
+ v_color.rgb += u_ambLight.rgb*surfAmbient;
+ v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse*lightStrength;
+ v_color = clamp(v_color, 0.0, 1.0);
+ v_color *= u_matColor;
+
+ // reflect V along Normal
+ vec3 uv2 = Normal*dot(viewVec, Normal)*2.0 - viewVec;
+ v_tex1 = uv2.xy*0.5 + 0.5;
+ float b = 1.0 - clamp(dot(viewVec, Normal), 0.0, 1.0);
+ v_reflcolor = vec4(0.0, 0.0, 0.0, 1.0);
+ v_reflcolor.a = mix(b*b*b*b*b, 1.0f, fresnel)*shininess;
+
+ for(int i = 0; i < 5; i++)
+ v_reflcolor.rgb += DoDirLightSpec(u_specDir[i].xyz, u_specColor[i].rgb, Normal, viewVec, u_specDir[i].w)*specularity*lightStrength;
+
+ v_fog = DoFog(gl_Position.w);
+}
diff --git a/src/extras/shaders/neoVehicle_PS.cso b/src/extras/shaders/neoVehicle_PS.cso
new file mode 100644
index 00000000..ded01bfb
--- /dev/null
+++ b/src/extras/shaders/neoVehicle_PS.cso
Binary files differ
diff --git a/src/extras/shaders/neoVehicle_PS.hlsl b/src/extras/shaders/neoVehicle_PS.hlsl
new file mode 100644
index 00000000..fa030dd6
--- /dev/null
+++ b/src/extras/shaders/neoVehicle_PS.hlsl
@@ -0,0 +1,34 @@
+struct VS_out {
+ float4 Position : POSITION;
+ float3 TexCoord0 : TEXCOORD0;
+ float2 TexCoord1 : TEXCOORD1;
+ float4 Color : COLOR0;
+ float4 ReflColor : COLOR1;
+};
+
+sampler2D tex0 : register(s0);
+sampler2D tex1 : register(s1);
+
+float4 fogColor : register(c0);
+
+float4 main(VS_out input) : COLOR
+{
+ float4 pass1 = input.Color;
+//#ifdef TEX
+ pass1 *= tex2D(tex0, input.TexCoord0.xy);
+//#endif
+ float3 envmap = tex2D(tex1, input.TexCoord1).rgb;
+ pass1.rgb = lerp(pass1.rgb, envmap, input.ReflColor.a);
+// pass1.rgb = envmap;
+// pass1.rgb *= input.ReflColor.a;
+ pass1.rgb = lerp(fogColor.rgb, pass1.rgb, input.TexCoord0.z);
+// pass1.rgb += input.ReflColor.rgb * input.TexCoord0.z;
+
+ float3 pass2 = input.ReflColor.rgb*input.TexCoord0.z;
+
+ float4 color;
+ color.rgb = pass1.rgb*pass1.a + pass2;
+ color.a = pass1.a;
+
+ return color;
+}
diff --git a/src/extras/shaders/neoVehicle_PS.inc b/src/extras/shaders/neoVehicle_PS.inc
new file mode 100644
index 00000000..8b77cec2
--- /dev/null
+++ b/src/extras/shaders/neoVehicle_PS.inc
@@ -0,0 +1,42 @@
+static unsigned char neoVehicle_PS_cso[] = {
+ 0x00, 0x02, 0xff, 0xff, 0xfe, 0xff, 0x38, 0x00, 0x43, 0x54, 0x41, 0x42,
+ 0x1c, 0x00, 0x00, 0x00, 0xab, 0x00, 0x00, 0x00, 0x00, 0x02, 0xff, 0xff,
+ 0x03, 0x00, 0x00, 0x00, 0x1c, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00,
+ 0xa4, 0x00, 0x00, 0x00, 0x58, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00,
+ 0x01, 0x00, 0x02, 0x00, 0x64, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x74, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x01, 0x00, 0x02, 0x00,
+ 0x7c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x8c, 0x00, 0x00, 0x00,
+ 0x03, 0x00, 0x01, 0x00, 0x01, 0x00, 0x06, 0x00, 0x94, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x66, 0x6f, 0x67, 0x43, 0x6f, 0x6c, 0x6f, 0x72,
+ 0x00, 0xab, 0xab, 0xab, 0x01, 0x00, 0x03, 0x00, 0x01, 0x00, 0x04, 0x00,
+ 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x74, 0x65, 0x78, 0x30,
+ 0x00, 0xab, 0xab, 0xab, 0x04, 0x00, 0x0c, 0x00, 0x01, 0x00, 0x01, 0x00,
+ 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x74, 0x65, 0x78, 0x31,
+ 0x00, 0xab, 0xab, 0xab, 0x04, 0x00, 0x0c, 0x00, 0x01, 0x00, 0x01, 0x00,
+ 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x70, 0x73, 0x5f, 0x32,
+ 0x5f, 0x30, 0x00, 0x4d, 0x69, 0x63, 0x72, 0x6f, 0x73, 0x6f, 0x66, 0x74,
+ 0x20, 0x28, 0x52, 0x29, 0x20, 0x48, 0x4c, 0x53, 0x4c, 0x20, 0x53, 0x68,
+ 0x61, 0x64, 0x65, 0x72, 0x20, 0x43, 0x6f, 0x6d, 0x70, 0x69, 0x6c, 0x65,
+ 0x72, 0x20, 0x39, 0x2e, 0x32, 0x39, 0x2e, 0x39, 0x35, 0x32, 0x2e, 0x33,
+ 0x31, 0x31, 0x31, 0x00, 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x80,
+ 0x00, 0x00, 0x07, 0xb0, 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x80,
+ 0x01, 0x00, 0x03, 0xb0, 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x80,
+ 0x00, 0x00, 0x0f, 0x90, 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x80,
+ 0x01, 0x00, 0x0f, 0x90, 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x90,
+ 0x00, 0x08, 0x0f, 0xa0, 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x90,
+ 0x01, 0x08, 0x0f, 0xa0, 0x42, 0x00, 0x00, 0x03, 0x00, 0x00, 0x0f, 0x80,
+ 0x01, 0x00, 0xe4, 0xb0, 0x01, 0x08, 0xe4, 0xa0, 0x42, 0x00, 0x00, 0x03,
+ 0x01, 0x00, 0x0f, 0x80, 0x00, 0x00, 0xe4, 0xb0, 0x00, 0x08, 0xe4, 0xa0,
+ 0x04, 0x00, 0x00, 0x04, 0x00, 0x00, 0x07, 0x80, 0x00, 0x00, 0xe4, 0x90,
+ 0x01, 0x00, 0xe4, 0x81, 0x00, 0x00, 0xe4, 0x80, 0x05, 0x00, 0x00, 0x03,
+ 0x01, 0x00, 0x0f, 0x80, 0x01, 0x00, 0xe4, 0x80, 0x00, 0x00, 0xe4, 0x90,
+ 0x04, 0x00, 0x00, 0x04, 0x00, 0x00, 0x07, 0x80, 0x01, 0x00, 0xff, 0x90,
+ 0x00, 0x00, 0xe4, 0x80, 0x01, 0x00, 0xe4, 0x80, 0x12, 0x00, 0x00, 0x04,
+ 0x02, 0x00, 0x07, 0x80, 0x00, 0x00, 0xaa, 0xb0, 0x00, 0x00, 0xe4, 0x80,
+ 0x00, 0x00, 0xe4, 0xa0, 0x01, 0x00, 0x00, 0x02, 0x02, 0x00, 0x08, 0x80,
+ 0x00, 0x00, 0xaa, 0xb0, 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x07, 0x80,
+ 0x02, 0x00, 0xff, 0x80, 0x01, 0x00, 0xe4, 0x90, 0x04, 0x00, 0x00, 0x04,
+ 0x01, 0x00, 0x07, 0x80, 0x02, 0x00, 0xe4, 0x80, 0x01, 0x00, 0xff, 0x80,
+ 0x00, 0x00, 0xe4, 0x80, 0x01, 0x00, 0x00, 0x02, 0x00, 0x08, 0x0f, 0x80,
+ 0x01, 0x00, 0xe4, 0x80, 0xff, 0xff, 0x00, 0x00
+};
diff --git a/src/extras/shaders/neoVehicle_VS.cso b/src/extras/shaders/neoVehicle_VS.cso
new file mode 100644
index 00000000..6ea47987
--- /dev/null
+++ b/src/extras/shaders/neoVehicle_VS.cso
Binary files differ
diff --git a/src/extras/shaders/neoVehicle_VS.hlsl b/src/extras/shaders/neoVehicle_VS.hlsl
new file mode 100644
index 00000000..de75e745
--- /dev/null
+++ b/src/extras/shaders/neoVehicle_VS.hlsl
@@ -0,0 +1,64 @@
+#include "standardConstants.h"
+
+struct VS_in
+{
+ float4 Position : POSITION;
+ float3 Normal : NORMAL;
+ float2 TexCoord : TEXCOORD0;
+ float4 Prelight : COLOR0;
+};
+
+struct VS_out {
+ float4 Position : POSITION;
+ float3 TexCoord0 : TEXCOORD0; // also fog
+ float2 TexCoord1 : TEXCOORD1;
+ float4 Color : COLOR0;
+ float4 ReflColor : COLOR1;
+};
+
+float3 eye : register(c41);
+float4 reflProps : register(c42);
+Light specLights[5] : register(c43);
+
+
+#define fresnel (reflProps.x)
+#define lightStrength (reflProps.y) // speclight alpha
+#define shininess (reflProps.z)
+#define specularity (reflProps.w)
+
+VS_out main(in VS_in input)
+{
+ VS_out output;
+
+ output.Position = mul(combinedMat, input.Position);
+ float3 Vertex = mul(worldMat, input.Position).xyz;
+ float3 Normal = mul(normalMat, input.Normal);
+ float3 viewVec = normalize(eye - Vertex);
+
+ output.TexCoord0.xy = input.TexCoord;
+
+ output.Color = input.Prelight;
+ output.Color.rgb += ambientLight.rgb * surfAmbient*lightStrength;
+
+ int i;
+ for(i = 0; i < numDirLights; i++)
+ output.Color.xyz += DoDirLight(lights[i+firstDirLight], Normal)*surfDiffuse*lightStrength;
+ // PS2 clamps before material color
+ output.Color = clamp(output.Color, 0.0, 1.0);
+ output.Color *= matCol;
+
+ // reflect V along Normal
+ float3 uv2 = Normal*dot(viewVec, Normal)*2.0 - viewVec;
+ output.TexCoord1 = uv2.xy*0.5 + 0.5;
+ float b = 1.0 - saturate(dot(viewVec, Normal));
+ output.ReflColor = float4(0.0, 0.0, 0.0, 1.0);
+ output.ReflColor.a = lerp(b*b*b*b*b, 1.0f, fresnel)*shininess;
+
+ //Light mainLight = lights[0];
+ for(i = 0; i < 5; i++)
+ output.ReflColor.xyz += DoDirLightSpec(specLights[i], Normal, viewVec, specLights[i].direction.w)*specularity*lightStrength;
+
+ output.TexCoord0.z = clamp((output.Position.w - fogEnd)*fogRange, fogDisable, 1.0);
+
+ return output;
+}
diff --git a/src/extras/shaders/neoVehicle_VS.inc b/src/extras/shaders/neoVehicle_VS.inc
new file mode 100644
index 00000000..37c5858d
--- /dev/null
+++ b/src/extras/shaders/neoVehicle_VS.inc
@@ -0,0 +1,160 @@
+static unsigned char neoVehicle_VS_cso[] = {
+ 0x00, 0x02, 0xfe, 0xff, 0xfe, 0xff, 0xab, 0x00, 0x43, 0x54, 0x41, 0x42,
+ 0x1c, 0x00, 0x00, 0x00, 0x76, 0x02, 0x00, 0x00, 0x00, 0x02, 0xfe, 0xff,
+ 0x0d, 0x00, 0x00, 0x00, 0x1c, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00,
+ 0x6f, 0x02, 0x00, 0x00, 0x20, 0x01, 0x00, 0x00, 0x02, 0x00, 0x0f, 0x00,
+ 0x01, 0x00, 0x3e, 0x00, 0x30, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x40, 0x01, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x04, 0x00, 0x02, 0x00,
+ 0x4c, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x5c, 0x01, 0x00, 0x00,
+ 0x02, 0x00, 0x29, 0x00, 0x01, 0x00, 0xa6, 0x00, 0x60, 0x01, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x70, 0x01, 0x00, 0x00, 0x02, 0x00, 0x10, 0x00,
+ 0x01, 0x00, 0x42, 0x00, 0x7c, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x8c, 0x01, 0x00, 0x00, 0x02, 0x00, 0x0e, 0x00, 0x01, 0x00, 0x3a, 0x00,
+ 0x30, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x94, 0x01, 0x00, 0x00,
+ 0x02, 0x00, 0x11, 0x00, 0x18, 0x00, 0x46, 0x00, 0xe0, 0x01, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0xf0, 0x01, 0x00, 0x00, 0x02, 0x00, 0x0c, 0x00,
+ 0x01, 0x00, 0x32, 0x00, 0x30, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0xf7, 0x01, 0x00, 0x00, 0x02, 0x00, 0x08, 0x00, 0x03, 0x00, 0x22, 0x00,
+ 0x04, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x14, 0x02, 0x00, 0x00,
+ 0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x02, 0x00, 0x24, 0x02, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x34, 0x02, 0x00, 0x00, 0x02, 0x00, 0x2a, 0x00,
+ 0x01, 0x00, 0xaa, 0x00, 0x30, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x3e, 0x02, 0x00, 0x00, 0x02, 0x00, 0x2b, 0x00, 0x0f, 0x00, 0xae, 0x00,
+ 0x4c, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x5c, 0x02, 0x00, 0x00,
+ 0x02, 0x00, 0x0d, 0x00, 0x01, 0x00, 0x36, 0x00, 0x30, 0x01, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x66, 0x02, 0x00, 0x00, 0x02, 0x00, 0x04, 0x00,
+ 0x04, 0x00, 0x12, 0x00, 0x4c, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x61, 0x6d, 0x62, 0x69, 0x65, 0x6e, 0x74, 0x4c, 0x69, 0x67, 0x68, 0x74,
+ 0x00, 0xab, 0xab, 0xab, 0x01, 0x00, 0x03, 0x00, 0x01, 0x00, 0x04, 0x00,
+ 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x63, 0x6f, 0x6d, 0x62,
+ 0x69, 0x6e, 0x65, 0x64, 0x4d, 0x61, 0x74, 0x00, 0x03, 0x00, 0x03, 0x00,
+ 0x04, 0x00, 0x04, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x65, 0x79, 0x65, 0x00, 0x01, 0x00, 0x03, 0x00, 0x01, 0x00, 0x03, 0x00,
+ 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x66, 0x69, 0x72, 0x73,
+ 0x74, 0x4c, 0x69, 0x67, 0x68, 0x74, 0x00, 0xab, 0x01, 0x00, 0x02, 0x00,
+ 0x01, 0x00, 0x04, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x66, 0x6f, 0x67, 0x44, 0x61, 0x74, 0x61, 0x00, 0x6c, 0x69, 0x67, 0x68,
+ 0x74, 0x73, 0x00, 0x63, 0x6f, 0x6c, 0x6f, 0x72, 0x00, 0xab, 0xab, 0xab,
+ 0x01, 0x00, 0x03, 0x00, 0x01, 0x00, 0x04, 0x00, 0x01, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x70, 0x6f, 0x73, 0x69, 0x74, 0x69, 0x6f, 0x6e,
+ 0x00, 0x64, 0x69, 0x72, 0x65, 0x63, 0x74, 0x69, 0x6f, 0x6e, 0x00, 0xab,
+ 0x9b, 0x01, 0x00, 0x00, 0xa4, 0x01, 0x00, 0x00, 0xb4, 0x01, 0x00, 0x00,
+ 0xa4, 0x01, 0x00, 0x00, 0xbd, 0x01, 0x00, 0x00, 0xa4, 0x01, 0x00, 0x00,
+ 0x05, 0x00, 0x00, 0x00, 0x01, 0x00, 0x0c, 0x00, 0x08, 0x00, 0x03, 0x00,
+ 0xc8, 0x01, 0x00, 0x00, 0x6d, 0x61, 0x74, 0x43, 0x6f, 0x6c, 0x00, 0x6e,
+ 0x6f, 0x72, 0x6d, 0x61, 0x6c, 0x4d, 0x61, 0x74, 0x00, 0xab, 0xab, 0xab,
+ 0x03, 0x00, 0x03, 0x00, 0x03, 0x00, 0x03, 0x00, 0x01, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x6e, 0x75, 0x6d, 0x44, 0x69, 0x72, 0x4c, 0x69,
+ 0x67, 0x68, 0x74, 0x73, 0x00, 0xab, 0xab, 0xab, 0x00, 0x00, 0x02, 0x00,
+ 0x01, 0x00, 0x01, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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+ 0x73, 0x5f, 0x32, 0x5f, 0x30, 0x00, 0x4d, 0x69, 0x63, 0x72, 0x6f, 0x73,
+ 0x6f, 0x66, 0x74, 0x20, 0x28, 0x52, 0x29, 0x20, 0x48, 0x4c, 0x53, 0x4c,
+ 0x20, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72, 0x20, 0x43, 0x6f, 0x6d, 0x70,
+ 0x69, 0x6c, 0x65, 0x72, 0x20, 0x39, 0x2e, 0x32, 0x39, 0x2e, 0x39, 0x35,
+ 0x32, 0x2e, 0x33, 0x31, 0x31, 0x31, 0x00, 0xab, 0x51, 0x00, 0x00, 0x05,
+ 0x0b, 0x00, 0x0f, 0xa0, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x40, 0x40,
+ 0x00, 0x00, 0x80, 0x3f, 0x00, 0x00, 0x00, 0x40, 0x51, 0x00, 0x00, 0x05,
+ 0x3a, 0x00, 0x0f, 0xa0, 0x00, 0x00, 0x00, 0x3f, 0x00, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x30, 0x00, 0x00, 0x05,
+ 0x01, 0x00, 0x0f, 0xf0, 0x05, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x1f, 0x00, 0x00, 0x02,
+ 0x00, 0x00, 0x00, 0x80, 0x00, 0x00, 0x0f, 0x90, 0x1f, 0x00, 0x00, 0x02,
+ 0x03, 0x00, 0x00, 0x80, 0x01, 0x00, 0x0f, 0x90, 0x1f, 0x00, 0x00, 0x02,
+ 0x05, 0x00, 0x00, 0x80, 0x02, 0x00, 0x0f, 0x90, 0x1f, 0x00, 0x00, 0x02,
+ 0x0a, 0x00, 0x00, 0x80, 0x03, 0x00, 0x0f, 0x90, 0x05, 0x00, 0x00, 0x03,
+ 0x00, 0x00, 0x0f, 0x80, 0x00, 0x00, 0x55, 0x90, 0x01, 0x00, 0xe4, 0xa0,
+ 0x04, 0x00, 0x00, 0x04, 0x00, 0x00, 0x0f, 0x80, 0x00, 0x00, 0xe4, 0xa0,
+ 0x00, 0x00, 0x00, 0x90, 0x00, 0x00, 0xe4, 0x80, 0x04, 0x00, 0x00, 0x04,
+ 0x00, 0x00, 0x0f, 0x80, 0x02, 0x00, 0xe4, 0xa0, 0x00, 0x00, 0xaa, 0x90,
+ 0x00, 0x00, 0xe4, 0x80, 0x04, 0x00, 0x00, 0x04, 0x00, 0x00, 0x0f, 0x80,
+ 0x03, 0x00, 0xe4, 0xa0, 0x00, 0x00, 0xff, 0x90, 0x00, 0x00, 0xe4, 0x80,
+ 0x01, 0x00, 0x00, 0x02, 0x00, 0x00, 0x0f, 0xc0, 0x00, 0x00, 0xe4, 0x80,
+ 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x07, 0x80, 0x01, 0x00, 0x55, 0x90,
+ 0x09, 0x00, 0xe4, 0xa0, 0x04, 0x00, 0x00, 0x04, 0x00, 0x00, 0x07, 0x80,
+ 0x08, 0x00, 0xe4, 0xa0, 0x01, 0x00, 0x00, 0x90, 0x00, 0x00, 0xe4, 0x80,
+ 0x04, 0x00, 0x00, 0x04, 0x00, 0x00, 0x07, 0x80, 0x0a, 0x00, 0xe4, 0xa0,
+ 0x01, 0x00, 0xaa, 0x90, 0x00, 0x00, 0xe4, 0x80, 0x01, 0x00, 0x00, 0x02,
+ 0x01, 0x00, 0x01, 0x80, 0x0d, 0x00, 0x00, 0xa0, 0x05, 0x00, 0x00, 0x03,
+ 0x01, 0x00, 0x07, 0x80, 0x01, 0x00, 0x00, 0x80, 0x0f, 0x00, 0xe4, 0xa0,
+ 0x04, 0x00, 0x00, 0x04, 0x01, 0x00, 0x07, 0x80, 0x01, 0x00, 0xe4, 0x80,
+ 0x2a, 0x00, 0x55, 0xa0, 0x03, 0x00, 0xe4, 0x90, 0x01, 0x00, 0x00, 0x02,
+ 0x02, 0x00, 0x07, 0x80, 0x01, 0x00, 0xe4, 0x80, 0x01, 0x00, 0x00, 0x02,
+ 0x01, 0x00, 0x08, 0x80, 0x0b, 0x00, 0x00, 0xa0, 0x26, 0x00, 0x00, 0x01,
+ 0x00, 0x00, 0xe4, 0xf0, 0x02, 0x00, 0x00, 0x03, 0x03, 0x00, 0x01, 0x80,
+ 0x01, 0x00, 0xff, 0x80, 0x10, 0x00, 0x00, 0xa0, 0x05, 0x00, 0x00, 0x03,
+ 0x03, 0x00, 0x01, 0x80, 0x03, 0x00, 0x00, 0x80, 0x0b, 0x00, 0x55, 0xa0,
+ 0x2e, 0x00, 0x00, 0x02, 0x00, 0x00, 0x01, 0xb0, 0x03, 0x00, 0x00, 0x80,
+ 0x08, 0x00, 0x00, 0x04, 0x03, 0x00, 0x01, 0x80, 0x00, 0x00, 0xe4, 0x80,
+ 0x13, 0x20, 0xe4, 0xa1, 0x00, 0x00, 0x00, 0xb0, 0x0b, 0x00, 0x00, 0x03,
+ 0x03, 0x00, 0x01, 0x80, 0x03, 0x00, 0x00, 0x80, 0x0b, 0x00, 0x00, 0xa0,
+ 0x05, 0x00, 0x00, 0x04, 0x03, 0x00, 0x07, 0x80, 0x03, 0x00, 0x00, 0x80,
+ 0x11, 0x20, 0xe4, 0xa0, 0x00, 0x00, 0x00, 0xb0, 0x05, 0x00, 0x00, 0x03,
+ 0x03, 0x00, 0x07, 0x80, 0x03, 0x00, 0xe4, 0x80, 0x0d, 0x00, 0xaa, 0xa0,
+ 0x04, 0x00, 0x00, 0x04, 0x02, 0x00, 0x07, 0x80, 0x03, 0x00, 0xe4, 0x80,
+ 0x2a, 0x00, 0x55, 0xa0, 0x02, 0x00, 0xe4, 0x80, 0x02, 0x00, 0x00, 0x03,
+ 0x01, 0x00, 0x08, 0x80, 0x01, 0x00, 0xff, 0x80, 0x0b, 0x00, 0xaa, 0xa0,
+ 0x27, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x02, 0x02, 0x00, 0x08, 0x80,
+ 0x03, 0x00, 0xff, 0x90, 0x0b, 0x00, 0x00, 0x03, 0x01, 0x00, 0x0f, 0x80,
+ 0x02, 0x00, 0xe4, 0x80, 0x0b, 0x00, 0x00, 0xa0, 0x0a, 0x00, 0x00, 0x03,
+ 0x01, 0x00, 0x0f, 0x80, 0x01, 0x00, 0xe4, 0x80, 0x0b, 0x00, 0xaa, 0xa0,
+ 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x0f, 0xd0, 0x01, 0x00, 0xe4, 0x80,
+ 0x0c, 0x00, 0xe4, 0xa0, 0x05, 0x00, 0x00, 0x03, 0x01, 0x00, 0x07, 0x80,
+ 0x00, 0x00, 0x55, 0x90, 0x05, 0x00, 0xe4, 0xa0, 0x04, 0x00, 0x00, 0x04,
+ 0x01, 0x00, 0x07, 0x80, 0x04, 0x00, 0xe4, 0xa0, 0x00, 0x00, 0x00, 0x90,
+ 0x01, 0x00, 0xe4, 0x80, 0x04, 0x00, 0x00, 0x04, 0x01, 0x00, 0x07, 0x80,
+ 0x06, 0x00, 0xe4, 0xa0, 0x00, 0x00, 0xaa, 0x90, 0x01, 0x00, 0xe4, 0x80,
+ 0x04, 0x00, 0x00, 0x04, 0x01, 0x00, 0x07, 0x80, 0x07, 0x00, 0xe4, 0xa0,
+ 0x00, 0x00, 0xff, 0x90, 0x01, 0x00, 0xe4, 0x80, 0x02, 0x00, 0x00, 0x03,
+ 0x01, 0x00, 0x07, 0x80, 0x01, 0x00, 0xe4, 0x81, 0x29, 0x00, 0xe4, 0xa0,
+ 0x24, 0x00, 0x00, 0x02, 0x02, 0x00, 0x07, 0x80, 0x01, 0x00, 0xe4, 0x80,
+ 0x08, 0x00, 0x00, 0x03, 0x01, 0x00, 0x01, 0x80, 0x02, 0x00, 0xe4, 0x80,
+ 0x00, 0x00, 0xe4, 0x80, 0x05, 0x00, 0x00, 0x03, 0x01, 0x00, 0x06, 0x80,
+ 0x00, 0x00, 0xd0, 0x80, 0x01, 0x00, 0x00, 0x80, 0x04, 0x00, 0x00, 0x04,
+ 0x01, 0x00, 0x06, 0x80, 0x01, 0x00, 0xe4, 0x80, 0x0b, 0x00, 0xff, 0xa0,
+ 0x02, 0x00, 0xd0, 0x81, 0x04, 0x00, 0x00, 0x04, 0x01, 0x00, 0x03, 0xe0,
+ 0x01, 0x00, 0xe9, 0x80, 0x3a, 0x00, 0x00, 0xa0, 0x3a, 0x00, 0x00, 0xa0,
+ 0x0b, 0x00, 0x00, 0x03, 0x01, 0x00, 0x01, 0x80, 0x01, 0x00, 0x00, 0x80,
+ 0x0b, 0x00, 0x00, 0xa0, 0x0a, 0x00, 0x00, 0x03, 0x01, 0x00, 0x01, 0x80,
+ 0x01, 0x00, 0x00, 0x80, 0x0b, 0x00, 0xaa, 0xa0, 0x02, 0x00, 0x00, 0x03,
+ 0x01, 0x00, 0x01, 0x80, 0x01, 0x00, 0x00, 0x81, 0x0b, 0x00, 0xaa, 0xa0,
+ 0x05, 0x00, 0x00, 0x03, 0x01, 0x00, 0x02, 0x80, 0x01, 0x00, 0x00, 0x80,
+ 0x01, 0x00, 0x00, 0x80, 0x05, 0x00, 0x00, 0x03, 0x01, 0x00, 0x02, 0x80,
+ 0x01, 0x00, 0x55, 0x80, 0x01, 0x00, 0x55, 0x80, 0x04, 0x00, 0x00, 0x04,
+ 0x01, 0x00, 0x04, 0x80, 0x01, 0x00, 0x55, 0x80, 0x01, 0x00, 0x00, 0x81,
+ 0x0b, 0x00, 0xaa, 0xa0, 0x05, 0x00, 0x00, 0x03, 0x01, 0x00, 0x01, 0x80,
+ 0x01, 0x00, 0x00, 0x80, 0x01, 0x00, 0x55, 0x80, 0x04, 0x00, 0x00, 0x04,
+ 0x01, 0x00, 0x01, 0x80, 0x2a, 0x00, 0x00, 0xa0, 0x01, 0x00, 0xaa, 0x80,
+ 0x01, 0x00, 0x00, 0x80, 0x05, 0x00, 0x00, 0x03, 0x01, 0x00, 0x08, 0xd0,
+ 0x01, 0x00, 0x00, 0x80, 0x2a, 0x00, 0xaa, 0xa0, 0x01, 0x00, 0x00, 0x02,
+ 0x01, 0x00, 0x0f, 0x80, 0x0b, 0x00, 0x00, 0xa0, 0x26, 0x00, 0x00, 0x01,
+ 0x01, 0x00, 0xe4, 0xf0, 0x05, 0x00, 0x00, 0x03, 0x02, 0x00, 0x08, 0x80,
+ 0x01, 0x00, 0xff, 0x80, 0x0b, 0x00, 0x55, 0xa0, 0x2e, 0x00, 0x00, 0x02,
+ 0x00, 0x00, 0x01, 0xb0, 0x02, 0x00, 0xff, 0x80, 0x02, 0x00, 0x00, 0x04,
+ 0x03, 0x00, 0x07, 0x80, 0x02, 0x00, 0xe4, 0x80, 0x2d, 0x20, 0xe4, 0xa1,
+ 0x00, 0x00, 0x00, 0xb0, 0x24, 0x00, 0x00, 0x02, 0x04, 0x00, 0x07, 0x80,
+ 0x03, 0x00, 0xe4, 0x80, 0x08, 0x00, 0x00, 0x03, 0x02, 0x00, 0x08, 0x80,
+ 0x00, 0x00, 0xe4, 0x80, 0x04, 0x00, 0xe4, 0x80, 0x0b, 0x00, 0x00, 0x03,
+ 0x02, 0x00, 0x08, 0x80, 0x02, 0x00, 0xff, 0x80, 0x0b, 0x00, 0x00, 0xa0,
+ 0x0a, 0x00, 0x00, 0x03, 0x02, 0x00, 0x08, 0x80, 0x02, 0x00, 0xff, 0x80,
+ 0x0b, 0x00, 0xaa, 0xa0, 0x20, 0x00, 0x00, 0x04, 0x03, 0x00, 0x01, 0x80,
+ 0x02, 0x00, 0xff, 0x80, 0x2d, 0x20, 0xff, 0xa0, 0x00, 0x00, 0x00, 0xb0,
+ 0x05, 0x00, 0x00, 0x04, 0x03, 0x00, 0x07, 0x80, 0x03, 0x00, 0x00, 0x80,
+ 0x2b, 0x20, 0xe4, 0xa0, 0x00, 0x00, 0x00, 0xb0, 0x05, 0x00, 0x00, 0x03,
+ 0x03, 0x00, 0x07, 0x80, 0x03, 0x00, 0xe4, 0x80, 0x2a, 0x00, 0xff, 0xa0,
+ 0x04, 0x00, 0x00, 0x04, 0x01, 0x00, 0x07, 0x80, 0x03, 0x00, 0xe4, 0x80,
+ 0x2a, 0x00, 0x55, 0xa0, 0x01, 0x00, 0xe4, 0x80, 0x02, 0x00, 0x00, 0x03,
+ 0x01, 0x00, 0x08, 0x80, 0x01, 0x00, 0xff, 0x80, 0x0b, 0x00, 0xaa, 0xa0,
+ 0x27, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x02, 0x01, 0x00, 0x07, 0xd0,
+ 0x01, 0x00, 0xe4, 0x80, 0x02, 0x00, 0x00, 0x03, 0x00, 0x00, 0x01, 0x80,
+ 0x00, 0x00, 0xff, 0x80, 0x0e, 0x00, 0x55, 0xa1, 0x05, 0x00, 0x00, 0x03,
+ 0x00, 0x00, 0x01, 0x80, 0x00, 0x00, 0x00, 0x80, 0x0e, 0x00, 0xaa, 0xa0,
+ 0x0b, 0x00, 0x00, 0x03, 0x00, 0x00, 0x01, 0x80, 0x00, 0x00, 0x00, 0x80,
+ 0x0e, 0x00, 0xff, 0xa0, 0x0a, 0x00, 0x00, 0x03, 0x00, 0x00, 0x04, 0xe0,
+ 0x00, 0x00, 0x00, 0x80, 0x0b, 0x00, 0xaa, 0xa0, 0x01, 0x00, 0x00, 0x02,
+ 0x00, 0x00, 0x03, 0xe0, 0x02, 0x00, 0xe4, 0x90, 0xff, 0xff, 0x00, 0x00
+};
diff --git a/src/extras/shaders/neoVehicle_fs_gl3.inc b/src/extras/shaders/neoVehicle_fs_gl3.inc
new file mode 100644
index 00000000..c75ba717
--- /dev/null
+++ b/src/extras/shaders/neoVehicle_fs_gl3.inc
@@ -0,0 +1,30 @@
+const char *neoVehicle_frag_src =
+"uniform sampler2D tex0;\n"
+"uniform sampler2D tex1;\n"
+
+"in vec4 v_color;\n"
+"in vec4 v_reflcolor;\n"
+"in vec2 v_tex0;\n"
+"in vec2 v_tex1;\n"
+"in float v_fog;\n"
+
+"out vec4 color;\n"
+
+"void\n"
+"main(void)\n"
+"{\n"
+" vec4 pass1 = v_color*texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));\n"
+" vec3 envmap = texture(tex1, vec2(v_tex1.x, 1.0-v_tex1.y)).rgb;\n"
+" pass1.rgb = mix(pass1.rgb, envmap, v_reflcolor.a);\n"
+" pass1.rgb = mix(u_fogColor.rgb, pass1.rgb, v_fog);\n"
+"// pass1.rgb += v_reflcolor.rgb * v_fog;\n"
+
+" vec3 pass2 = v_reflcolor.rgb * v_fog;\n"
+
+" color.rgb = pass1.rgb*pass1.a + pass2;\n"
+" color.a = pass1.a;\n"
+
+"// color.rgb = mix(u_fogColor.rgb, color.rgb, v_fog);\n"
+" DoAlphaTest(color.a);\n"
+"}\n"
+;
diff --git a/src/extras/shaders/neoVehicle_vs_gl3.inc b/src/extras/shaders/neoVehicle_vs_gl3.inc
new file mode 100644
index 00000000..268180e1
--- /dev/null
+++ b/src/extras/shaders/neoVehicle_vs_gl3.inc
@@ -0,0 +1,56 @@
+const char *neoVehicle_vert_src =
+"uniform vec3 u_eye;\n"
+"uniform vec4 u_reflProps;\n"
+"uniform vec4 u_specDir[5];\n"
+"uniform vec4 u_specColor[5];\n"
+
+"#define fresnel (u_reflProps.x)\n"
+"#define lightStrength (u_reflProps.y) // speclight alpha\n"
+"#define shininess (u_reflProps.z)\n"
+"#define specularity (u_reflProps.w)\n"
+
+"layout(location = 0) in vec3 in_pos;\n"
+"layout(location = 1) in vec3 in_normal;\n"
+"layout(location = 2) in vec4 in_color;\n"
+"layout(location = 3) in vec2 in_tex0;\n"
+
+"out vec4 v_color;\n"
+"out vec4 v_reflcolor;\n"
+"out vec2 v_tex0;\n"
+"out vec2 v_tex1;\n"
+"out float v_fog;\n"
+
+"vec3 DoDirLightSpec(vec3 Ldir, vec3 Lcol, vec3 N, vec3 V, float power)\n"
+"{\n"
+" return pow(clamp(dot(N, normalize(V + -Ldir)), 0.0, 1.0), power)*Lcol;\n"
+"}\n"
+
+"void\n"
+"main(void)\n"
+"{\n"
+" vec4 Vertex = u_world * vec4(in_pos, 1.0);\n"
+" gl_Position = u_proj * u_view * Vertex;\n"
+" vec3 Normal = mat3(u_world) * in_normal;\n"
+" vec3 viewVec = normalize(u_eye - Vertex.xyz);\n"
+
+" v_tex0 = in_tex0;\n"
+
+" v_color = in_color;\n"
+" v_color.rgb += u_ambLight.rgb*surfAmbient;\n"
+" v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse*lightStrength;\n"
+" v_color = clamp(v_color, 0.0, 1.0);\n"
+" v_color *= u_matColor;\n"
+
+" // reflect V along Normal\n"
+" vec3 uv2 = Normal*dot(viewVec, Normal)*2.0 - viewVec;\n"
+" v_tex1 = uv2.xy*0.5 + 0.5;\n"
+" float b = 1.0 - clamp(dot(viewVec, Normal), 0.0, 1.0);\n"
+" v_reflcolor = vec4(0.0, 0.0, 0.0, 1.0);\n"
+" v_reflcolor.a = mix(b*b*b*b*b, 1.0f, fresnel)*shininess;\n"
+
+" for(int i = 0; i < 5; i++)\n"
+" v_reflcolor.rgb += DoDirLightSpec(u_specDir[i].xyz, u_specColor[i].rgb, Normal, viewVec, u_specDir[i].w)*specularity*lightStrength;\n"
+
+" v_fog = DoFog(gl_Position.w);\n"
+"}\n"
+;
diff --git a/src/extras/shaders/neoWorldVC.frag b/src/extras/shaders/neoWorldVC.frag
new file mode 100644
index 00000000..0270f305
--- /dev/null
+++ b/src/extras/shaders/neoWorldVC.frag
@@ -0,0 +1,25 @@
+uniform sampler2D tex0;
+uniform sampler2D tex1;
+
+uniform vec4 u_lightMap;
+
+in vec4 v_color;
+in vec2 v_tex0;
+in vec2 v_tex1;
+in float v_fog;
+
+out vec4 color;
+
+void
+main(void)
+{
+ vec4 t0 = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));
+ vec4 t1 = texture(tex1, vec2(v_tex1.x, 1.0-v_tex1.y));
+
+ color = t0*v_color*(1 + u_lightMap*(t1-1));
+ color.a = v_color.a*t0.a*u_lightMap.a;
+
+ color.rgb = mix(u_fogColor.rgb, color.rgb, v_fog);
+ DoAlphaTest(color.a);
+}
+
diff --git a/src/extras/shaders/neoWorldVC_PS.cso b/src/extras/shaders/neoWorldVC_PS.cso
new file mode 100644
index 00000000..5e8d1696
--- /dev/null
+++ b/src/extras/shaders/neoWorldVC_PS.cso
Binary files differ
diff --git a/src/extras/shaders/neoWorldVC_PS.hlsl b/src/extras/shaders/neoWorldVC_PS.hlsl
new file mode 100644
index 00000000..fc4f1de9
--- /dev/null
+++ b/src/extras/shaders/neoWorldVC_PS.hlsl
@@ -0,0 +1,25 @@
+sampler2D Diffuse : register(s0);
+sampler2D Light : register(s1);
+float4 fogColor : register(c0);
+float4 lm : register(c1);
+
+struct PS_INPUT
+{
+ float4 Color : COLOR0;
+ float3 Tex0 : TEXCOORD0;
+ float2 Tex1 : TEXCOORD1;
+};
+
+float4
+main(PS_INPUT IN) : COLOR
+{
+ float4 t0 = tex2D(Diffuse, IN.Tex0.xy);
+ float4 t1 = tex2D(Light, IN.Tex1);
+
+ float4 col = t0*IN.Color*(1 + lm*(t1-1));
+ col.a = IN.Color.a*t0.a*lm.a;
+
+ col.rgb = lerp(fogColor.rgb, col.rgb, IN.Tex0.z);
+
+ return col;
+}
diff --git a/src/extras/shaders/neoWorldVC_PS.inc b/src/extras/shaders/neoWorldVC_PS.inc
new file mode 100644
index 00000000..eb8bf2ee
--- /dev/null
+++ b/src/extras/shaders/neoWorldVC_PS.inc
@@ -0,0 +1,46 @@
+static unsigned char neoWorldVC_PS_cso[] = {
+ 0x00, 0x02, 0xff, 0xff, 0xfe, 0xff, 0x3e, 0x00, 0x43, 0x54, 0x41, 0x42,
+ 0x1c, 0x00, 0x00, 0x00, 0xc2, 0x00, 0x00, 0x00, 0x00, 0x02, 0xff, 0xff,
+ 0x04, 0x00, 0x00, 0x00, 0x1c, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00,
+ 0xbb, 0x00, 0x00, 0x00, 0x6c, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00,
+ 0x01, 0x00, 0x02, 0x00, 0x74, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x84, 0x00, 0x00, 0x00, 0x03, 0x00, 0x01, 0x00, 0x01, 0x00, 0x06, 0x00,
+ 0x8c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x9c, 0x00, 0x00, 0x00,
+ 0x02, 0x00, 0x00, 0x00, 0x01, 0x00, 0x02, 0x00, 0xa8, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0xb8, 0x00, 0x00, 0x00, 0x02, 0x00, 0x01, 0x00,
+ 0x01, 0x00, 0x06, 0x00, 0xa8, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x44, 0x69, 0x66, 0x66, 0x75, 0x73, 0x65, 0x00, 0x04, 0x00, 0x0c, 0x00,
+ 0x01, 0x00, 0x01, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x4c, 0x69, 0x67, 0x68, 0x74, 0x00, 0xab, 0xab, 0x04, 0x00, 0x0c, 0x00,
+ 0x01, 0x00, 0x01, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x66, 0x6f, 0x67, 0x43, 0x6f, 0x6c, 0x6f, 0x72, 0x00, 0xab, 0xab, 0xab,
+ 0x01, 0x00, 0x03, 0x00, 0x01, 0x00, 0x04, 0x00, 0x01, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x6c, 0x6d, 0x00, 0x70, 0x73, 0x5f, 0x32, 0x5f,
+ 0x30, 0x00, 0x4d, 0x69, 0x63, 0x72, 0x6f, 0x73, 0x6f, 0x66, 0x74, 0x20,
+ 0x28, 0x52, 0x29, 0x20, 0x48, 0x4c, 0x53, 0x4c, 0x20, 0x53, 0x68, 0x61,
+ 0x64, 0x65, 0x72, 0x20, 0x43, 0x6f, 0x6d, 0x70, 0x69, 0x6c, 0x65, 0x72,
+ 0x20, 0x39, 0x2e, 0x32, 0x39, 0x2e, 0x39, 0x35, 0x32, 0x2e, 0x33, 0x31,
+ 0x31, 0x31, 0x00, 0xab, 0x51, 0x00, 0x00, 0x05, 0x02, 0x00, 0x0f, 0xa0,
+ 0x00, 0x00, 0x80, 0xbf, 0x00, 0x00, 0x80, 0x3f, 0x00, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x80,
+ 0x00, 0x00, 0x0f, 0x90, 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x80,
+ 0x00, 0x00, 0x07, 0xb0, 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x80,
+ 0x01, 0x00, 0x03, 0xb0, 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x90,
+ 0x00, 0x08, 0x0f, 0xa0, 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x90,
+ 0x01, 0x08, 0x0f, 0xa0, 0x42, 0x00, 0x00, 0x03, 0x00, 0x00, 0x0f, 0x80,
+ 0x01, 0x00, 0xe4, 0xb0, 0x01, 0x08, 0xe4, 0xa0, 0x42, 0x00, 0x00, 0x03,
+ 0x01, 0x00, 0x0f, 0x80, 0x00, 0x00, 0xe4, 0xb0, 0x00, 0x08, 0xe4, 0xa0,
+ 0x02, 0x00, 0x00, 0x03, 0x00, 0x00, 0x07, 0x80, 0x00, 0x00, 0xe4, 0x80,
+ 0x02, 0x00, 0x00, 0xa0, 0x01, 0x00, 0x00, 0x02, 0x00, 0x00, 0x08, 0x80,
+ 0x02, 0x00, 0x55, 0xa0, 0x04, 0x00, 0x00, 0x04, 0x00, 0x00, 0x07, 0x80,
+ 0x01, 0x00, 0xe4, 0xa0, 0x00, 0x00, 0xe4, 0x80, 0x00, 0x00, 0xff, 0x80,
+ 0x05, 0x00, 0x00, 0x03, 0x01, 0x00, 0x07, 0x80, 0x01, 0x00, 0xe4, 0x80,
+ 0x00, 0x00, 0xe4, 0x90, 0x05, 0x00, 0x00, 0x03, 0x00, 0x00, 0x08, 0x80,
+ 0x01, 0x00, 0xff, 0x80, 0x00, 0x00, 0xff, 0x90, 0x05, 0x00, 0x00, 0x03,
+ 0x02, 0x00, 0x08, 0x80, 0x00, 0x00, 0xff, 0x80, 0x01, 0x00, 0xff, 0xa0,
+ 0x04, 0x00, 0x00, 0x04, 0x00, 0x00, 0x07, 0x80, 0x01, 0x00, 0xe4, 0x80,
+ 0x00, 0x00, 0xe4, 0x80, 0x00, 0x00, 0xe4, 0xa1, 0x04, 0x00, 0x00, 0x04,
+ 0x02, 0x00, 0x07, 0x80, 0x00, 0x00, 0xaa, 0xb0, 0x00, 0x00, 0xe4, 0x80,
+ 0x00, 0x00, 0xe4, 0xa0, 0x01, 0x00, 0x00, 0x02, 0x00, 0x08, 0x0f, 0x80,
+ 0x02, 0x00, 0xe4, 0x80, 0xff, 0xff, 0x00, 0x00
+};
diff --git a/src/extras/shaders/neoWorldVC_fs_gl3.inc b/src/extras/shaders/neoWorldVC_fs_gl3.inc
new file mode 100644
index 00000000..c861d334
--- /dev/null
+++ b/src/extras/shaders/neoWorldVC_fs_gl3.inc
@@ -0,0 +1,27 @@
+const char *neoWorldVC_frag_src =
+"uniform sampler2D tex0;\n"
+"uniform sampler2D tex1;\n"
+
+"uniform vec4 u_lightMap;\n"
+
+"in vec4 v_color;\n"
+"in vec2 v_tex0;\n"
+"in vec2 v_tex1;\n"
+"in float v_fog;\n"
+
+"out vec4 color;\n"
+
+"void\n"
+"main(void)\n"
+"{\n"
+" vec4 t0 = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));\n"
+" vec4 t1 = texture(tex1, vec2(v_tex1.x, 1.0-v_tex1.y));\n"
+
+" color = t0*v_color*(1 + u_lightMap*(t1-1));\n"
+" color.a = v_color.a*t0.a*u_lightMap.a;\n"
+
+" color.rgb = mix(u_fogColor.rgb, color.rgb, v_fog);\n"
+" DoAlphaTest(color.a);\n"
+"}\n"
+
+;
diff --git a/src/extras/shaders/simple.frag b/src/extras/shaders/simple.frag
new file mode 100644
index 00000000..87157beb
--- /dev/null
+++ b/src/extras/shaders/simple.frag
@@ -0,0 +1,16 @@
+uniform sampler2D tex0;
+
+in vec4 v_color;
+in vec2 v_tex0;
+in float v_fog;
+
+out vec4 color;
+
+void
+main(void)
+{
+ color = v_color*texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));
+ color.rgb = mix(u_fogColor.rgb, color.rgb, v_fog);
+ DoAlphaTest(color.a);
+}
+
diff --git a/src/extras/shaders/simple_fs_gl3.inc b/src/extras/shaders/simple_fs_gl3.inc
new file mode 100644
index 00000000..47d89971
--- /dev/null
+++ b/src/extras/shaders/simple_fs_gl3.inc
@@ -0,0 +1,18 @@
+const char *simple_frag_src =
+"uniform sampler2D tex0;\n"
+
+"in vec4 v_color;\n"
+"in vec2 v_tex0;\n"
+"in float v_fog;\n"
+
+"out vec4 color;\n"
+
+"void\n"
+"main(void)\n"
+"{\n"
+" color = v_color*texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));\n"
+" color.rgb = mix(u_fogColor.rgb, color.rgb, v_fog);\n"
+" DoAlphaTest(color.a);\n"
+"}\n"
+
+;
diff --git a/src/extras/shaders/standardConstants.h b/src/extras/shaders/standardConstants.h
new file mode 100644
index 00000000..088df7dd
--- /dev/null
+++ b/src/extras/shaders/standardConstants.h
@@ -0,0 +1,28 @@
+float4x4 combinedMat : register(c0);
+float4x4 worldMat : register(c4);
+float3x3 normalMat : register(c8);
+float4 matCol : register(c12);
+float4 surfProps : register(c13);
+float4 fogData : register(c14);
+float4 ambientLight : register(c15);
+
+#define surfAmbient (surfProps.x)
+#define surfSpecular (surfProps.y)
+#define surfDiffuse (surfProps.z)
+
+#define fogStart (fogData.x)
+#define fogEnd (fogData.y)
+#define fogRange (fogData.z)
+#define fogDisable (fogData.w)
+
+#include "lighting.h"
+
+int numDirLights : register(i0);
+int numPointLights : register(i1);
+int numSpotLights : register(i2);
+int4 firstLight : register(c16);
+Light lights[8] : register(c17);
+
+#define firstDirLight (firstLight.x)
+#define firstPointLight (firstLight.y)
+#define firstSpotLight (firstLight.z)