4226d56ca9
As of clang-format 6.0.1, putting the `/* clang-format off */` hint around our "invalid" `[vertex]` and `[shader]` statements isn't enough to prevent a bogus indent of the next comments and first valid statement, so we need to enclose that first valid statement in the unformatted chunk.
130 lines
2.2 KiB
GLSL
130 lines
2.2 KiB
GLSL
/* clang-format off */
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[vertex]
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#ifdef USE_GLES_OVER_GL
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#define mediump
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#define highp
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#else
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precision mediump float;
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precision mediump int;
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#endif
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attribute highp vec4 vertex_attrib; // attrib:0
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/* clang-format on */
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#if defined(USE_CUBEMAP) || defined(USE_PANORAMA)
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attribute vec3 cube_in; // attrib:4
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#else
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attribute vec2 uv_in; // attrib:4
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#endif
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attribute vec2 uv2_in; // attrib:5
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#if defined(USE_CUBEMAP) || defined(USE_PANORAMA)
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varying vec3 cube_interp;
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#else
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varying vec2 uv_interp;
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#endif
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varying vec2 uv2_interp;
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#ifdef USE_COPY_SECTION
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uniform vec4 copy_section;
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#endif
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void main() {
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#if defined(USE_CUBEMAP) || defined(USE_PANORAMA)
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cube_interp = cube_in;
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#else
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uv_interp = uv_in;
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#endif
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uv2_interp = uv2_in;
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gl_Position = vertex_attrib;
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#ifdef USE_COPY_SECTION
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uv_interp = copy_section.xy + uv_interp * copy_section.zw;
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gl_Position.xy = (copy_section.xy + (gl_Position.xy * 0.5 + 0.5) * copy_section.zw) * 2.0 - 1.0;
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#endif
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}
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/* clang-format off */
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[fragment]
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#define M_PI 3.14159265359
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#ifdef USE_GLES_OVER_GL
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#define mediump
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#define highp
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#else
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precision mediump float;
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precision mediump int;
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#endif
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#if defined(USE_CUBEMAP) || defined(USE_PANORAMA)
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varying vec3 cube_interp;
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#else
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varying vec2 uv_interp;
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#endif
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/* clang-format on */
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#ifdef USE_CUBEMAP
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uniform samplerCube source_cube; // texunit:0
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#else
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uniform sampler2D source; // texunit:0
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#endif
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varying vec2 uv2_interp;
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#ifdef USE_MULTIPLIER
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uniform float multiplier;
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#endif
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#ifdef USE_CUSTOM_ALPHA
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uniform float custom_alpha;
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#endif
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#if defined(USE_PANORAMA) || defined(USE_ASYM_PANO)
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vec4 texturePanorama(sampler2D pano, vec3 normal) {
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vec2 st = vec2(
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atan(normal.x, normal.z),
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acos(normal.y));
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if (st.x < 0.0)
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st.x += M_PI * 2.0;
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st /= vec2(M_PI * 2.0, M_PI);
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return texture2D(pano, st);
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}
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#endif
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void main() {
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#ifdef USE_PANORAMA
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vec4 color = texturePanorama(source, normalize(cube_interp));
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#elif defined(USE_CUBEMAP)
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vec4 color = textureCube(source_cube, normalize(cube_interp));
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#else
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vec4 color = texture2D(source, uv_interp);
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#endif
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#ifdef USE_NO_ALPHA
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color.a = 1.0;
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#endif
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#ifdef USE_CUSTOM_ALPHA
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color.a = custom_alpha;
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#endif
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#ifdef USE_MULTIPLIER
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color.rgb *= multiplier;
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#endif
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gl_FragColor = color;
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}
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