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@@ -83,54 +83,54 @@ namespace CamelotEngine
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/////////////////// CG SHADERS //////////////////////////
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- String fragShaderCode = "sampler2D diffuseMap; \
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- float4 ps_main(float2 uv : TEXCOORD0) : COLOR0 \
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- { \
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- float4 color = tex2D(diffuseMap, uv); \
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- return color; \
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- }";
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-
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- mFragProg = HighLevelGpuProgramManager::instance().createProgram(fragShaderCode, "ps_main", "cg", GPT_FRAGMENT_PROGRAM, GPP_PS_2_0);
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- mFragProg->load();
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+ //String fragShaderCode = "sampler2D diffuseMap; \
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+ // float4 ps_main(float2 uv : TEXCOORD0) : COLOR0 \
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+ //{ \
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+ // float4 color = tex2D(diffuseMap, uv); \
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+ // return color; \
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+ //}";
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- String vertShaderCode = "float4x4 matViewProjection; \
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- void vs_main( \
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- float4 inPos : POSITION, \
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- float2 uv : TEXCOORD0, \
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- out float4 oPosition : POSITION, \
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- out float2 oUv : TEXCOORD0) \
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- { \
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- oPosition = mul(matViewProjection, inPos); \
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- oUv = uv; \
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- }";
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-
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- mVertProg = HighLevelGpuProgramManager::instance().createProgram(vertShaderCode, "vs_main", "cg", GPT_VERTEX_PROGRAM, GPP_VS_2_0);
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- mVertProg->load();
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+ //mFragProg = HighLevelGpuProgramManager::instance().createProgram(fragShaderCode, "ps_main", "cg", GPT_FRAGMENT_PROGRAM, GPP_PS_2_0);
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+ //mFragProg->load();
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+
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+ //String vertShaderCode = "float4x4 matViewProjection; \
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+ // void vs_main( \
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+ // float4 inPos : POSITION, \
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+ // float2 uv : TEXCOORD0, \
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+ // out float4 oPosition : POSITION, \
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+ // out float2 oUv : TEXCOORD0) \
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+ // { \
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+ // oPosition = mul(matViewProjection, inPos); \
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+ // oUv = uv; \
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+ // }";
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+
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+ //mVertProg = HighLevelGpuProgramManager::instance().createProgram(vertShaderCode, "vs_main", "cg", GPT_VERTEX_PROGRAM, GPP_VS_2_0);
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+ //mVertProg->load();
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///////////////// GLSL SHADERS ////////////////////////////
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- //String fragShaderCode = "uniform sampler2D tex; \
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- // void main() \
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- // {\
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- // vec4 texColor = texture2D(tex,gl_TexCoord[0].st);\
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- // gl_FragColor = texColor; \
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- // }";
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-
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- //mFragProg = HighLevelGpuProgramManager::instance().createProgram(fragShaderCode, "main", "glsl", GPT_FRAGMENT_PROGRAM, GPP_PS_2_0);
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- //mFragProg->load();
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+ String fragShaderCode = "uniform sampler2D tex; \
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+ void main() \
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+ {\
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+ vec4 texColor = texture2D(tex,gl_TexCoord[0].st);\
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+ gl_FragColor = texColor; \
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+ }";
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+
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+ mFragProg = HighLevelGpuProgramManager::instance().createProgram(fragShaderCode, "main", "glsl", GPT_FRAGMENT_PROGRAM, GPP_PS_2_0);
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+ mFragProg->load();
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- //// TODO - Ogres GLSL parsing requires some strict parameter naming, can that be avoided?
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- //String vertShaderCode = "uniform mat4 matViewProjection; \
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- // attribute vec4 vertex; \
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- // void main() \
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- // { \
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- // gl_TexCoord[0] = gl_MultiTexCoord0; \
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- // gl_Position = matViewProjection * vertex; \
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- // }";
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+ // TODO - Ogres GLSL parsing requires some strict parameter naming, can that be avoided?
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+ String vertShaderCode = "uniform mat4 matViewProjection; \
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+ attribute vec4 vertex; \
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+ void main() \
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+ { \
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+ gl_TexCoord[0] = gl_MultiTexCoord0; \
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+ gl_Position = matViewProjection * vertex; \
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+ }";
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- //mVertProg = HighLevelGpuProgramManager::instance().createProgram(vertShaderCode, "main", "glsl", GPT_VERTEX_PROGRAM, GPP_VS_2_0);
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- //mVertProg->load();
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+ mVertProg = HighLevelGpuProgramManager::instance().createProgram(vertShaderCode, "main", "glsl", GPT_VERTEX_PROGRAM, GPP_VS_2_0);
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+ mVertProg->load();
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// IMPORTER TEST
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