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@@ -32,9 +32,9 @@ int CALLBACK WinMain(
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_In_ int nCmdShow
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)
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{
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- //gApplication().startUp("CamelotGLRenderSystem", "CamelotForwardRenderer");
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+ gApplication().startUp("CamelotGLRenderSystem", "CamelotForwardRenderer");
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//gApplication().startUp("CamelotD3D9RenderSystem", "CamelotForwardRenderer");
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- gApplication().startUp("CamelotD3D11RenderSystem", "CamelotForwardRenderer");
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+ //gApplication().startUp("CamelotD3D11RenderSystem", "CamelotForwardRenderer");
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RenderSystem* renderSystem = RenderSystem::instancePtr();
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RenderWindowPtr renderWindow = gApplication().getPrimaryRenderWindow();
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@@ -77,28 +77,28 @@ int CALLBACK WinMain(
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//HighLevelGpuProgramHandle vertProgRef = HighLevelGpuProgram::create(vertShaderCode, "vs_main", "hlsl", GPT_VERTEX_PROGRAM, GPP_VS_2_0);
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/////////////////// HLSL 11 SHADERS //////////////////////////
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- String fragShaderCode = "SamplerState samp : register(s0); \
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- Texture2D tex : register(t0); \
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- float4 ps_main(in float4 inPos : SV_Position, float2 uv : TEXCOORD0) : SV_Target \
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- { \
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- float4 color = tex.Sample(samp, uv); \
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- return color; \
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- }";
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-
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- HighLevelGpuProgramHandle fragProgRef = HighLevelGpuProgram::create(fragShaderCode, "ps_main", "hlsl", GPT_FRAGMENT_PROGRAM, GPP_PS_4_0);
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-
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- String vertShaderCode = "float4x4 matViewProjection; \
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- void vs_main( \
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- in float4 inPos : POSITION, \
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- in float2 uv : TEXCOORD0, \
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- out float4 oPosition : SV_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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- HighLevelGpuProgramHandle vertProgRef = HighLevelGpuProgram::create(vertShaderCode, "vs_main", "hlsl", GPT_VERTEX_PROGRAM, GPP_VS_4_0);
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+ //String fragShaderCode = "SamplerState samp : register(s0); \
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+ // Texture2D tex : register(t0); \
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+ // float4 ps_main(in float4 inPos : SV_Position, float2 uv : TEXCOORD0) : SV_Target \
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+ // { \
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+ // float4 color = tex.Sample(samp, uv); \
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+ // return color; \
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+ // }";
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+
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+ //HighLevelGpuProgramHandle fragProgRef = HighLevelGpuProgram::create(fragShaderCode, "ps_main", "hlsl", GPT_FRAGMENT_PROGRAM, GPP_PS_4_0);
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+
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+ //String vertShaderCode = "float4x4 matViewProjection; \
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+ // void vs_main( \
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+ // in float4 inPos : POSITION, \
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+ // in float2 uv : TEXCOORD0, \
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+ // out float4 oPosition : SV_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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+ //HighLevelGpuProgramHandle vertProgRef = HighLevelGpuProgram::create(vertShaderCode, "vs_main", "hlsl", GPT_VERTEX_PROGRAM, GPP_VS_4_0);
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/////////////////// CG SHADERS //////////////////////////
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//String fragShaderCode = "sampler2D tex; \
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@@ -124,31 +124,31 @@ int CALLBACK WinMain(
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//HighLevelGpuProgramHandle vertProgRef = HighLevelGpuProgram::create(vertShaderCode, "vs_main", "cg", GPT_VERTEX_PROGRAM, GPP_VS_2_0);
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///////////////// GLSL SHADERS ////////////////////////////
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- //String fragShaderCode = " #version 400 \n \
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- // uniform sampler2D tex; \
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- // in vec2 texcoord0; \
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- // out vec4 fragColor; \
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- // void main() \
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- // {\
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- // vec4 texColor = texture2D(tex, texcoord0.st);\
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- // fragColor = texColor; \
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- // }";
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-
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- //HighLevelGpuProgramHandle fragProgRef = HighLevelGpuProgram::create(fragShaderCode, "main", "glsl", GPT_FRAGMENT_PROGRAM, GPP_PS_2_0);
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-
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- //// TODO - Make sure to document the strict input parameter naming. (Exact supported names are in GLSLParamParser)
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- //String vertShaderCode = "#version 400 \n \
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- // uniform mainFragBlock { mat4 matViewProjection; }; \
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- // in vec4 cm_position; \
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- // in vec2 cm_texcoord0; \
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- // out vec2 texcoord0; \
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- // void main() \
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- // { \
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- // texcoord0 = cm_texcoord0; \
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- // gl_Position = cm_position * matViewProjection; \
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- // }";
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-
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- //HighLevelGpuProgramHandle vertProgRef= HighLevelGpuProgram::create(vertShaderCode, "main", "glsl", GPT_VERTEX_PROGRAM, GPP_VS_2_0);
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+ String fragShaderCode = " #version 400 \n \
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+ uniform sampler2D tex; \
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+ in vec2 texcoord0; \
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+ out vec4 fragColor; \
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+ void main() \
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+ {\
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+ vec4 texColor = texture2D(tex, texcoord0.st);\
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+ fragColor = texColor; \
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+ }";
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+
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+ HighLevelGpuProgramHandle fragProgRef = HighLevelGpuProgram::create(fragShaderCode, "main", "glsl", GPT_FRAGMENT_PROGRAM, GPP_PS_2_0);
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+
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+ // TODO - Make sure to document the strict input parameter naming. (Exact supported names are in GLSLParamParser)
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+ String vertShaderCode = "#version 400 \n \
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+ uniform mainFragBlock { mat4 matViewProjection; }; \
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+ in vec4 cm_position; \
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+ in vec2 cm_texcoord0; \
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+ out vec2 texcoord0; \
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+ void main() \
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+ { \
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+ texcoord0 = cm_texcoord0; \
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+ gl_Position = cm_position * matViewProjection; \
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+ }";
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+
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+ HighLevelGpuProgramHandle vertProgRef= HighLevelGpuProgram::create(vertShaderCode, "main", "glsl", GPT_VERTEX_PROGRAM, GPP_VS_2_0);
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gResources().create(vertProgRef, "C:\\vertProgCg.vprog", true);
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gResources().unload(vertProgRef);
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