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@@ -5,7 +5,7 @@
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#pragma anki mutator ANKI_LOD 0 1 2
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#pragma anki mutator ANKI_VELOCITY 0 1
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-#pragma anki mutator TECHNIQUE 0 1 2
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+#pragma anki mutator ANKI_TECHNIQUE 0 1 2
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#pragma anki mutator ANKI_BONES 0 1
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#pragma anki mutator DIFFUSE_TEX 0 1
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#pragma anki mutator SPECULAR_TEX 0 1
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@@ -16,26 +16,26 @@
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#pragma anki mutator EMISSIVE_TEX 0 1
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#pragma anki mutator ALPHA_TEST 0 1
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-#pragma anki rewrite_mutation TECHNIQUE 1 DIFFUSE_TEX 1 ALPHA_TEST 0 to TECHNIQUE 1 DIFFUSE_TEX 0 ALPHA_TEST 0
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-#pragma anki rewrite_mutation TECHNIQUE 2 DIFFUSE_TEX 1 ALPHA_TEST 0 to TECHNIQUE 2 DIFFUSE_TEX 0 ALPHA_TEST 0
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+#pragma anki rewrite_mutation ANKI_TECHNIQUE 1 DIFFUSE_TEX 1 ALPHA_TEST 0 to ANKI_TECHNIQUE 1 DIFFUSE_TEX 0 ALPHA_TEST 0
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+#pragma anki rewrite_mutation ANKI_TECHNIQUE 2 DIFFUSE_TEX 1 ALPHA_TEST 0 to ANKI_TECHNIQUE 2 DIFFUSE_TEX 0 ALPHA_TEST 0
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-#pragma anki rewrite_mutation TECHNIQUE 1 SPECULAR_TEX 1 to TECHNIQUE 1 SPECULAR_TEX 0
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-#pragma anki rewrite_mutation TECHNIQUE 2 SPECULAR_TEX 1 to TECHNIQUE 2 SPECULAR_TEX 0
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+#pragma anki rewrite_mutation ANKI_TECHNIQUE 1 SPECULAR_TEX 1 to ANKI_TECHNIQUE 1 SPECULAR_TEX 0
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+#pragma anki rewrite_mutation ANKI_TECHNIQUE 2 SPECULAR_TEX 1 to ANKI_TECHNIQUE 2 SPECULAR_TEX 0
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-#pragma anki rewrite_mutation TECHNIQUE 1 NORMAL_TEX 1 to TECHNIQUE 1 NORMAL_TEX 0
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-#pragma anki rewrite_mutation TECHNIQUE 2 NORMAL_TEX 1 to TECHNIQUE 2 NORMAL_TEX 0
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+#pragma anki rewrite_mutation ANKI_TECHNIQUE 1 NORMAL_TEX 1 to ANKI_TECHNIQUE 1 NORMAL_TEX 0
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+#pragma anki rewrite_mutation ANKI_TECHNIQUE 2 NORMAL_TEX 1 to ANKI_TECHNIQUE 2 NORMAL_TEX 0
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-#pragma anki rewrite_mutation TECHNIQUE 1 ROUGHNESS_TEX 1 to TECHNIQUE 1 ROUGHNESS_TEX 0
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-#pragma anki rewrite_mutation TECHNIQUE 2 ROUGHNESS_TEX 1 to TECHNIQUE 2 ROUGHNESS_TEX 0
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+#pragma anki rewrite_mutation ANKI_TECHNIQUE 1 ROUGHNESS_TEX 1 to ANKI_TECHNIQUE 1 ROUGHNESS_TEX 0
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+#pragma anki rewrite_mutation ANKI_TECHNIQUE 2 ROUGHNESS_TEX 1 to ANKI_TECHNIQUE 2 ROUGHNESS_TEX 0
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-#pragma anki rewrite_mutation TECHNIQUE 1 METAL_TEX 1 to TECHNIQUE 1 METAL_TEX 0
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-#pragma anki rewrite_mutation TECHNIQUE 2 METAL_TEX 1 to TECHNIQUE 2 METAL_TEX 0
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+#pragma anki rewrite_mutation ANKI_TECHNIQUE 1 METAL_TEX 1 to ANKI_TECHNIQUE 1 METAL_TEX 0
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+#pragma anki rewrite_mutation ANKI_TECHNIQUE 2 METAL_TEX 1 to ANKI_TECHNIQUE 2 METAL_TEX 0
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-#pragma anki rewrite_mutation TECHNIQUE 1 EMISSIVE_TEX 1 to TECHNIQUE 1 EMISSIVE_TEX 0
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-#pragma anki rewrite_mutation TECHNIQUE 2 EMISSIVE_TEX 1 to TECHNIQUE 2 EMISSIVE_TEX 0
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+#pragma anki rewrite_mutation ANKI_TECHNIQUE 1 EMISSIVE_TEX 1 to ANKI_TECHNIQUE 1 EMISSIVE_TEX 0
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+#pragma anki rewrite_mutation ANKI_TECHNIQUE 2 EMISSIVE_TEX 1 to ANKI_TECHNIQUE 2 EMISSIVE_TEX 0
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-#pragma anki rewrite_mutation TECHNIQUE 1 PARALLAX 1 to TECHNIQUE 1 PARALLAX 0
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-#pragma anki rewrite_mutation TECHNIQUE 2 PARALLAX 1 to TECHNIQUE 2 PARALLAX 0
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+#pragma anki rewrite_mutation ANKI_TECHNIQUE 1 PARALLAX 1 to ANKI_TECHNIQUE 1 PARALLAX 0
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+#pragma anki rewrite_mutation ANKI_TECHNIQUE 2 PARALLAX 1 to ANKI_TECHNIQUE 2 PARALLAX 0
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#pragma anki rewrite_mutation ALPHA_TEST 1 DIFFUSE_TEX 0 to ALPHA_TEST 0 DIFFUSE_TEX 0
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@@ -129,14 +129,14 @@ layout(set = MATERIAL_SET_EXTERNAL, binding = MATERIAL_BINDING_GLOBAL_UNIFORMS,
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};
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#if ANKI_BONES
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-#pragma anki reflect b_boneTransforms
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+# pragma anki reflect b_boneTransforms
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layout(set = MATERIAL_SET_EXTERNAL, binding = MATERIAL_BINDING_BONE_TRANSFORMS, row_major,
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std140) readonly buffer b_boneTransforms
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{
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Mat4 u_boneTransforms[];
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};
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-#pragma anki reflect b_prevFrameBoneTransforms
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+# pragma anki reflect b_prevFrameBoneTransforms
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layout(set = MATERIAL_SET_EXTERNAL, binding = MATERIAL_BINDING_PREVIOUS_BONE_TRANSFORMS, row_major,
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std140) readonly buffer b_prevFrameBoneTransforms
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{
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@@ -148,13 +148,13 @@ layout(set = MATERIAL_SET_EXTERNAL, binding = MATERIAL_BINDING_PREVIOUS_BONE_TRA
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// Globals (always in local space)
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Vec3 g_position = in_position;
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-#if TECHNIQUE == RENDERING_TECHNIQUE_GBUFFER
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+#if ANKI_TECHNIQUE == RENDERING_TECHNIQUE_GBUFFER
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Vec3 g_prevPosition = in_position;
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ANKI_RP Vec3 g_normal = in_normal;
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ANKI_RP Vec4 g_tangent = in_tangent;
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#endif
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-#if TECHNIQUE == RENDERING_TECHNIQUE_GBUFFER || ALPHA_TEST
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+#if ANKI_TECHNIQUE == RENDERING_TECHNIQUE_GBUFFER || ALPHA_TEST
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Vec2 g_uv = in_uv;
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#endif
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@@ -170,7 +170,7 @@ void skinning()
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prevSkinMat += u_prevFrameBoneTransforms[in_boneIndices[i]] * in_boneWeights[i];
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}
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-# if TECHNIQUE == RENDERING_TECHNIQUE_GBUFFER
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+# if ANKI_TECHNIQUE == RENDERING_TECHNIQUE_GBUFFER
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g_prevPosition = (prevSkinMat * Vec4(g_position, 1.0)).xyz;
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g_tangent.xyz = (skinMat * Vec4(g_tangent.xyz, 0.0)).xyz;
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g_normal = (skinMat * Vec4(g_normal, 0.0)).xyz;
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@@ -181,7 +181,7 @@ void skinning()
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#endif
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// Common store function
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-#if TECHNIQUE == RENDERING_TECHNIQUE_GBUFFER
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+#if ANKI_TECHNIQUE == RENDERING_TECHNIQUE_GBUFFER
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void positionUvNormalTangent()
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{
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gl_Position = u_globalUniforms.m_viewProjectionMatrix
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@@ -214,7 +214,7 @@ void parallax()
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}
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#endif
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-#if(ANKI_VELOCITY || ANKI_BONES) && TECHNIQUE == RENDERING_TECHNIQUE_GBUFFER
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+#if(ANKI_VELOCITY || ANKI_BONES) && ANKI_TECHNIQUE == RENDERING_TECHNIQUE_GBUFFER
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void velocity()
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{
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const Vec3 prevLocalPos = g_prevPosition;
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@@ -242,7 +242,7 @@ void main()
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skinning();
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#endif
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-#if TECHNIQUE == RENDERING_TECHNIQUE_GBUFFER
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+#if ANKI_TECHNIQUE == RENDERING_TECHNIQUE_GBUFFER
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positionUvNormalTangent();
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# if REALLY_USING_PARALLAX
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@@ -336,7 +336,7 @@ Vec2 computeTextureCoordParallax(texture2D heightMap, sampler sampl, Vec2 uv, F3
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#endif
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// Do normal mapping
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-#if TECHNIQUE == RENDERING_TECHNIQUE_GBUFFER
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+#if ANKI_TECHNIQUE == RENDERING_TECHNIQUE_GBUFFER
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ANKI_RP Vec3 readNormalFromTexture(ANKI_RP texture2D map, sampler sampl, highp Vec2 texCoords)
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{
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// First read the texture
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@@ -362,7 +362,7 @@ void doAlphaText(F32 alpha)
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void main()
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{
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-#if TECHNIQUE == RENDERING_TECHNIQUE_GBUFFER
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+#if ANKI_TECHNIQUE == RENDERING_TECHNIQUE_GBUFFER
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# if REALLY_USING_PARALLAX
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const Vec2 uv = computeTextureCoordParallax(u_heightTex, u_globalSampler, in_uv, u_localUniforms.m_heightmapScale);
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# else
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@@ -418,14 +418,14 @@ void main()
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# endif
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packGBuffer(diffColor, normal, specColor, roughness, u_localUniforms.m_subsurface, emission, metallic, velocity);
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-#elif TECHNIQUE == RENDERING_TECHNIQUE_GBUFFER_EZ
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+#elif ANKI_TECHNIQUE == RENDERING_TECHNIQUE_GBUFFER_EZ
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out_gbuffer0 = Vec4(0.0);
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out_gbuffer1 = Vec4(0.0);
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out_gbuffer2 = Vec4(0.0);
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out_gbuffer3 = Vec2(0.0);
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#endif
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-#if TECHNIQUE != RENDERING_TECHNIQUE_GBUFFER && ALPHA_TEST
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+#if ANKI_TECHNIQUE != RENDERING_TECHNIQUE_GBUFFER && ALPHA_TEST
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doAlphaText(texture(u_diffTex, u_globalSampler, in_uv).a);
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#endif
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}
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