Branimir Karadžić 11 лет назад
Родитель
Сommit
f6fe2de941
76 измененных файлов с 30 добавлено и 30 удалено
  1. 2 2
      examples/06-bump/vs_bump.sc
  2. 2 2
      examples/06-bump/vs_bump_instanced.sc
  3. 3 3
      examples/13-stencil/vs_stencil_color_lightning.sc
  4. 4 4
      examples/13-stencil/vs_stencil_texture_lightning.sc
  5. 3 3
      examples/14-shadowvolumes/vs_shadowvolume_color_lightning.sc
  6. 3 3
      examples/14-shadowvolumes/vs_shadowvolume_texture_lightning.sc
  7. 2 2
      examples/18-ibl/fs_ibl_mesh.sc
  8. 2 2
      examples/21-deferred/vs_deferred_geom.sc
  9. 3 3
      examples/common/imgui/fs_ocornut_imgui.bin.h
  10. 6 6
      examples/common/imgui/vs_ocornut_imgui.bin.h
  11. BIN
      examples/runtime/shaders/gles/fs_oit_wb.bin
  12. BIN
      examples/runtime/shaders/gles/fs_oit_wb_separate.bin
  13. BIN
      examples/runtime/shaders/gles/fs_shadowmaps_color_lightning_esm.bin
  14. BIN
      examples/runtime/shaders/gles/fs_shadowmaps_color_lightning_esm_csm.bin
  15. BIN
      examples/runtime/shaders/gles/fs_shadowmaps_color_lightning_esm_linear.bin
  16. BIN
      examples/runtime/shaders/gles/fs_shadowmaps_color_lightning_esm_linear_csm.bin
  17. BIN
      examples/runtime/shaders/gles/fs_shadowmaps_color_lightning_esm_linear_omni.bin
  18. BIN
      examples/runtime/shaders/gles/fs_shadowmaps_color_lightning_esm_omni.bin
  19. BIN
      examples/runtime/shaders/gles/fs_shadowmaps_color_lightning_hard.bin
  20. BIN
      examples/runtime/shaders/gles/fs_shadowmaps_color_lightning_hard_csm.bin
  21. BIN
      examples/runtime/shaders/gles/fs_shadowmaps_color_lightning_hard_linear.bin
  22. BIN
      examples/runtime/shaders/gles/fs_shadowmaps_color_lightning_hard_linear_csm.bin
  23. BIN
      examples/runtime/shaders/gles/fs_shadowmaps_color_lightning_hard_linear_omni.bin
  24. BIN
      examples/runtime/shaders/gles/fs_shadowmaps_color_lightning_hard_omni.bin
  25. BIN
      examples/runtime/shaders/gles/fs_shadowmaps_color_lightning_pcf.bin
  26. BIN
      examples/runtime/shaders/gles/fs_shadowmaps_color_lightning_pcf_csm.bin
  27. BIN
      examples/runtime/shaders/gles/fs_shadowmaps_color_lightning_pcf_linear.bin
  28. BIN
      examples/runtime/shaders/gles/fs_shadowmaps_color_lightning_pcf_linear_csm.bin
  29. BIN
      examples/runtime/shaders/gles/fs_shadowmaps_color_lightning_pcf_linear_omni.bin
  30. BIN
      examples/runtime/shaders/gles/fs_shadowmaps_color_lightning_pcf_omni.bin
  31. BIN
      examples/runtime/shaders/gles/fs_shadowmaps_color_lightning_vsm.bin
  32. BIN
      examples/runtime/shaders/gles/fs_shadowmaps_color_lightning_vsm_csm.bin
  33. BIN
      examples/runtime/shaders/gles/fs_shadowmaps_color_lightning_vsm_linear.bin
  34. BIN
      examples/runtime/shaders/gles/fs_shadowmaps_color_lightning_vsm_linear_csm.bin
  35. BIN
      examples/runtime/shaders/gles/fs_shadowmaps_color_lightning_vsm_linear_omni.bin
  36. BIN
      examples/runtime/shaders/gles/fs_shadowmaps_color_lightning_vsm_omni.bin
  37. BIN
      examples/runtime/shaders/gles/fs_shadowmaps_hblur.bin
  38. BIN
      examples/runtime/shaders/gles/fs_shadowmaps_packdepth.bin
  39. BIN
      examples/runtime/shaders/gles/fs_shadowmaps_packdepth_linear.bin
  40. BIN
      examples/runtime/shaders/gles/fs_shadowmaps_unpackdepth.bin
  41. BIN
      examples/runtime/shaders/gles/fs_shadowmaps_vblur.bin
  42. BIN
      examples/runtime/shaders/gles/fs_sms_mesh_pd.bin
  43. BIN
      examples/runtime/shaders/gles/fs_sms_shadow_pd.bin
  44. BIN
      examples/runtime/shaders/glsl/fs_oit_wb.bin
  45. BIN
      examples/runtime/shaders/glsl/fs_oit_wb_separate.bin
  46. BIN
      examples/runtime/shaders/glsl/fs_shadowmaps_color_lightning_esm.bin
  47. BIN
      examples/runtime/shaders/glsl/fs_shadowmaps_color_lightning_esm_csm.bin
  48. BIN
      examples/runtime/shaders/glsl/fs_shadowmaps_color_lightning_esm_linear.bin
  49. BIN
      examples/runtime/shaders/glsl/fs_shadowmaps_color_lightning_esm_linear_csm.bin
  50. BIN
      examples/runtime/shaders/glsl/fs_shadowmaps_color_lightning_esm_linear_omni.bin
  51. BIN
      examples/runtime/shaders/glsl/fs_shadowmaps_color_lightning_esm_omni.bin
  52. BIN
      examples/runtime/shaders/glsl/fs_shadowmaps_color_lightning_hard.bin
  53. BIN
      examples/runtime/shaders/glsl/fs_shadowmaps_color_lightning_hard_csm.bin
  54. BIN
      examples/runtime/shaders/glsl/fs_shadowmaps_color_lightning_hard_linear.bin
  55. BIN
      examples/runtime/shaders/glsl/fs_shadowmaps_color_lightning_hard_linear_csm.bin
  56. BIN
      examples/runtime/shaders/glsl/fs_shadowmaps_color_lightning_hard_linear_omni.bin
  57. BIN
      examples/runtime/shaders/glsl/fs_shadowmaps_color_lightning_hard_omni.bin
  58. BIN
      examples/runtime/shaders/glsl/fs_shadowmaps_color_lightning_pcf.bin
  59. BIN
      examples/runtime/shaders/glsl/fs_shadowmaps_color_lightning_pcf_csm.bin
  60. BIN
      examples/runtime/shaders/glsl/fs_shadowmaps_color_lightning_pcf_linear.bin
  61. BIN
      examples/runtime/shaders/glsl/fs_shadowmaps_color_lightning_pcf_linear_csm.bin
  62. BIN
      examples/runtime/shaders/glsl/fs_shadowmaps_color_lightning_pcf_linear_omni.bin
  63. BIN
      examples/runtime/shaders/glsl/fs_shadowmaps_color_lightning_pcf_omni.bin
  64. BIN
      examples/runtime/shaders/glsl/fs_shadowmaps_color_lightning_vsm.bin
  65. BIN
      examples/runtime/shaders/glsl/fs_shadowmaps_color_lightning_vsm_csm.bin
  66. BIN
      examples/runtime/shaders/glsl/fs_shadowmaps_color_lightning_vsm_linear.bin
  67. BIN
      examples/runtime/shaders/glsl/fs_shadowmaps_color_lightning_vsm_linear_csm.bin
  68. BIN
      examples/runtime/shaders/glsl/fs_shadowmaps_color_lightning_vsm_linear_omni.bin
  69. BIN
      examples/runtime/shaders/glsl/fs_shadowmaps_color_lightning_vsm_omni.bin
  70. BIN
      examples/runtime/shaders/glsl/fs_shadowmaps_hblur.bin
  71. BIN
      examples/runtime/shaders/glsl/fs_shadowmaps_packdepth.bin
  72. BIN
      examples/runtime/shaders/glsl/fs_shadowmaps_packdepth_linear.bin
  73. BIN
      examples/runtime/shaders/glsl/fs_shadowmaps_unpackdepth.bin
  74. BIN
      examples/runtime/shaders/glsl/fs_shadowmaps_vblur.bin
  75. BIN
      examples/runtime/shaders/glsl/fs_sms_mesh_pd.bin
  76. BIN
      examples/runtime/shaders/glsl/fs_sms_shadow_pd.bin

+ 2 - 2
examples/06-bump/vs_bump.sc

@@ -13,10 +13,10 @@ void main()
 	vec3 wpos = mul(u_model[0], vec4(a_position, 1.0) ).xyz;
 	gl_Position = mul(u_viewProj, vec4(wpos, 1.0) );
 	
-	vec4 normal = a_normal * 2.0f - 1.0f;
+	vec4 normal = a_normal * 2.0 - 1.0;
 	vec3 wnormal = mul(u_model[0], vec4(normal.xyz, 0.0) ).xyz;
 
-	vec4 tangent = a_tangent * 2.0f - 1.0f;
+	vec4 tangent = a_tangent * 2.0 - 1.0;
 	vec3 wtangent = mul(u_model[0], vec4(tangent.xyz, 0.0) ).xyz;
 
 	vec3 viewNormal = normalize(mul(u_view, vec4(wnormal, 0.0) ).xyz);

+ 2 - 2
examples/06-bump/vs_bump_instanced.sc

@@ -19,10 +19,10 @@ void main()
 	vec3 wpos = instMul(model, vec4(a_position, 1.0) ).xyz;
 	gl_Position = mul(u_viewProj, vec4(wpos, 1.0) );
 	
-	vec4 normal = a_normal * 2.0f - 1.0f;
+	vec4 normal = a_normal * 2.0 - 1.0;
 	vec3 wnormal = instMul(model, vec4(normal.xyz, 0.0) ).xyz;
 
-	vec4 tangent = a_tangent * 2.0f - 1.0f;
+	vec4 tangent = a_tangent * 2.0 - 1.0;
 	vec3 wtangent = instMul(model, vec4(tangent.xyz, 0.0) ).xyz;
 
 	vec3 viewNormal = normalize(mul(u_view, vec4(wnormal, 0.0) ).xyz);

+ 3 - 3
examples/13-stencil/vs_stencil_color_lightning.sc

@@ -12,7 +12,7 @@ void main()
 {
 	gl_Position = mul(u_modelViewProj, vec4(a_position, 1.0) );
 
-	vec4 normal = a_normal * 2.0f - 1.0f;
-	v_normal = mul(u_modelView, vec4(normal.xyz, 0.0)).xyz;
-	v_view = mul(u_modelView, vec4(a_position, 1.0)).xyz;
+	vec4 normal = a_normal * 2.0 - 1.0;
+	v_normal = mul(u_modelView, vec4(normal.xyz, 0.0) ).xyz;
+	v_view   = mul(u_modelView, vec4(a_position, 1.0) ).xyz;
 }

+ 4 - 4
examples/13-stencil/vs_stencil_texture_lightning.sc

@@ -12,9 +12,9 @@ void main()
 {
 	gl_Position = mul(u_modelViewProj, vec4(a_position, 1.0) );
 
-	vec4 normal = a_normal * 2.0f - 1.0f;
-	v_normal = mul(u_modelView, vec4(normal.xyz, 0.0)).xyz;
-	v_view = mul(u_modelView, vec4(a_position, 1.0)).xyz;
+	vec4 normal = a_normal * 2.0 - 1.0;
+	v_normal = mul(u_modelView, vec4(normal.xyz, 0.0) ).xyz;
+	v_view   = mul(u_modelView, vec4(a_position, 1.0) ).xyz;
 
-    v_texcoord0 = a_texcoord0;
+	v_texcoord0 = a_texcoord0;
 }

+ 3 - 3
examples/14-shadowvolumes/vs_shadowvolume_color_lightning.sc

@@ -12,7 +12,7 @@ void main()
 {
 	gl_Position = mul(u_modelViewProj, vec4(a_position, 1.0) );
 
-	vec4 normal = a_normal * 2.0f - 1.0f;
-	v_normal = mul(u_modelView, vec4(normal.xyz, 0.0)).xyz;
-	v_view = mul(u_modelView, vec4(a_position, 1.0)).xyz;
+	vec4 normal = a_normal * 2.0 - 1.0;
+	v_normal = mul(u_modelView, vec4(normal.xyz, 0.0) ).xyz;
+	v_view   = mul(u_modelView, vec4(a_position, 1.0) ).xyz;
 }

+ 3 - 3
examples/14-shadowvolumes/vs_shadowvolume_texture_lightning.sc

@@ -12,9 +12,9 @@ void main()
 {
 	gl_Position = mul(u_modelViewProj, vec4(a_position, 1.0) );
 
-	vec4 normal = a_normal * 2.0f - 1.0f;
-	v_normal = mul(u_modelView, vec4(normal.xyz, 0.0)).xyz;
-	v_view = mul(u_modelView, vec4(a_position, 1.0)).xyz;
+	vec4 normal = a_normal * 2.0 - 1.0;
+	v_normal = mul(u_modelView, vec4(normal.xyz, 0.0) ).xyz;
+	v_view   = mul(u_modelView, vec4(a_position, 1.0) ).xyz;
 
 	v_texcoord0 = a_texcoord0;
 }

+ 2 - 2
examples/18-ibl/fs_ibl_mesh.sc

@@ -34,8 +34,8 @@ vec3 fresnel(vec3 _cspec, float _dot)
 
 void main()
 {
-	vec3 light = vec3(0.0f, 0.0f, -1.0f);
-	vec3 clight = vec3(1.0f, 1.0f, 1.0f);
+	vec3 light  = vec3(0.0, 0.0, -1.0);
+	vec3 clight = vec3(1.0, 1.0,  1.0);
 
 	vec3 v = v_view;
 	vec3 n = normalize(v_normal);

+ 2 - 2
examples/21-deferred/vs_deferred_geom.sc

@@ -13,10 +13,10 @@ void main()
 	vec3 wpos = mul(u_model[0], vec4(a_position, 1.0) ).xyz;
 	gl_Position = mul(u_viewProj, vec4(wpos, 1.0) );
 	
-	vec4 normal = a_normal * 2.0f - 1.0f;
+	vec4 normal = a_normal * 2.0 - 1.0;
 	vec3 wnormal = mul(u_model[0], vec4(normal.xyz, 0.0) ).xyz;
 
-	vec4 tangent = a_tangent * 2.0f - 1.0f;
+	vec4 tangent = a_tangent * 2.0 - 1.0;
 	vec3 wtangent = mul(u_model[0], vec4(tangent.xyz, 0.0) ).xyz;
 
 	vec3 viewNormal = normalize(mul(u_view, vec4(wnormal, 0.0) ).xyz);

+ 3 - 3
examples/common/imgui/fs_ocornut_imgui.bin.h

@@ -28,7 +28,7 @@ static const uint8_t fs_ocornut_imgui_dx9[225] =
 	0x20, 0x28, 0x52, 0x29, 0x20, 0x48, 0x4c, 0x53, 0x4c, 0x20, 0x53, 0x68, 0x61, 0x64, 0x65, 0x72, //  (R) HLSL Shader
 	0x20, 0x43, 0x6f, 0x6d, 0x70, 0x69, 0x6c, 0x65, 0x72, 0x20, 0x39, 0x2e, 0x32, 0x39, 0x2e, 0x39, //  Compiler 9.29.9
 	0x35, 0x32, 0x2e, 0x33, 0x31, 0x31, 0x31, 0x00, 0x1f, 0x00, 0x00, 0x02, 0x0a, 0x00, 0x00, 0x80, // 52.3111.........
-	0x00, 0x00, 0x0f, 0x90, 0x1f, 0x00, 0x00, 0x02, 0x05, 0x00, 0x01, 0x80, 0x01, 0x00, 0x03, 0x90, // ................
+	0x00, 0x00, 0x0f, 0x90, 0x1f, 0x00, 0x00, 0x02, 0x05, 0x00, 0x00, 0x80, 0x01, 0x00, 0x03, 0x90, // ................
 	0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x90, 0x00, 0x08, 0x0f, 0xa0, 0x42, 0x00, 0x00, 0x03, // ............B...
 	0x00, 0x00, 0x0f, 0x80, 0x01, 0x00, 0xe4, 0x90, 0x00, 0x08, 0xe4, 0xa0, 0x05, 0x00, 0x00, 0x03, // ................
 	0x00, 0x08, 0x0f, 0x80, 0x00, 0x00, 0xe4, 0x80, 0x00, 0x00, 0xe4, 0x90, 0xff, 0xff, 0x00, 0x00, // ................
@@ -37,13 +37,13 @@ static const uint8_t fs_ocornut_imgui_dx9[225] =
 static const uint8_t fs_ocornut_imgui_dx11[384] =
 {
 	0x46, 0x53, 0x48, 0x03, 0x01, 0x83, 0xf2, 0xe1, 0x00, 0x00, 0x70, 0x01, 0x44, 0x58, 0x42, 0x43, // FSH.......p.DXBC
-	0xf2, 0xc2, 0x2e, 0xfd, 0x55, 0x43, 0x7f, 0x54, 0xce, 0xa4, 0x50, 0xb1, 0xd0, 0xd4, 0xc3, 0x31, // ....UC.T..P....1
+	0xbe, 0x78, 0xe7, 0xa5, 0x19, 0x0c, 0x70, 0xeb, 0x4c, 0xb1, 0xac, 0x1f, 0x16, 0x84, 0xe9, 0x97, // .x....p.L.......
 	0x01, 0x00, 0x00, 0x00, 0x70, 0x01, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x2c, 0x00, 0x00, 0x00, // ....p.......,...
 	0xa0, 0x00, 0x00, 0x00, 0xd4, 0x00, 0x00, 0x00, 0x49, 0x53, 0x47, 0x4e, 0x6c, 0x00, 0x00, 0x00, // ........ISGNl...
 	0x03, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x50, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // ........P.......
 	0x01, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0f, 0x00, 0x00, 0x00, // ................
 	0x5c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, // ................
-	0x01, 0x00, 0x00, 0x00, 0x0f, 0x0f, 0x00, 0x00, 0x62, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, // ........b.......
+	0x01, 0x00, 0x00, 0x00, 0x0f, 0x0f, 0x00, 0x00, 0x62, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // ........b.......
 	0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x03, 0x03, 0x00, 0x00, // ................
 	0x53, 0x56, 0x5f, 0x50, 0x4f, 0x53, 0x49, 0x54, 0x49, 0x4f, 0x4e, 0x00, 0x43, 0x4f, 0x4c, 0x4f, // SV_POSITION.COLO
 	0x52, 0x00, 0x54, 0x45, 0x58, 0x43, 0x4f, 0x4f, 0x52, 0x44, 0x00, 0xab, 0x4f, 0x53, 0x47, 0x4e, // R.TEXCOORD..OSGN

+ 6 - 6
examples/common/imgui/vs_ocornut_imgui.bin.h

@@ -5,7 +5,7 @@ static const uint8_t vs_ocornut_imgui_glsl[497] =
 	0x74, 0x74, 0x72, 0x69, 0x62, 0x75, 0x74, 0x65, 0x20, 0x68, 0x69, 0x67, 0x68, 0x70, 0x20, 0x76, // ttribute highp v
 	0x65, 0x63, 0x34, 0x20, 0x61, 0x5f, 0x63, 0x6f, 0x6c, 0x6f, 0x72, 0x30, 0x3b, 0x0a, 0x61, 0x74, // ec4 a_color0;.at
 	0x74, 0x72, 0x69, 0x62, 0x75, 0x74, 0x65, 0x20, 0x68, 0x69, 0x67, 0x68, 0x70, 0x20, 0x76, 0x65, // tribute highp ve
-	0x63, 0x32, 0x20, 0x61, 0x5f, 0x70, 0x6f, 0x73, 0x69, 0x74, 0x69, 0x6f, 0x6e, 0x3b, 0x0a, 0x61, // c2 a_position;.a
+	0x63, 0x33, 0x20, 0x61, 0x5f, 0x70, 0x6f, 0x73, 0x69, 0x74, 0x69, 0x6f, 0x6e, 0x3b, 0x0a, 0x61, // c3 a_position;.a
 	0x74, 0x74, 0x72, 0x69, 0x62, 0x75, 0x74, 0x65, 0x20, 0x68, 0x69, 0x67, 0x68, 0x70, 0x20, 0x76, // ttribute highp v
 	0x65, 0x63, 0x32, 0x20, 0x61, 0x5f, 0x74, 0x65, 0x78, 0x63, 0x6f, 0x6f, 0x72, 0x64, 0x30, 0x3b, // ec2 a_texcoord0;
 	0x0a, 0x76, 0x61, 0x72, 0x79, 0x69, 0x6e, 0x67, 0x20, 0x68, 0x69, 0x67, 0x68, 0x70, 0x20, 0x76, // .varying highp v
@@ -51,7 +51,7 @@ static const uint8_t vs_ocornut_imgui_dx9[390] =
 	0x90, 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x80, 0x01, 0x00, 0x0f, 0x90, 0x1f, 0x00, 0x00, // ................
 	0x02, 0x05, 0x00, 0x00, 0x80, 0x02, 0x00, 0x0f, 0x90, 0x1f, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, // ................
 	0x80, 0x00, 0x00, 0x0f, 0xe0, 0x1f, 0x00, 0x00, 0x02, 0x0a, 0x00, 0x00, 0x80, 0x01, 0x00, 0x0f, // ................
-	0xe0, 0x1f, 0x00, 0x00, 0x02, 0x05, 0x00, 0x01, 0x80, 0x02, 0x00, 0x03, 0xe0, 0x06, 0x00, 0x00, // ................
+	0xe0, 0x1f, 0x00, 0x00, 0x02, 0x05, 0x00, 0x00, 0x80, 0x02, 0x00, 0x03, 0xe0, 0x06, 0x00, 0x00, // ................
 	0x02, 0x00, 0x00, 0x01, 0x80, 0x00, 0x00, 0xaa, 0xa0, 0x02, 0x00, 0x00, 0x03, 0x00, 0x00, 0x06, // ................
 	0x80, 0x01, 0x00, 0xd0, 0x90, 0x01, 0x00, 0xd0, 0x90, 0x04, 0x00, 0x00, 0x04, 0x00, 0x00, 0x01, // ................
 	0xe0, 0x00, 0x00, 0x55, 0x80, 0x00, 0x00, 0x00, 0x80, 0x01, 0x00, 0x00, 0xa0, 0x06, 0x00, 0x00, // ...U............
@@ -65,20 +65,20 @@ static const uint8_t vs_ocornut_imgui_dx11[623] =
 {
 	0x56, 0x53, 0x48, 0x03, 0x01, 0x83, 0xf2, 0xe1, 0x01, 0x00, 0x0a, 0x75, 0x5f, 0x76, 0x69, 0x65, // VSH........u_vie
 	0x77, 0x52, 0x65, 0x63, 0x74, 0x05, 0x00, 0x00, 0x00, 0x01, 0x00, 0x48, 0x02, 0x44, 0x58, 0x42, // wRect......H.DXB
-	0x43, 0xa4, 0x1b, 0x8e, 0xfd, 0x01, 0xa3, 0xc6, 0xc2, 0xb2, 0x49, 0xbe, 0x55, 0x90, 0x18, 0x07, // C.........I.U...
-	0x7b, 0x01, 0x00, 0x00, 0x00, 0x48, 0x02, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x2c, 0x00, 0x00, // {....H.......,..
+	0x43, 0x55, 0x45, 0x08, 0x05, 0x88, 0xdd, 0x95, 0xca, 0x58, 0x61, 0x97, 0xdb, 0x69, 0xf1, 0x37, // CUE......Xa..i.7
+	0x32, 0x01, 0x00, 0x00, 0x00, 0x48, 0x02, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x2c, 0x00, 0x00, // 2....H.......,..
 	0x00, 0x9c, 0x00, 0x00, 0x00, 0x10, 0x01, 0x00, 0x00, 0x49, 0x53, 0x47, 0x4e, 0x68, 0x00, 0x00, // .........ISGNh..
 	0x00, 0x03, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x50, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // .........P......
 	0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0f, 0x0f, 0x00, // ................
 	0x00, 0x56, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, // .V..............
-	0x00, 0x01, 0x00, 0x00, 0x00, 0x03, 0x03, 0x00, 0x00, 0x5f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // ........._......
+	0x00, 0x01, 0x00, 0x00, 0x00, 0x07, 0x03, 0x00, 0x00, 0x5f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // ........._......
 	0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x03, 0x03, 0x00, // ................
 	0x00, 0x43, 0x4f, 0x4c, 0x4f, 0x52, 0x00, 0x50, 0x4f, 0x53, 0x49, 0x54, 0x49, 0x4f, 0x4e, 0x00, // .COLOR.POSITION.
 	0x54, 0x45, 0x58, 0x43, 0x4f, 0x4f, 0x52, 0x44, 0x00, 0x4f, 0x53, 0x47, 0x4e, 0x6c, 0x00, 0x00, // TEXCOORD.OSGNl..
 	0x00, 0x03, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x50, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // .........P......
 	0x00, 0x01, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0f, 0x00, 0x00, // ................
 	0x00, 0x5c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, // ................
-	0x00, 0x01, 0x00, 0x00, 0x00, 0x0f, 0x00, 0x00, 0x00, 0x62, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, // .........b......
+	0x00, 0x01, 0x00, 0x00, 0x00, 0x0f, 0x00, 0x00, 0x00, 0x62, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, // .........b......
 	0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x03, 0x0c, 0x00, // ................
 	0x00, 0x53, 0x56, 0x5f, 0x50, 0x4f, 0x53, 0x49, 0x54, 0x49, 0x4f, 0x4e, 0x00, 0x43, 0x4f, 0x4c, // .SV_POSITION.COL
 	0x4f, 0x52, 0x00, 0x54, 0x45, 0x58, 0x43, 0x4f, 0x4f, 0x52, 0x44, 0x00, 0xab, 0x53, 0x48, 0x44, // OR.TEXCOORD..SHD

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examples/runtime/shaders/gles/fs_shadowmaps_color_lightning_esm.bin


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examples/runtime/shaders/gles/fs_shadowmaps_color_lightning_pcf_linear.bin


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examples/runtime/shaders/gles/fs_shadowmaps_color_lightning_vsm.bin


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examples/runtime/shaders/gles/fs_shadowmaps_color_lightning_vsm_csm.bin


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examples/runtime/shaders/gles/fs_shadowmaps_color_lightning_vsm_linear.bin


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examples/runtime/shaders/gles/fs_shadowmaps_color_lightning_vsm_linear_csm.bin


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examples/runtime/shaders/gles/fs_shadowmaps_color_lightning_vsm_linear_omni.bin


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examples/runtime/shaders/gles/fs_shadowmaps_color_lightning_vsm_omni.bin


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examples/runtime/shaders/gles/fs_shadowmaps_hblur.bin


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examples/runtime/shaders/gles/fs_shadowmaps_packdepth_linear.bin


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examples/runtime/shaders/gles/fs_shadowmaps_vblur.bin


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examples/runtime/shaders/gles/fs_sms_mesh_pd.bin


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examples/runtime/shaders/gles/fs_sms_shadow_pd.bin


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examples/runtime/shaders/glsl/fs_oit_wb.bin


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examples/runtime/shaders/glsl/fs_oit_wb_separate.bin


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examples/runtime/shaders/glsl/fs_shadowmaps_color_lightning_esm.bin


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examples/runtime/shaders/glsl/fs_shadowmaps_color_lightning_esm_csm.bin


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examples/runtime/shaders/glsl/fs_shadowmaps_color_lightning_esm_linear.bin


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examples/runtime/shaders/glsl/fs_shadowmaps_color_lightning_hard.bin


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examples/runtime/shaders/glsl/fs_shadowmaps_color_lightning_hard_csm.bin


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examples/runtime/shaders/glsl/fs_shadowmaps_color_lightning_hard_omni.bin


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examples/runtime/shaders/glsl/fs_shadowmaps_color_lightning_pcf.bin


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examples/runtime/shaders/glsl/fs_shadowmaps_color_lightning_pcf_csm.bin


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examples/runtime/shaders/glsl/fs_shadowmaps_color_lightning_pcf_linear.bin


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examples/runtime/shaders/glsl/fs_shadowmaps_color_lightning_pcf_linear_csm.bin


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examples/runtime/shaders/glsl/fs_shadowmaps_color_lightning_pcf_linear_omni.bin


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examples/runtime/shaders/glsl/fs_shadowmaps_color_lightning_vsm_csm.bin


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examples/runtime/shaders/glsl/fs_shadowmaps_vblur.bin


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