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0837e7451a
* Sync with bgfx upstream revision b91d0b6 * Sync with bx upstream revision d60912b * Sync with bimg upstream revision bd81f60 * Add astc-codec decoder * Rename VertexDecl to VertexLayout * Rename UniformType enum Int1 to Sampler. * Add NVN stub * Fix unused-const-variable error on macOS * Drop redundant explicit language parameters buildoptions_cpp are only applied to c++ files and buildoptions_objcpp are only applied to objective c++ files. As such, hardcoding -x offers no benefit while preventing overrides (such as one needed by 3rdparty/bgfx/src/renderer_vk.cpp on macOS) from working. * Re-introduce -x c++ in places where C code is compiled as C++ to prevent clang from throwing a warning * Build bgfx as Objective-C++ on macOS It is needed due to included headers * Enable Direct3D12 and Vulkan bgfx rendering backends * Enable building of spirv shaders * Properly escape /c in cmd call * Comment out dx12 bgfx renderer * Honor VERBOSE setting during shaders build * Only invert hlsl shader XYZ_TO_sRGB matrix for opengl * Add spirv shaders * OpenGL ES needs transposed matrix too * Metal needs transposed matrix as well
21 lines
441 B
Python
21 lines
441 B
Python
$input v_pos
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/*
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* Copyright 2011-2019 Branimir Karadzic. All rights reserved.
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* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
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*/
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#include "../common/common.sh"
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uniform vec4 u_color;
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void main()
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{
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vec4 color = u_color;
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float depth = v_pos.z/v_pos.w;
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float weight = color.w * clamp(0.03 / (1e-5 + pow(depth / 200.0, 5.0) ), 0.01, 3000.0);
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gl_FragData[0] = color * weight;
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gl_FragData[1] = vec4_splat(weight);
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}
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