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#define SAMPLER_BINDING(x)
#define
#define
#define
#define
#define
#define
#define
#define
#define
#define
#define
float2 vec2
float3 vec3
float4 vec4
uint2 uvec2
uint3 uvec3
uint4 uvec4
int2 ivec2
int3 ivec3
int4 ivec4
frac fract
lerp mix
iround(float
iround(float2
iround(float3
iround(float4
x)
x)
x)
x)
{
{
{
{
return
return
return
return
int (round(x));
int2(round(x));
int3(round(x));
int4(round(x));
}
}
}
}
int
int2
int3
int4
itrunc(float
itrunc(float2
itrunc(float3
itrunc(float4
x)
x)
x)
x)
{
{
{
{
return
return
return
return
int (trunc(x));
int2(trunc(x));
int3(trunc(x));
int4(trunc(x));
}
}
}
}
SAMPLER_BINDING(0)
SAMPLER_BINDING(1)
SAMPLER_BINDING(2)
SAMPLER_BINDING(3)
SAMPLER_BINDING(4)
SAMPLER_BINDING(5)
SAMPLER_BINDING(6)
SAMPLER_BINDING(7)
uniform
uniform
uniform
uniform
uniform
uniform
uniform
uniform
sampler2DArray
sampler2DArray
sampler2DArray
sampler2DArray
sampler2DArray
sampler2DArray
sampler2DArray
sampler2DArray
samp0;
samp1;
samp2;
samp3;
samp4;
samp5;
samp6;
samp7;
int4 k[4];
int4 alphaRef;
float4 texdim[8];
int4 czbias[2];
int4 cindscale[2];
int4 cindmtx[6];
int4 cfogcolor;
int4 cfogi;
float4 cfogf[2];
float4 czslope;
float4 cefbscale;
};
struct VS_OUTPUT {
float4 pos;
float4 colors_0;
float4 colors_1;
float4 clipPos;
};
out vec4 ocol0;
in VertexData {
centroid in float4 pos;
centroid in float4 colors_0;
centroid in float4 colors_1;
centroid in float4 clipPos;
};
void main()
{
float4 rawpos = gl_FragCoord;
int4 c0 = color[1], c1 = color[2], c2 = color[3], prev = color[0];
int4 rastemp = int4(0, 0, 0, 0), textemp = int4(0, 0, 0, 0), konsttemp =
int4(0, 0, 0, 0);
int3 comp16 = int3(1, 256, 0), comp24 = int3(1, 256, 256*256);
int alphabump=0;
int3 tevcoord=int3(0, 0, 0);
int2 wrappedcoord=int2(0,0), tempcoord=int2(0,0);
int4 tevin_a=int4(0,0,0,0),tevin_b=int4(0,0,0,0),tevin_c=int4(0,0,0,0),t
evin_d=int4(0,0,0,0);
float4 col0 = colors_0;
float4 col1 = colors_1;
int2 fixpoint_uv0 = int2(0, 0);
// TEV stage 0
rastemp = iround(col0 * 255.0).rgba;
textemp = int4(255, 255, 255, 255);
tevin_a = int4(int3(0,0,0), 0)&255;
tevin_b = int4(int3(0,0,0), 0)&255;
tevin_c = int4(int3(0,0,0), 0)&255;
tevin_d = int4(rastemp.rgb, rastemp.a);
// color combine
prev.rgb = clamp((((tevin_d.rgb)) + (((((tevin_a.rgb<<8) + (tevin_b.rgbtevin_a.rgb)*(tevin_c.rgb+(tevin_c.rgb>>7)))) + 128)>>8)), int3(0,0,0), int3(255
,255,255));
// alpha combine
prev.a = clamp((((tevin_d.a)) + (((((tevin_a.a<<8) + (tevin_b.a-tevin_a.
a)*(tevin_c.a+(tevin_c.a>>7)))) + 128)>>8)), 0, 255);
prev = prev & 255;
if(!( (prev.a > alphaRef.r) && (prev.a > alphaRef.g))) {
ocol0 = float4(0.0, 0.0, 0.0, 0.0);
discard;
return;
}
int zCoord = iround(rawpos.z * float(0xFFFFFF));
ocol0 = float4(prev) / 255.0;
}
ERROR: 1:55: 'centroid' : syntax error syntax error