mirror of
https://github.com/mrxenginner/reVC.git
synced 2026-10-12 02:08:15 +08:00
reorganize shaders; use modulate flag; update librw
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cc435ea711
commit
425f360363
46 files changed
+64
-119
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@@ -89,6 +89,7 @@ vehicleRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header)
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}
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int vsBits;
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rw::uint32 flags = atomic->geometry->flags;
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setStreamSource(0, header->vertexStream[0].vertexBuffer, 0, header->vertexStream[0].stride);
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setIndices(header->indexBuffer);
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setVertexDeclaration(header->vertexDeclaration);
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@@ -120,7 +121,7 @@ vehicleRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header)
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reflProps[3] = m->surfaceProps.specular == 0.0f ? 0.0f : VehicleSpecularity;
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d3ddevice->SetVertexShaderConstantF(VSLOC_reflProps, reflProps, 1);
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setMaterial(m->color, m->surfaceProps);
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setMaterial(flags, m->color, m->surfaceProps);
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if(m->texture)
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d3d::setTexture(0, m->texture);
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@@ -150,11 +151,11 @@ CreateVehiclePipe(void)
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fp = ReadTweakValueTable(fp, SpecColor);
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}
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#include "shaders/neoVehicle_VS.inc"
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#include "shaders/obj/neoVehicle_VS.inc"
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neoVehicle_VS = rw::d3d::createVertexShader(neoVehicle_VS_cso);
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assert(neoVehicle_VS);
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#include "shaders/neoVehicle_PS.inc"
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#include "shaders/obj/neoVehicle_PS.inc"
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neoVehicle_PS = rw::d3d::createPixelShader(neoVehicle_PS_cso);
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assert(neoVehicle_PS);
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@@ -260,11 +261,11 @@ CreateWorldPipe(void)
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else
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ReadTweakValueTable((char*)work_buff, WorldLightmapBlend);
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#include "shaders/default_UV2_VS.inc"
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#include "shaders/obj/default_UV2_VS.inc"
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neoWorld_VS = rw::d3d::createVertexShader(default_UV2_VS_cso);
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assert(neoWorld_VS);
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#include "shaders/neoWorldVC_PS.inc"
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#include "shaders/obj/neoWorldVC_PS.inc"
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neoWorldVC_PS = rw::d3d::createPixelShader(neoWorldVC_PS_cso);
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assert(neoWorldVC_PS);
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@@ -347,11 +348,11 @@ glossRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header)
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void
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CreateGlossPipe(void)
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{
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#include "shaders/neoGloss_VS.inc"
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#include "shaders/obj/neoGloss_VS.inc"
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neoGloss_VS = rw::d3d::createVertexShader(neoGloss_VS_cso);
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assert(neoGloss_VS);
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#include "shaders/neoGloss_PS.inc"
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#include "shaders/obj/neoGloss_PS.inc"
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neoGloss_PS = rw::d3d::createPixelShader(neoGloss_PS_cso);
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assert(neoGloss_PS);
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@@ -421,6 +422,7 @@ rimRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header)
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}
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int vsBits;
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rw::uint32 flags = atomic->geometry->flags;
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setStreamSource(0, header->vertexStream[0].vertexBuffer, 0, header->vertexStream[0].stride);
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setIndices(header->indexBuffer);
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setVertexDeclaration(header->vertexDeclaration);
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@@ -438,7 +440,7 @@ rimRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header)
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SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 255);
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setMaterial(m->color, m->surfaceProps);
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setMaterial(flags, m->color, m->surfaceProps);
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if(m->texture){
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d3d::setTexture(0, m->texture);
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@@ -464,7 +466,7 @@ rimSkinRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header)
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}
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int vsBits;
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rw::uint32 flags = atomic->geometry->flags;
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setStreamSource(0, (IDirect3DVertexBuffer9*)header->vertexStream[0].vertexBuffer,
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0, header->vertexStream[0].stride);
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setIndices((IDirect3DIndexBuffer9*)header->indexBuffer);
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@@ -485,7 +487,7 @@ rimSkinRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header)
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SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 255);
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setMaterial(m->color, m->surfaceProps);
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setMaterial(flags, m->color, m->surfaceProps);
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if(inst->material->texture){
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d3d::setTexture(0, m->texture);
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@@ -513,11 +515,11 @@ CreateRimLightPipes(void)
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}
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#include "shaders/neoRim_VS.inc"
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#include "shaders/obj/neoRim_VS.inc"
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neoRim_VS = rw::d3d::createVertexShader(neoRim_VS_cso);
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assert(neoRim_VS);
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#include "shaders/neoRimSkin_VS.inc"
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#include "shaders/obj/neoRimSkin_VS.inc"
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neoRimSkin_VS = rw::d3d::createVertexShader(neoRimSkin_VS_cso);
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assert(neoRimSkin_VS);
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@@ -611,6 +613,7 @@ AtomicFirstPass(RpAtomic *atomic, int pass)
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assert(building->instHeader->platform == PLATFORM_D3D9);
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building->fadeAlpha = 255;
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building->lighting = !!(atomic->geometry->flags & rw::Geometry::LIGHT);
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rw::uint32 flags = atomic->geometry->flags;
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bool setupDone = false;
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bool defer = false;
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@@ -640,7 +643,7 @@ AtomicFirstPass(RpAtomic *atomic, int pass)
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setupDone = true;
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}
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setMaterial(m->color, m->surfaceProps);
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setMaterial(flags, m->color, m->surfaceProps);
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if(m->texture){
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d3d::setTexture(0, m->texture);
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@@ -703,7 +706,7 @@ RenderBlendPass(int pass)
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rw::RGBA color = m->color;
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color.alpha = (color.alpha * building->fadeAlpha)/255;
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setMaterial(color, m->surfaceProps);
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setMaterial(color, m->surfaceProps); // always modulate here
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if(m->texture){
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d3d::setTexture(0, m->texture);
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@@ -87,6 +87,7 @@ vehicleRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header)
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Material *m;
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rw::uint32 flags = atomic->geometry->flags;
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setWorldMatrix(atomic->getFrame()->getLTM());
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lightingCB(atomic);
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@@ -119,7 +120,7 @@ vehicleRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header)
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while(n--){
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m = inst->material;
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setMaterial(m->color, m->surfaceProps);
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setMaterial(flags, m->color, m->surfaceProps);
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setTexture(0, m->texture);
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@@ -160,8 +161,8 @@ CreateVehiclePipe(void)
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{
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#include "shaders/neoVehicle_fs_gl.inc"
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#include "shaders/neoVehicle_vs_gl.inc"
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#include "shaders/obj/neoVehicle_frag.inc"
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#include "shaders/obj/neoVehicle_vert.inc"
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const char *vs[] = { shaderDecl, header_vert_src, neoVehicle_vert_src, nil };
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const char *fs[] = { shaderDecl, header_frag_src, neoVehicle_frag_src, nil };
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neoVehicleShader = Shader::create(vs, fs);
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@@ -271,8 +272,8 @@ CreateWorldPipe(void)
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ReadTweakValueTable((char*)work_buff, WorldLightmapBlend);
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{
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#include "shaders/neoWorldVC_fs_gl.inc"
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#include "shaders/default_UV2_gl.inc"
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#include "shaders/obj/neoWorldVC_frag.inc"
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#include "shaders/obj/default_UV2_vert.inc"
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const char *vs[] = { shaderDecl, header_vert_src, default_UV2_vert_src, nil };
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const char *fs[] = { shaderDecl, header_frag_src, neoWorldVC_frag_src, nil };
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neoWorldShader = Shader::create(vs, fs);
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@@ -379,8 +380,8 @@ CreateGlossPipe(void)
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using namespace rw::gl3;
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{
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#include "shaders/neoGloss_fs_gl.inc"
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#include "shaders/neoGloss_vs_gl.inc"
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#include "shaders/obj/neoGloss_frag.inc"
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#include "shaders/obj/neoGloss_vert.inc"
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const char *vs[] = { shaderDecl, header_vert_src, neoGloss_vert_src, nil };
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const char *fs[] = { shaderDecl, header_frag_src, neoGloss_frag_src, nil };
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neoGlossShader = Shader::create(vs, fs);
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@@ -449,6 +450,7 @@ rimSkinRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header)
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Material *m;
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rw::uint32 flags = atomic->geometry->flags;
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setWorldMatrix(atomic->getFrame()->getLTM());
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lightingCB(atomic);
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@@ -472,7 +474,7 @@ rimSkinRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header)
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while(n--){
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m = inst->material;
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setMaterial(m->color, m->surfaceProps);
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setMaterial(flags, m->color, m->surfaceProps);
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setTexture(0, m->texture);
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@@ -499,6 +501,7 @@ rimRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header)
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Material *m;
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rw::uint32 flags = atomic->geometry->flags;
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setWorldMatrix(atomic->getFrame()->getLTM());
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lightingCB(atomic);
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@@ -520,7 +523,7 @@ rimRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header)
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while(n--){
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m = inst->material;
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setMaterial(m->color, m->surfaceProps);
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setMaterial(flags, m->color, m->surfaceProps);
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setTexture(0, m->texture);
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@@ -551,8 +554,8 @@ CreateRimLightPipes(void)
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}
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{
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#include "shaders/simple_fs_gl.inc"
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#include "shaders/neoRimSkin_gl.inc"
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#include "shaders/obj/simple_frag.inc"
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#include "shaders/obj/neoRimSkin_vert.inc"
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const char *vs[] = { shaderDecl, header_vert_src, neoRimSkin_vert_src, nil };
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const char *fs[] = { shaderDecl, header_frag_src, simple_frag_src, nil };
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neoRimSkinShader = Shader::create(vs, fs);
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@@ -560,8 +563,8 @@ CreateRimLightPipes(void)
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}
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{
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#include "shaders/simple_fs_gl.inc"
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#include "shaders/neoRim_gl.inc"
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#include "shaders/obj/simple_frag.inc"
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#include "shaders/obj/neoRim_vert.inc"
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const char *vs[] = { shaderDecl, header_vert_src, neoRim_vert_src, nil };
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const char *fs[] = { shaderDecl, header_frag_src, simple_frag_src, nil };
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neoRimShader = Shader::create(vs, fs);
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@@ -665,6 +668,7 @@ AtomicFirstPass(RpAtomic *atomic, int pass)
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assert(building->instHeader->platform == PLATFORM_GL3);
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building->fadeAlpha = 255;
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building->lighting = !!(atomic->geometry->flags & rw::Geometry::LIGHT);
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rw::uint32 flags = atomic->geometry->flags;
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WorldLights lights;
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lights.numAmbients = 1;
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@@ -704,7 +708,7 @@ AtomicFirstPass(RpAtomic *atomic, int pass)
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setupDone = true;
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}
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setMaterial(m->color, m->surfaceProps);
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setMaterial(flags, m->color, m->surfaceProps);
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setTexture(0, m->texture);
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@@ -773,7 +777,7 @@ RenderBlendPass(int pass)
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rw::RGBA color = m->color;
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color.alpha = (color.alpha * building->fadeAlpha)/255;
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setMaterial(color, m->surfaceProps);
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setMaterial(color, m->surfaceProps); // always modulate here
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setTexture(0, m->texture);
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@@ -142,17 +142,17 @@ CPostFX::Open(RwCamera *cam)
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#ifdef RW_D3D9
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#include "shaders/colourfilterVC_PS.inc"
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#include "shaders/obj/colourfilterVC_PS.inc"
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colourfilterVC_PS = rw::d3d::createPixelShader(colourfilterVC_PS_cso);
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#include "shaders/contrastPS.inc"
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#include "shaders/obj/contrastPS.inc"
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contrast_PS = rw::d3d::createPixelShader(contrastPS_cso);
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#endif
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#ifdef RW_OPENGL
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using namespace rw::gl3;
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{
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#include "shaders/im2d_gl.inc"
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#include "shaders/colourfilterVC_fs_gl.inc"
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#include "shaders/obj/im2d_vert.inc"
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#include "shaders/obj/colourfilterVC_frag.inc"
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const char *vs[] = { shaderDecl, header_vert_src, im2d_vert_src, nil };
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const char *fs[] = { shaderDecl, header_frag_src, colourfilterVC_frag_src, nil };
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colourFilterVC = Shader::create(vs, fs);
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@@ -160,8 +160,8 @@ CPostFX::Open(RwCamera *cam)
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}
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{
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#include "shaders/im2d_gl.inc"
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#include "shaders/contrast_fs_gl.inc"
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#include "shaders/obj/im2d_vert.inc"
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#include "shaders/obj/contrast_frag.inc"
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const char *vs[] = { shaderDecl, header_vert_src, im2d_vert_src, nil };
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const char *fs[] = { shaderDecl, header_frag_src, contrast_frag_src, nil };
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contrast = Shader::create(vs, fs);
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@@ -112,14 +112,14 @@ ScreenDroplets::InitDraw(void)
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openim2d_uv2();
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#ifdef RW_D3D9
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#include "shaders/screenDroplet_PS.inc"
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#include "shaders/obj/screenDroplet_PS.inc"
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screenDroplet_PS = rw::d3d::createPixelShader(screenDroplet_PS_cso);
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#endif
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#ifdef RW_GL3
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using namespace rw::gl3;
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{
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#include "shaders/im2d_UV2_gl.inc"
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#include "shaders/screenDroplet_fs_gl.inc"
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#include "shaders/obj/im2d_UV2_vert.inc"
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#include "shaders/obj/screenDroplet_frag.inc"
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const char *vs[] = { shaderDecl, header_vert_src, im2d_UV2_vert_src, nil };
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const char *fs[] = { shaderDecl, header_frag_src, screenDroplet_frag_src, nil };
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screenDroplet = Shader::create(vs, fs);
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@@ -1,78 +0,0 @@
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all: im2d_gl.inc simple_fs_gl.inc default_UV2_gl.inc \
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colourfilterVC_fs_gl.inc contrast_fs_gl.inc \
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neoRim_gl.inc neoRimSkin_gl.inc \
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neoWorldVC_fs_gl.inc neoGloss_vs_gl.inc neoGloss_fs_gl.inc \
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neoVehicle_vs_gl.inc neoVehicle_fs_gl.inc \
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im2d_UV2_gl.inc screenDroplet_fs_gl.inc
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im2d_gl.inc: im2d.vert
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(echo 'const char *im2d_vert_src =';\
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sed 's/..*/"&\\n"/' im2d.vert;\
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echo ';') >im2d_gl.inc
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colourfilterVC_fs_gl.inc: colourfilterVC.frag
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(echo 'const char *colourfilterVC_frag_src =';\
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sed 's/..*/"&\\n"/' colourfilterVC.frag;\
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echo ';') >colourfilterVC_fs_gl.inc
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simple_fs_gl.inc: simple.frag
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(echo 'const char *simple_frag_src =';\
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sed 's/..*/"&\\n"/' simple.frag;\
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echo ';') >simple_fs_gl.inc
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default_UV2_gl.inc: default_UV2.vert
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(echo 'const char *default_UV2_vert_src =';\
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sed 's/..*/"&\\n"/' default_UV2.vert;\
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echo ';') >default_UV2_gl.inc
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contrast_fs_gl.inc: contrast.frag
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(echo 'const char *contrast_frag_src =';\
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sed 's/..*/"&\\n"/' contrast.frag;\
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echo ';') >contrast_fs_gl.inc
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neoRim_gl.inc: neoRim.vert
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(echo 'const char *neoRim_vert_src =';\
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sed 's/..*/"&\\n"/' neoRim.vert;\
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echo ';') >neoRim_gl.inc
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neoRimSkin_gl.inc: neoRimSkin.vert
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(echo 'const char *neoRimSkin_vert_src =';\
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sed 's/..*/"&\\n"/' neoRimSkin.vert;\
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echo ';') >neoRimSkin_gl.inc
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neoWorldVC_fs_gl.inc: neoWorldVC.frag
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(echo 'const char *neoWorldVC_frag_src =';\
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sed 's/..*/"&\\n"/' neoWorldVC.frag;\
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echo ';') >neoWorldVC_fs_gl.inc
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neoGloss_fs_gl.inc: neoGloss.frag
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(echo 'const char *neoGloss_frag_src =';\
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sed 's/..*/"&\\n"/' neoGloss.frag;\
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echo ';') >neoGloss_fs_gl.inc
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neoGloss_vs_gl.inc: neoGloss.vert
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(echo 'const char *neoGloss_vert_src =';\
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sed 's/..*/"&\\n"/' neoGloss.vert;\
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echo ';') >neoGloss_vs_gl.inc
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neoVehicle_vs_gl.inc: neoVehicle.vert
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(echo 'const char *neoVehicle_vert_src =';\
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sed 's/..*/"&\\n"/' neoVehicle.vert;\
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echo ';') >neoVehicle_vs_gl.inc
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neoVehicle_fs_gl.inc: neoVehicle.frag
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(echo 'const char *neoVehicle_frag_src =';\
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sed 's/..*/"&\\n"/' neoVehicle.frag;\
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echo ';') >neoVehicle_fs_gl.inc
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im2d_UV2_gl.inc: im2d_UV2.vert
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(echo 'const char *im2d_UV2_vert_src =';\
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sed 's/..*/"&\\n"/' im2d_UV2.vert;\
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echo ';') >im2d_UV2_gl.inc
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screenDroplet_fs_gl.inc: screenDroplet.frag
|
||||
(echo 'const char *screenDroplet_frag_src =';\
|
||||
sed 's/..*/"&\\n"/' screenDroplet.frag;\
|
||||
echo ';') >screenDroplet_fs_gl.inc
|
||||
@@ -0,0 +1,9 @@
|
||||
#!sh
|
||||
for i in *.vert; do
|
||||
echo $i
|
||||
./makeinc_glsl.sh $i
|
||||
done
|
||||
for i in *.frag; do
|
||||
echo $i
|
||||
./makeinc_glsl.sh $i
|
||||
done
|
||||
@@ -1,3 +1,3 @@
|
||||
@echo off
|
||||
for %%f in (*PS.hlsl) do "%DXSDK_DIR%\Utilities\bin\x86\fxc.exe" /T ps_2_0 /nologo /E main /Fo %%~nf.cso %%f
|
||||
for %%f in (*VS.hlsl) do "%DXSDK_DIR%\Utilities\bin\x86\fxc.exe" /T vs_2_0 /nologo /E main /Fo %%~nf.cso %%f
|
||||
for %%f in (*PS.hlsl) do "%DXSDK_DIR%\Utilities\bin\x86\fxc.exe" /T ps_2_0 /nologo /E main /Fo obj\%%~nf.cso %%f
|
||||
for %%f in (*VS.hlsl) do "%DXSDK_DIR%\Utilities\bin\x86\fxc.exe" /T vs_2_0 /nologo /E main /Fo obj\%%~nf.cso %%f
|
||||
@@ -0,0 +1,6 @@
|
||||
#!sh
|
||||
ext=${1##*.}
|
||||
name=${1%.*}
|
||||
(echo "const char *${name}_${ext}_src =";\
|
||||
sed 's/..*/"&\\n"/' $1;\
|
||||
echo ';') > obj/${name}_${ext}.inc
|
||||
@@ -1,4 +1,5 @@
|
||||
#!sh
|
||||
cd obj
|
||||
for i in *cso; do
|
||||
(echo -n 'static '
|
||||
xxd -i $i | grep -v '_len = ') > ${i%cso}inc
|
||||
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Vendored
+1
-1
Submodule vendor/librw updated: 60a5ace163...5c95300890.
Reference in new issue
Block a user