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source/blender/gpu/shaders/gpu_shader_material.glsl
| Context not available. | |||||
| outview = normalize(co); | outview = normalize(co); | ||||
| } | } | ||||
| void lamp(vec4 col, vec3 lv, float dist, float shadfac, float visifac, out vec4 outcol, out vec3 outlv, out float outdist, out vec4 outshadow, out float outvisifac) | |||||
| { | |||||
| outcol = col; | |||||
| outlv = lv; | |||||
| outdist = dist; | |||||
| outshadow = vec4(shadfac); | |||||
| outvisifac = visifac; | |||||
| } | |||||
| void math_add(float val1, float val2, out float outval) | void math_add(float val1, float val2, out float outval) | ||||
| { | { | ||||
| outval = val1 + val2; | outval = val1 + val2; | ||||
| Context not available. | |||||
| } | } | ||||
| } | } | ||||
| void shadows_only(vec3 rco, sampler2DShadow shadowmap, mat4 shadowpersmat, float shadowbias, float inp, out float result) | |||||
| { | |||||
| if(inp <= 0.0) | |||||
| result = 1.0; | |||||
| else | |||||
| test_shadowbuf(rco, shadowmap, shadowpersmat, shadowbias, inp, result); | |||||
| } | |||||
| void shadows_only_vsm(vec3 rco, sampler2D shadowmap, mat4 shadowpersmat, float shadowbias, float bleedbias, float inp, out float result) | |||||
| { | |||||
| if(inp <= 0.0) | |||||
| result = 1.0; | |||||
| else | |||||
| test_shadowbuf_vsm(rco, shadowmap, shadowpersmat, shadowbias, bleedbias, inp, result); | |||||
| } | |||||
| void shade_light_texture(vec3 rco, sampler2D cookie, mat4 shadowpersmat, out vec4 result) | void shade_light_texture(vec3 rco, sampler2D cookie, mat4 shadowpersmat, out vec4 result) | ||||
| { | { | ||||
| Context not available. | |||||