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forked from 0ad/0ad

Add an ARB equivalent for los_interp.

Accepted by: @vladislavbelov
Differential Revision: https://code.wildfiregames.com/D4420
This was SVN commit r26209.
This commit is contained in:
Stan 2022-01-13 15:12:28 +00:00
parent c1f779dff5
commit 1ef475ed98
4 changed files with 40 additions and 3 deletions

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!!ARBfp1.0
ATTRIB v_los = fragment.texcoord[0];
PARAM delta = program.local[0];
TEMP los1_tex;
TEMP los2_tex;
TEX los1_tex, v_los, texture[0], 2D;
TEX los2_tex, v_los, texture[1], 2D;
TEMP smoothing;
MOV_SAT smoothing, delta.x;
LRP result.color.a, smoothing, los1_tex.a, los2_tex.a;
END

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!!ARBvp1.0
MOV result.position, vertex.position;
MOV result.texcoord, vertex.texcoord[0];
END

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<?xml version="1.0" encoding="utf-8"?>
<program type="arb">
<vertex file="arb/los_interp.vp">
<stream name="pos"/>
<stream name="uv0"/>
</vertex>
<fragment file="arb/los_interp.fp">
<uniform name="delta" loc="0" type="vec3"/>
<uniform name="losTex1" loc="0" type="sampler2D"/>
<uniform name="losTex2" loc="1" type="sampler2D"/>
</fragment>
</program>

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@ -1,9 +1,11 @@
<?xml version="1.0" encoding="utf-8"?>
<effect>
<technique>
<require shaders="arb"/>
<pass shader="arb/los_interp"/>
</technique>
<technique>
<require shaders="glsl"/>
<pass shader="glsl/los_interp"/>
<pass shader="glsl/los_interp"/>
</technique>
</effect>