Remove duplication between world/chrome shaders.
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@@ -50,11 +50,11 @@ namespace OpenRA.Graphics
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TempBufferCount = Game.Settings.Graphics.NumTempBuffers;
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SheetSize = Game.Settings.Graphics.SheetSize;
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WorldSpriteShader = device.CreateShader("world-shp");
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WorldLineShader = device.CreateShader("world-line");
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LineShader = device.CreateShader("chrome-line");
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RgbaSpriteShader = device.CreateShader("chrome-rgba");
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SpriteShader = device.CreateShader("chrome-shp");
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WorldSpriteShader = device.CreateShader("shp");
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WorldLineShader = device.CreateShader("line");
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LineShader = device.CreateShader("line");
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RgbaSpriteShader = device.CreateShader("rgba");
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SpriteShader = device.CreateShader("shp");
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WorldSpriteRenderer = new SpriteRenderer(this, WorldSpriteShader);
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WorldLineRenderer = new LineRenderer(this, WorldLineShader);
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@@ -82,9 +82,9 @@ namespace OpenRA.Graphics
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SetShaderParams(WorldSpriteShader, zr1, r2, scroll);
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SetShaderParams(WorldLineShader, zr1, r2, scroll);
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SetShaderParams(LineShader, r1, r2, scroll);
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SetShaderParams(RgbaSpriteShader, r1, r2, scroll);
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SetShaderParams(SpriteShader, r1, r2, scroll);
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SetShaderParams(LineShader, r1, r2, float2.Zero);
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SetShaderParams(RgbaSpriteShader, r1, r2, float2.Zero);
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SetShaderParams(SpriteShader, r1, r2, float2.Zero);
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}
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void SetShaderParams(IShader s, float2 r1, float2 r2, float2 scroll)
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@@ -1,55 +0,0 @@
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// OpenRA gui lines shader
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// Author: C. Forbes
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//--------------------------------------------------------
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float2 r1, r2; // matrix elements
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struct VertexIn {
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float4 Position: POSITION;
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float4 Color: TEXCOORD0;
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};
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struct VertexOut {
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float4 Position: POSITION;
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float4 Color: COLOR0;
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};
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VertexOut Simple_vp(VertexIn v) {
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VertexOut o;
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float2 p = v.Position.xy * r1 + r2;
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o.Position = float4(p.x,p.y,0,1);
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o.Color = v.Color;
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return o;
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}
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float4 Simple_fp(VertexOut f) : COLOR0 {
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return f.Color;
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}
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technique high_quality {
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pass p0 {
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BlendEnable = true;
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DepthTestEnable = false;
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//CullMode = None;
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//FillMode = Wireframe;
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VertexProgram = compile latest Simple_vp();
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FragmentProgram = compile latest Simple_fp();
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BlendEquation = FuncAdd;
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BlendFunc = int2( SrcAlpha, OneMinusSrcAlpha );
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}
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}
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technique high_quality_cg21 {
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pass p0 {
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BlendEnable = true;
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DepthTestEnable = false;
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//CullMode = None;
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//FillMode = Wireframe;
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VertexProgram = compile arbvp1 Simple_vp();
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FragmentProgram = compile arbfp1 Simple_fp();
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BlendEquation = FuncAdd;
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BlendFunc = int2( SrcAlpha, OneMinusSrcAlpha );
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}
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}
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@@ -1,80 +0,0 @@
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// OpenRA test shader
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// Author: C. Forbes
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//--------------------------------------------------------
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float2 Scroll;
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float2 r1, r2; // matrix elements
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sampler2D DiffuseTexture = sampler_state {
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MinFilter = Nearest;
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MagFilter = Nearest;
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WrapS = Repeat;
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WrapT = Repeat;
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};
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sampler2D Palette = sampler_state {
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MinFilter = Nearest;
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MagFilter = Nearest;
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WrapS = Repeat;
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WrapT = Repeat;
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};
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struct VertexIn {
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float4 Position: POSITION;
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float4 Tex0: TEXCOORD0;
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};
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struct VertexOut {
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float4 Position: POSITION;
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float3 Tex0: TEXCOORD0;
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float4 ChannelMask: TEXCOORD1;
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};
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float4 DecodeChannelMask( float x )
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{
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if (x > 0)
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return (x > 0.5f) ? float4(1,0,0,0) : float4(0,1,0,0);
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else
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return (x <-0.5f) ? float4(0,0,0,1) : float4(0,0,1,0);
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}
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VertexOut Simple_vp(VertexIn v) {
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VertexOut o;
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float2 p = v.Position.xy * r1 + r2;
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o.Position = float4(p.x,p.y,0,1);
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o.Tex0 = float3(v.Tex0.x, v.Tex0.y, v.Tex0.z);
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o.ChannelMask = DecodeChannelMask( v.Tex0.w );
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return o;
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}
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float4 Palette_fp(VertexOut f) : COLOR0 {
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float4 x = tex2D(DiffuseTexture, f.Tex0.xy);
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float2 p = float2( dot(x, f.ChannelMask), f.Tex0.z );
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return tex2D(Palette, p);
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}
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technique low_quality {
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pass p0 {
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BlendEnable = true;
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DepthTestEnable = false;
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CullFaceEnable = false;
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VertexProgram = compile latest Simple_vp();
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FragmentProgram = compile latest Palette_fp();
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BlendEquation = FuncAdd;
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BlendFunc = int2( SrcAlpha, OneMinusSrcAlpha );
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}
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}
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technique low_quality_cg21 {
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pass p0 {
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BlendEnable = true;
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DepthTestEnable = false;
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CullFaceEnable = false;
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VertexProgram = compile arbvp1 Simple_vp();
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FragmentProgram = compile arbfp1 Palette_fp();
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BlendEquation = FuncAdd;
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BlendFunc = int2( SrcAlpha, OneMinusSrcAlpha );
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}
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}
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@@ -1,7 +0,0 @@
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uniform vec2 r1, r2; // matrix elements
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void main()
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{
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vec2 p = gl_Vertex.xy*r1 + r2;
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gl_Position = vec4(p.x,p.y,0,1);
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gl_FrontColor = gl_MultiTexCoord0;
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}
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@@ -1,17 +0,0 @@
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uniform vec2 r1,r2; // matrix elements
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vec4 DecodeChannelMask( float x )
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{
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if (x > 0.0)
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return (x > 0.5) ? vec4(1,0,0,0) : vec4(0,1,0,0);
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else
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return (x < -0.5) ? vec4(0,0,0,1) : vec4(0,0,1,0);
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}
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void main()
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{
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vec2 p = gl_Vertex.xy*r1 + r2;
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gl_Position = vec4(p.x,p.y,0,1);
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gl_TexCoord[0] = gl_MultiTexCoord0;
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gl_TexCoord[1] = DecodeChannelMask(gl_MultiTexCoord0.w);
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}
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@@ -1,4 +0,0 @@
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void main()
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{
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gl_FragColor = gl_Color;
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}
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@@ -1,8 +0,0 @@
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uniform sampler2D DiffuseTexture, Palette;
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void main()
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{
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vec4 x = texture2D(DiffuseTexture, gl_TexCoord[0].st);
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vec2 p = vec2( dot(x, gl_TexCoord[1]), gl_TexCoord[0].p );
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gl_FragColor = texture2D(Palette,p);
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}
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