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#version 130

#extension GL_ARB_uniform_buffer_object : enable

#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

//Pixel Shader for TEV stages


//1 TEV stages, 1 texgens, 16401 IND stages
int idot(int3 x, int3 y)
{
int3 tmp = x * y;
return tmp.x + tmp.y + tmp.z;
}
int idot(int4 x, int4 y)
{
int4 tmp = x * y;
return tmp.x + tmp.y + tmp.z + tmp.w;
}
int
int2
int3
int4

iround(float
iround(float2
iround(float3
iround(float4

SAMPLER_BINDING(0)
SAMPLER_BINDING(1)
SAMPLER_BINDING(2)
SAMPLER_BINDING(3)
SAMPLER_BINDING(4)
SAMPLER_BINDING(5)
SAMPLER_BINDING(6)
SAMPLER_BINDING(7)

x)
x)
x)
x)

{
{
{
{

return
return
return
return

uniform
uniform
uniform
uniform
uniform
uniform
uniform
uniform

int (round(x));
int2(round(x));
int3(round(x));
int4(round(x));

sampler2DArray
sampler2DArray
sampler2DArray
sampler2DArray
sampler2DArray
sampler2DArray
sampler2DArray
sampler2DArray

layout(std140) uniform PSBlock {


int4 color[4];
int4 k[4];
int4 alphaRef;
float4 texdim[8];
int4 czbias[2];
int4 cindscale[2];

}
}
}
}

samp0;
samp1;
samp2;
samp3;
samp4;
samp5;
samp6;
samp7;

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;
float3 tex0;
float4 clipPos;
};
out vec4 ocol0;
in VertexData {
centroid in float4 pos;
centroid in float4 colors_0;
centroid in float4 colors_1;
centroid in float3 tex0;
centroid in float4 clipPos;
};
void main()
{
float3 uv0 = tex0;
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 = iround(uv0.xy * texdim[0].zw * 128.0);
// TEV stage 0
rastemp = iround(col0 * 255.0).rgba;
tevcoord.xy = fixpoint_uv0;
textemp = iround(255.0 * texture(samp0, float3((float2(tevcoord.xy)/128.
0).xy * texdim[0].xy, 0.0))).rgba;
tevin_a = int4(int3(0,0,0), 0)&255;
tevin_b = int4(int3(0,0,0), textemp.a)&255;
tevin_c = int4(int3(0,0,0), rastemp.a)&255;
tevin_d = int4(rastemp.rgb, 0);
// 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;
int zCoord = iround(rawpos.z * float(0xFFFFFF));
ocol0 = float4(prev) / 255.0;
}

WARNING: 0:2: extension 'GL_ARB_uniform_buffer_object' is not supported


ERROR: 1:28: 'layout' : syntax error parse error

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