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-rw-r--r--shaders/tesseract/101.shader_test52
-rw-r--r--shaders/tesseract/104.shader_test47
-rw-r--r--shaders/tesseract/106.shader_test53
-rw-r--r--shaders/tesseract/109.shader_test63
-rw-r--r--shaders/tesseract/112.shader_test51
-rw-r--r--shaders/tesseract/115.shader_test34
-rw-r--r--shaders/tesseract/118.shader_test34
-rw-r--r--shaders/tesseract/12.shader_test30
-rw-r--r--shaders/tesseract/121.shader_test35
-rw-r--r--shaders/tesseract/124.shader_test41
-rw-r--r--shaders/tesseract/127.shader_test50
-rw-r--r--shaders/tesseract/130.shader_test64
-rw-r--r--shaders/tesseract/133.shader_test33
-rw-r--r--shaders/tesseract/136.shader_test53
-rw-r--r--shaders/tesseract/139.shader_test37
-rw-r--r--shaders/tesseract/142.shader_test65
-rw-r--r--shaders/tesseract/145.shader_test41
-rw-r--r--shaders/tesseract/148.shader_test46
-rw-r--r--shaders/tesseract/15.shader_test29
-rw-r--r--shaders/tesseract/151.shader_test98
-rw-r--r--shaders/tesseract/154.shader_test35
-rw-r--r--shaders/tesseract/157.shader_test36
-rw-r--r--shaders/tesseract/160.shader_test50
-rw-r--r--shaders/tesseract/163.shader_test50
-rw-r--r--shaders/tesseract/166.shader_test50
-rw-r--r--shaders/tesseract/169.shader_test50
-rw-r--r--shaders/tesseract/172.shader_test61
-rw-r--r--shaders/tesseract/175.shader_test61
-rw-r--r--shaders/tesseract/178.shader_test61
-rw-r--r--shaders/tesseract/18.shader_test22
-rw-r--r--shaders/tesseract/181.shader_test61
-rw-r--r--shaders/tesseract/184.shader_test72
-rw-r--r--shaders/tesseract/187.shader_test72
-rw-r--r--shaders/tesseract/190.shader_test72
-rw-r--r--shaders/tesseract/193.shader_test72
-rw-r--r--shaders/tesseract/196.shader_test77
-rw-r--r--shaders/tesseract/199.shader_test77
-rw-r--r--shaders/tesseract/202.shader_test77
-rw-r--r--shaders/tesseract/205.shader_test77
-rw-r--r--shaders/tesseract/208.shader_test82
-rw-r--r--shaders/tesseract/21.shader_test41
-rw-r--r--shaders/tesseract/211.shader_test82
-rw-r--r--shaders/tesseract/214.shader_test82
-rw-r--r--shaders/tesseract/217.shader_test82
-rw-r--r--shaders/tesseract/220.shader_test87
-rw-r--r--shaders/tesseract/223.shader_test87
-rw-r--r--shaders/tesseract/226.shader_test87
-rw-r--r--shaders/tesseract/229.shader_test87
-rw-r--r--shaders/tesseract/232.shader_test92
-rw-r--r--shaders/tesseract/235.shader_test92
-rw-r--r--shaders/tesseract/238.shader_test92
-rw-r--r--shaders/tesseract/24.shader_test34
-rw-r--r--shaders/tesseract/241.shader_test92
-rw-r--r--shaders/tesseract/244.shader_test39
-rw-r--r--shaders/tesseract/247.shader_test146
-rw-r--r--shaders/tesseract/249.shader_test155
-rw-r--r--shaders/tesseract/251.shader_test163
-rw-r--r--shaders/tesseract/253.shader_test167
-rw-r--r--shaders/tesseract/255.shader_test171
-rw-r--r--shaders/tesseract/257.shader_test142
-rw-r--r--shaders/tesseract/258.shader_test151
-rw-r--r--shaders/tesseract/259.shader_test159
-rw-r--r--shaders/tesseract/260.shader_test163
-rw-r--r--shaders/tesseract/261.shader_test166
-rw-r--r--shaders/tesseract/264.shader_test36
-rw-r--r--shaders/tesseract/266.shader_test48
-rw-r--r--shaders/tesseract/268.shader_test56
-rw-r--r--shaders/tesseract/27.shader_test56
-rw-r--r--shaders/tesseract/270.shader_test60
-rw-r--r--shaders/tesseract/272.shader_test64
-rw-r--r--shaders/tesseract/275.shader_test152
-rw-r--r--shaders/tesseract/277.shader_test165
-rw-r--r--shaders/tesseract/279.shader_test173
-rw-r--r--shaders/tesseract/281.shader_test177
-rw-r--r--shaders/tesseract/283.shader_test181
-rw-r--r--shaders/tesseract/285.shader_test152
-rw-r--r--shaders/tesseract/286.shader_test165
-rw-r--r--shaders/tesseract/287.shader_test173
-rw-r--r--shaders/tesseract/288.shader_test177
-rw-r--r--shaders/tesseract/289.shader_test180
-rw-r--r--shaders/tesseract/292.shader_test123
-rw-r--r--shaders/tesseract/294.shader_test136
-rw-r--r--shaders/tesseract/296.shader_test144
-rw-r--r--shaders/tesseract/298.shader_test148
-rw-r--r--shaders/tesseract/3.shader_test27
-rw-r--r--shaders/tesseract/30.shader_test49
-rw-r--r--shaders/tesseract/300.shader_test152
-rw-r--r--shaders/tesseract/302.shader_test123
-rw-r--r--shaders/tesseract/303.shader_test136
-rw-r--r--shaders/tesseract/304.shader_test144
-rw-r--r--shaders/tesseract/305.shader_test148
-rw-r--r--shaders/tesseract/306.shader_test151
-rw-r--r--shaders/tesseract/309.shader_test155
-rw-r--r--shaders/tesseract/311.shader_test168
-rw-r--r--shaders/tesseract/313.shader_test176
-rw-r--r--shaders/tesseract/315.shader_test180
-rw-r--r--shaders/tesseract/317.shader_test184
-rw-r--r--shaders/tesseract/319.shader_test155
-rw-r--r--shaders/tesseract/320.shader_test168
-rw-r--r--shaders/tesseract/321.shader_test176
-rw-r--r--shaders/tesseract/322.shader_test180
-rw-r--r--shaders/tesseract/323.shader_test183
-rw-r--r--shaders/tesseract/326.shader_test157
-rw-r--r--shaders/tesseract/328.shader_test170
-rw-r--r--shaders/tesseract/33.shader_test32
-rw-r--r--shaders/tesseract/330.shader_test178
-rw-r--r--shaders/tesseract/332.shader_test182
-rw-r--r--shaders/tesseract/334.shader_test186
-rw-r--r--shaders/tesseract/336.shader_test157
-rw-r--r--shaders/tesseract/337.shader_test170
-rw-r--r--shaders/tesseract/338.shader_test178
-rw-r--r--shaders/tesseract/339.shader_test182
-rw-r--r--shaders/tesseract/340.shader_test185
-rw-r--r--shaders/tesseract/343.shader_test240
-rw-r--r--shaders/tesseract/345.shader_test237
-rw-r--r--shaders/tesseract/347.shader_test240
-rw-r--r--shaders/tesseract/351.shader_test191
-rw-r--r--shaders/tesseract/353.shader_test146
-rw-r--r--shaders/tesseract/355.shader_test188
-rw-r--r--shaders/tesseract/357.shader_test149
-rw-r--r--shaders/tesseract/359.shader_test191
-rw-r--r--shaders/tesseract/36.shader_test40
-rw-r--r--shaders/tesseract/363.shader_test224
-rw-r--r--shaders/tesseract/365.shader_test176
-rw-r--r--shaders/tesseract/367.shader_test221
-rw-r--r--shaders/tesseract/369.shader_test179
-rw-r--r--shaders/tesseract/371.shader_test224
-rw-r--r--shaders/tesseract/375.shader_test252
-rw-r--r--shaders/tesseract/377.shader_test201
-rw-r--r--shaders/tesseract/379.shader_test249
-rw-r--r--shaders/tesseract/381.shader_test204
-rw-r--r--shaders/tesseract/383.shader_test252
-rw-r--r--shaders/tesseract/387.shader_test280
-rw-r--r--shaders/tesseract/389.shader_test226
-rw-r--r--shaders/tesseract/39.shader_test42
-rw-r--r--shaders/tesseract/391.shader_test277
-rw-r--r--shaders/tesseract/393.shader_test229
-rw-r--r--shaders/tesseract/395.shader_test280
-rw-r--r--shaders/tesseract/399.shader_test308
-rw-r--r--shaders/tesseract/401.shader_test251
-rw-r--r--shaders/tesseract/403.shader_test305
-rw-r--r--shaders/tesseract/405.shader_test254
-rw-r--r--shaders/tesseract/407.shader_test308
-rw-r--r--shaders/tesseract/411.shader_test336
-rw-r--r--shaders/tesseract/413.shader_test276
-rw-r--r--shaders/tesseract/415.shader_test333
-rw-r--r--shaders/tesseract/417.shader_test279
-rw-r--r--shaders/tesseract/419.shader_test336
-rw-r--r--shaders/tesseract/42.shader_test41
-rw-r--r--shaders/tesseract/423.shader_test364
-rw-r--r--shaders/tesseract/425.shader_test301
-rw-r--r--shaders/tesseract/427.shader_test361
-rw-r--r--shaders/tesseract/429.shader_test304
-rw-r--r--shaders/tesseract/431.shader_test364
-rw-r--r--shaders/tesseract/435.shader_test392
-rw-r--r--shaders/tesseract/437.shader_test326
-rw-r--r--shaders/tesseract/439.shader_test389
-rw-r--r--shaders/tesseract/441.shader_test329
-rw-r--r--shaders/tesseract/443.shader_test392
-rw-r--r--shaders/tesseract/446.shader_test140
-rw-r--r--shaders/tesseract/449.shader_test154
-rw-r--r--shaders/tesseract/45.shader_test33
-rw-r--r--shaders/tesseract/452.shader_test144
-rw-r--r--shaders/tesseract/455.shader_test170
-rw-r--r--shaders/tesseract/458.shader_test121
-rw-r--r--shaders/tesseract/461.shader_test135
-rw-r--r--shaders/tesseract/464.shader_test125
-rw-r--r--shaders/tesseract/467.shader_test151
-rw-r--r--shaders/tesseract/470.shader_test157
-rw-r--r--shaders/tesseract/473.shader_test171
-rw-r--r--shaders/tesseract/476.shader_test154
-rw-r--r--shaders/tesseract/479.shader_test180
-rw-r--r--shaders/tesseract/48.shader_test38
-rw-r--r--shaders/tesseract/482.shader_test111
-rw-r--r--shaders/tesseract/485.shader_test20
-rw-r--r--shaders/tesseract/488.shader_test141
-rw-r--r--shaders/tesseract/491.shader_test126
-rw-r--r--shaders/tesseract/494.shader_test126
-rw-r--r--shaders/tesseract/497.shader_test47
-rw-r--r--shaders/tesseract/500.shader_test44
-rw-r--r--shaders/tesseract/503.shader_test41
-rw-r--r--shaders/tesseract/506.shader_test119
-rw-r--r--shaders/tesseract/509.shader_test59
-rw-r--r--shaders/tesseract/51.shader_test38
-rw-r--r--shaders/tesseract/512.shader_test71
-rw-r--r--shaders/tesseract/515.shader_test34
-rw-r--r--shaders/tesseract/518.shader_test25
-rw-r--r--shaders/tesseract/521.shader_test61
-rw-r--r--shaders/tesseract/523.shader_test74
-rw-r--r--shaders/tesseract/525.shader_test82
-rw-r--r--shaders/tesseract/527.shader_test86
-rw-r--r--shaders/tesseract/529.shader_test90
-rw-r--r--shaders/tesseract/532.shader_test64
-rw-r--r--shaders/tesseract/534.shader_test77
-rw-r--r--shaders/tesseract/536.shader_test85
-rw-r--r--shaders/tesseract/538.shader_test89
-rw-r--r--shaders/tesseract/54.shader_test38
-rw-r--r--shaders/tesseract/540.shader_test93
-rw-r--r--shaders/tesseract/57.shader_test104
-rw-r--r--shaders/tesseract/6.shader_test38
-rw-r--r--shaders/tesseract/60.shader_test118
-rw-r--r--shaders/tesseract/63.shader_test108
-rw-r--r--shaders/tesseract/66.shader_test121
-rw-r--r--shaders/tesseract/69.shader_test27
-rw-r--r--shaders/tesseract/72.shader_test49
-rw-r--r--shaders/tesseract/75.shader_test77
-rw-r--r--shaders/tesseract/78.shader_test93
-rw-r--r--shaders/tesseract/81.shader_test83
-rw-r--r--shaders/tesseract/84.shader_test100
-rw-r--r--shaders/tesseract/87.shader_test50
-rw-r--r--shaders/tesseract/9.shader_test40
-rw-r--r--shaders/tesseract/90.shader_test59
-rw-r--r--shaders/tesseract/93.shader_test63
-rw-r--r--shaders/tesseract/96.shader_test82
-rw-r--r--shaders/tesseract/99.shader_test46
215 files changed, 28487 insertions, 0 deletions
diff --git a/shaders/tesseract/101.shader_test b/shaders/tesseract/101.shader_test
new file mode 100644
index 0000000..a5b93a5
--- /dev/null
+++ b/shaders/tesseract/101.shader_test
@@ -0,0 +1,52 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vcolor;
+ attribute vec2 vtexcoord0;
+ uniform mat4 camprojmatrix;
+ uniform vec4 colorscale;
+ varying vec4 color;
+ varying vec2 texcoord0;
+ void main(void)
+ {
+ gl_Position = camprojmatrix * vvertex;
+ color = vcolor * colorscale;
+ texcoord0 = vtexcoord0;
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+#define gglow gl_FragData[1]
+uniform sampler2D tex0;
+ varying vec4 color;
+ varying vec2 texcoord0;
+ fragdata(0, fragcolor, vec4)
+
+ fragdata(1, gglow, vec4)
+
+ void main(void)
+ {
+ vec4 diffuse = texture2D(tex0, texcoord0);
+ #pragma CUBE2_swizzle diffuse
+
+ diffuse *= color;
+ fragcolor = diffuse;
+
+ gglow.rgb = vec3(0.0);
+ gglow.a = diffuse.a;
+
+
+ }
+
diff --git a/shaders/tesseract/104.shader_test b/shaders/tesseract/104.shader_test
new file mode 100644
index 0000000..b1e9be8
--- /dev/null
+++ b/shaders/tesseract/104.shader_test
@@ -0,0 +1,47 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vcolor;
+ attribute vec2 vtexcoord0;
+ uniform mat4 camprojmatrix;
+ uniform vec4 colorscale;
+ varying vec4 color;
+ varying vec2 texcoord0;
+ void main(void)
+ {
+ gl_Position = camprojmatrix * vvertex;
+ color = vcolor * colorscale;
+ texcoord0 = vtexcoord0;
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform sampler2D tex0;
+ varying vec4 color;
+ varying vec2 texcoord0;
+ fragdata(0, fragcolor, vec4)
+
+ void main(void)
+ {
+ vec4 diffuse = texture2D(tex0, texcoord0);
+ #pragma CUBE2_swizzle diffuse
+
+ diffuse.rgb = mix(vec3(0.5), diffuse.rgb, color.rgb);
+ fragcolor.rgb = diffuse.rgb;
+ fragcolor.a = 0.5;
+
+
+ }
+
diff --git a/shaders/tesseract/106.shader_test b/shaders/tesseract/106.shader_test
new file mode 100644
index 0000000..4e8dcd6
--- /dev/null
+++ b/shaders/tesseract/106.shader_test
@@ -0,0 +1,53 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vcolor;
+ attribute vec2 vtexcoord0;
+ uniform mat4 camprojmatrix;
+ uniform vec4 colorscale;
+ varying vec4 color;
+ varying vec2 texcoord0;
+ void main(void)
+ {
+ gl_Position = camprojmatrix * vvertex;
+ color = vcolor * colorscale;
+ texcoord0 = vtexcoord0;
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+#define gglow gl_FragData[1]
+uniform sampler2D tex0;
+ varying vec4 color;
+ varying vec2 texcoord0;
+ fragdata(0, fragcolor, vec4)
+
+ fragdata(1, gglow, vec4)
+
+ void main(void)
+ {
+ vec4 diffuse = texture2D(tex0, texcoord0);
+ #pragma CUBE2_swizzle diffuse
+
+ diffuse.rgb = mix(vec3(0.5), diffuse.rgb, color.rgb);
+ fragcolor.rgb = diffuse.rgb;
+ fragcolor.a = 0.5;
+
+ gglow.rgb = diffuse.rgb;
+ gglow.a = 0.5;
+
+
+ }
+
diff --git a/shaders/tesseract/109.shader_test b/shaders/tesseract/109.shader_test
new file mode 100644
index 0000000..f495e3a
--- /dev/null
+++ b/shaders/tesseract/109.shader_test
@@ -0,0 +1,63 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#pragma CUBE2_fog
+
+ attribute vec4 vvertex, vcolor;
+ attribute vec2 vtexcoord0;
+ uniform mat4 camprojmatrix;
+ uniform vec4 colorscale;
+ varying vec4 color;
+ varying vec2 texcoord0;
+
+uniform vec2 lineardepthscale;
+varying float lineardepth;
+ void main(void)
+ {
+ gl_Position = camprojmatrix * vvertex;
+ color = vcolor * colorscale;
+ texcoord0 = vtexcoord0;
+
+lineardepth = dot(lineardepthscale, gl_Position.zw);
+}
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform sampler2D tex0;
+ varying vec4 color;
+ varying vec2 texcoord0;
+ fragdata(0, fragcolor, vec4)
+
+
+varying float lineardepth;
+
+uniform vec3 fogcolor;
+uniform vec2 fogdensity;
+uniform vec4 radialfogscale;
+#define fogcoord lineardepth*length(vec3(gl_FragCoord.xy*radialfogscale.xy + radialfogscale.zw, 1.0))
+ void main(void)
+ {
+ vec4 diffuse = texture2D(tex0, texcoord0);
+ #pragma CUBE2_swizzle diffuse
+
+ diffuse *= color;
+ fragcolor = diffuse;
+
+
+
+#define FOG_COLOR fogcolor
+fragcolor.rgb = mix((FOG_COLOR).rgb, fragcolor.rgb, clamp(exp2(fogcoord*-fogdensity.x)*fogdensity.y, 0.0, 1.0));
+}
+
diff --git a/shaders/tesseract/112.shader_test b/shaders/tesseract/112.shader_test
new file mode 100644
index 0000000..610b5b4
--- /dev/null
+++ b/shaders/tesseract/112.shader_test
@@ -0,0 +1,51 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ uniform mat4 camprojmatrix;
+ void main(void)
+ {
+ gl_Position = camprojmatrix * vvertex;
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform sampler2DRect tex0;
+ #define gfetch(sampler, coords) texture2DRect(sampler, coords)
+ #define gfetchoffset(sampler, coords, offset) texture2DRectOffset(sampler, coords, offset)
+ #define gfetchproj(sampler, coords) texture2DRectProj(sampler, coords)
+ #define gfetchclamp(sampler, coords) texture2DRect(sampler, coords)
+
+ uniform vec3 gdepthscale;
+ uniform vec3 gdepthunpackparams;
+
+
+ uniform vec3 gdepthpackparams;
+ fragdata(0, fragcolor, vec4)
+ void main(void)
+ {
+
+
+ float depth = gdepthscale.x / (gfetch(tex0, gl_FragCoord.xy).r*gdepthscale.y + gdepthscale.z);
+
+
+ vec3 packdepth = depth * gdepthpackparams;
+ packdepth = vec3(packdepth.x, fract(packdepth.yz));
+ packdepth.xy -= packdepth.yz * (1.0/255.0);
+
+
+ fragcolor = vec4(packdepth, 0.0);
+ }
+
diff --git a/shaders/tesseract/115.shader_test b/shaders/tesseract/115.shader_test
new file mode 100644
index 0000000..f0f1e1a
--- /dev/null
+++ b/shaders/tesseract/115.shader_test
@@ -0,0 +1,34 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ attribute vec2 vtexcoord0;
+ varying vec2 texcoord0;
+ void main(void)
+ {
+ gl_Position = vvertex;
+ texcoord0 = vtexcoord0;
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform sampler2DRect tex0;
+ varying vec2 texcoord0;
+ fragdata(0, fragcolor, vec4)
+ void main(void)
+ {
+ fragcolor.rgb = texture2DRect(tex0, texcoord0).rgb;
+ }
+
diff --git a/shaders/tesseract/118.shader_test b/shaders/tesseract/118.shader_test
new file mode 100644
index 0000000..2c817f2
--- /dev/null
+++ b/shaders/tesseract/118.shader_test
@@ -0,0 +1,34 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ attribute vec2 vtexcoord0;
+ varying vec2 texcoord0;
+ void main(void)
+ {
+ gl_Position = vvertex;
+ texcoord0 = vtexcoord0;
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform sampler2DRect tex0;
+ varying vec2 texcoord0;
+ fragdata(0, fragcolor, vec4)
+ void main(void)
+ {
+ fragcolor.rgb = 0.5*(texture2DRectOffset(tex0, texcoord0, ivec2(-1, 0)).rgb + texture2DRectOffset(tex0, texcoord0, ivec2(1, 0)).rgb);
+ }
+
diff --git a/shaders/tesseract/12.shader_test b/shaders/tesseract/12.shader_test
new file mode 100644
index 0000000..4bcd9a7
--- /dev/null
+++ b/shaders/tesseract/12.shader_test
@@ -0,0 +1,30 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vcolor;
+uniform mat4 hudmatrix;varying vec4 color;
+void main(void) {
+ gl_Position = hudmatrix * vvertex;
+ color = vcolor;
+}
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+varying vec4 color;
+fragdata(0, fragcolor, vec4)
+void main(void) {
+ fragcolor = color;
+}
+
diff --git a/shaders/tesseract/121.shader_test b/shaders/tesseract/121.shader_test
new file mode 100644
index 0000000..a69ae6e
--- /dev/null
+++ b/shaders/tesseract/121.shader_test
@@ -0,0 +1,35 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ attribute vec2 vtexcoord0;
+ varying vec2 texcoord0;
+ void main(void)
+ {
+ gl_Position = vvertex;
+ texcoord0 = vtexcoord0;
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform sampler2DRect tex0;
+ varying vec2 texcoord0;
+ fragdata(0, fragcolor, vec4)
+ void main(void)
+ {
+ fragcolor.rgb = 0.25*(texture2DRectOffset(tex0, texcoord0, ivec2(-1, -1)).rgb + texture2DRectOffset(tex0, texcoord0, ivec2(1, -1)).rgb +
+ texture2DRectOffset(tex0, texcoord0, ivec2(1, 1)).rgb + texture2DRectOffset(tex0, texcoord0, ivec2(-1, 1)).rgb);
+ }
+
diff --git a/shaders/tesseract/124.shader_test b/shaders/tesseract/124.shader_test
new file mode 100644
index 0000000..a1f25f5
--- /dev/null
+++ b/shaders/tesseract/124.shader_test
@@ -0,0 +1,41 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ attribute vec2 vtexcoord0;
+ varying vec2 texcoord0;
+ void main(void)
+ {
+ gl_Position = vvertex;
+ texcoord0 = vtexcoord0;
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform sampler2DRect tex0;
+ uniform vec2 hdrgamma;
+ varying vec2 texcoord0;
+ fragdata(0, fragcolor, vec4)
+ void main(void)
+ {
+ vec3 color = texture2DRect(tex0, texcoord0).rgb*2.0;
+
+ color *= color;
+
+ float lum = dot(color, vec3(0.2126, 0.7152, 0.0722));
+ float loglum = sqrt(clamp(lum, 0.015625, 4.0)) * (1.0/2.0);
+ fragcolor.rgb = vec3(loglum);
+ }
+
diff --git a/shaders/tesseract/127.shader_test b/shaders/tesseract/127.shader_test
new file mode 100644
index 0000000..68b3f22
--- /dev/null
+++ b/shaders/tesseract/127.shader_test
@@ -0,0 +1,50 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ attribute vec2 vtexcoord0;
+ varying vec2 texcoord0;
+ void main(void)
+ {
+ gl_Position = vvertex;
+ texcoord0 = vtexcoord0;
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform sampler2DRect tex0;
+ uniform vec2 hdrgamma;
+ varying vec2 texcoord0;
+ fragdata(0, fragcolor, vec4)
+ void main(void)
+ {
+
+ vec3 color0 = texture2DRectOffset(tex0, texcoord0, ivec2(-1, 0)).rgb*2.0;
+
+ color0 *= color0;
+
+ float lum0 = dot(color0, vec3(0.2126, 0.7152, 0.0722));
+ float loglum0 = sqrt(clamp(lum0, 0.015625, 4.0)) * (1.0/2.0);
+
+ vec3 color1 = texture2DRectOffset(tex0, texcoord0, ivec2(1, 0)).rgb*2.0;
+
+ color1 *= color1;
+
+ float lum1 = dot(color1, vec3(0.2126, 0.7152, 0.0722));
+ float loglum1 = sqrt(clamp(lum1, 0.015625, 4.0)) * (1.0/2.0);
+
+ fragcolor.rgb = vec3(0.5*(loglum0 + loglum1));
+ }
+
diff --git a/shaders/tesseract/130.shader_test b/shaders/tesseract/130.shader_test
new file mode 100644
index 0000000..6823056
--- /dev/null
+++ b/shaders/tesseract/130.shader_test
@@ -0,0 +1,64 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ attribute vec2 vtexcoord0;
+ varying vec2 texcoord0;
+ void main(void)
+ {
+ gl_Position = vvertex;
+ texcoord0 = vtexcoord0;
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform sampler2DRect tex0;
+ uniform vec2 hdrgamma;
+ varying vec2 texcoord0;
+ fragdata(0, fragcolor, vec4)
+ void main(void)
+ {
+
+ vec3 color0 = texture2DRectOffset(tex0, texcoord0, ivec2(-1, -1)).rgb*2.0;
+
+ color0 *= color0;
+
+ float lum0 = dot(color0, vec3(0.2126, 0.7152, 0.0722));
+ float loglum0 = sqrt(clamp(lum0, 0.015625, 4.0)) * (1.0/2.0);
+
+ vec3 color1 = texture2DRectOffset(tex0, texcoord0, ivec2(1, -1)).rgb*2.0;
+
+ color1 *= color1;
+
+ float lum1 = dot(color1, vec3(0.2126, 0.7152, 0.0722));
+ float loglum1 = sqrt(clamp(lum1, 0.015625, 4.0)) * (1.0/2.0);
+
+ vec3 color2 = texture2DRectOffset(tex0, texcoord0, ivec2(1, 1)).rgb*2.0;
+
+ color2 *= color2;
+
+ float lum2 = dot(color2, vec3(0.2126, 0.7152, 0.0722));
+ float loglum2 = sqrt(clamp(lum2, 0.015625, 4.0)) * (1.0/2.0);
+
+ vec3 color3 = texture2DRectOffset(tex0, texcoord0, ivec2(-1, 1)).rgb*2.0;
+
+ color3 *= color3;
+
+ float lum3 = dot(color3, vec3(0.2126, 0.7152, 0.0722));
+ float loglum3 = sqrt(clamp(lum3, 0.015625, 4.0)) * (1.0/2.0);
+
+ fragcolor.rgb = vec3(0.25*(loglum0 + loglum1 + loglum2 + loglum3));
+ }
+
diff --git a/shaders/tesseract/133.shader_test b/shaders/tesseract/133.shader_test
new file mode 100644
index 0000000..68da955
--- /dev/null
+++ b/shaders/tesseract/133.shader_test
@@ -0,0 +1,33 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ void main(void)
+ {
+ gl_Position = vvertex;
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform sampler2DRect tex0;
+ uniform float accumscale;
+ fragdata(0, fragcolor, vec4)
+ void main(void)
+ {
+ float lum = texture2DRect(tex0, vec2(0.5, 0.5)).r * 2.0;
+ lum *= lum;
+ fragcolor = vec4(vec3(lum*0.25), accumscale);
+ }
+
diff --git a/shaders/tesseract/136.shader_test b/shaders/tesseract/136.shader_test
new file mode 100644
index 0000000..b004e10
--- /dev/null
+++ b/shaders/tesseract/136.shader_test
@@ -0,0 +1,53 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ attribute vec2 vtexcoord0;
+
+ uniform sampler2D tex2;
+
+ uniform vec4 hdrparams;
+ varying vec2 texcoord0;
+ flat varying float lumscale, lumthreshold;
+ void main(void)
+ {
+ gl_Position = vvertex;
+ texcoord0 = vtexcoord0;
+ float avglum = 4.0 * texture2D(tex2, vec2(0.5, 0.5)).r;
+ lumscale = hdrparams.x * -log2(1.0 - clamp(avglum, 0.03, 0.3))/(avglum + 1e-4);
+ lumthreshold = -log2(1.0 - hdrparams.z);
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform sampler2DRect tex0;
+ uniform vec2 hdrgamma;
+ varying vec2 texcoord0;
+ flat varying float lumscale, lumthreshold;
+ fragdata(0, fragcolor, vec4)
+ void main(void)
+ {
+ vec3 color = texture2DRect(tex0, texcoord0).rgb*2.0;
+
+ color *= color;
+
+ float lum = dot(color, vec3(0.2126, 0.7152, 0.0722));
+ color *= max(lum*lumscale - lumthreshold, 0.0) / (lum + 1e-4);
+
+ color = sqrt(color);
+
+ fragcolor.rgb = color;
+ }
+
diff --git a/shaders/tesseract/139.shader_test b/shaders/tesseract/139.shader_test
new file mode 100644
index 0000000..9a10484
--- /dev/null
+++ b/shaders/tesseract/139.shader_test
@@ -0,0 +1,37 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ attribute vec2 vtexcoord0;
+ varying vec2 texcoord0;
+ void main(void)
+ {
+ gl_Position = vvertex;
+ texcoord0 = vtexcoord0;
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform sampler2DRect tex0;
+ varying vec2 texcoord0;
+ fragdata(0, fragcolor, vec4)
+ void main(void)
+ {
+ vec3 color = texture2DRect(tex0, texcoord0).rgb;
+ fragcolor.rgb = color;
+
+ fragcolor.a = 0.0;
+ }
+
diff --git a/shaders/tesseract/142.shader_test b/shaders/tesseract/142.shader_test
new file mode 100644
index 0000000..517256b
--- /dev/null
+++ b/shaders/tesseract/142.shader_test
@@ -0,0 +1,65 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ attribute vec2 vtexcoord0, vtexcoord1;
+
+ uniform sampler2D tex2;
+
+ uniform vec4 hdrparams;
+ varying vec2 texcoord0, texcoord1;
+ flat varying float lumscale, lumsaturate;
+ void main(void)
+ {
+ gl_Position = vvertex;
+ texcoord0 = vtexcoord0;
+ texcoord1 = vtexcoord1;
+ float avglum = 4.0 * texture2D(tex2, vec2(0.5, 0.5)).r;
+ lumscale = hdrparams.x * -log2(1.0 - clamp(avglum, 0.03, 0.3))/(avglum + 1e-4);
+ lumsaturate = -log2(1.0 - hdrparams.y) / lumscale;
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform sampler2DRect tex0, tex1;
+
+ uniform vec4 hdrparams;
+ uniform vec2 hdrgamma;
+ varying vec2 texcoord0, texcoord1;
+ flat varying float lumscale, lumsaturate;
+
+ fragdata(0, fragcolor, vec4)
+ void main(void)
+ {
+ vec3 bloom = texture2DRect(tex1, texcoord1).rgb*hdrparams.w;
+ vec3 color = texture2DRect(tex0, texcoord0).rgb*2.0;
+ color += bloom;
+
+ color *= color;
+
+ {
+
+ float lum = dot(color, vec3(0.2126, 0.7152, 0.0722));
+ color = min(color, lumsaturate);
+ color *= (1.0 - exp2(-lum*lumscale)) / (dot(color, vec3(0.2126, 0.7152, 0.0722)) + 1e-4);
+ }
+
+ color = sqrt(color);
+
+ fragcolor.rgb = color;
+
+ fragcolor.a = 0.0;
+ }
+
diff --git a/shaders/tesseract/145.shader_test b/shaders/tesseract/145.shader_test
new file mode 100644
index 0000000..7193b5f
--- /dev/null
+++ b/shaders/tesseract/145.shader_test
@@ -0,0 +1,41 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vcolor;
+ attribute vec2 vtexcoord0;
+ uniform mat4 skymatrix;
+ uniform float ldrscale;
+ varying vec4 colorscale;
+ varying vec2 texcoord0;
+ void main(void)
+ {
+ gl_Position = skymatrix * vvertex;
+ texcoord0 = vtexcoord0;
+ colorscale = vec4(ldrscale * vcolor.rgb, vcolor.a);
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform sampler2D tex0;
+ varying vec4 colorscale;
+ varying vec2 texcoord0;
+ fragdata(0, fragcolor, vec4)
+ void main(void)
+ {
+ vec4 color = texture2D(tex0, texcoord0);
+ #pragma CUBE2_swizzle color
+ fragcolor = colorscale * color;
+ }
+
diff --git a/shaders/tesseract/148.shader_test b/shaders/tesseract/148.shader_test
new file mode 100644
index 0000000..0d29185
--- /dev/null
+++ b/shaders/tesseract/148.shader_test
@@ -0,0 +1,46 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vcolor;
+ attribute vec2 vtexcoord0;
+ uniform mat4 skymatrix;
+ uniform float ldrscale;
+ varying vec4 colorscale;
+ varying vec2 texcoord0;
+ void main(void)
+ {
+ gl_Position = skymatrix * vvertex;
+ texcoord0 = vtexcoord0;
+ colorscale = vec4(ldrscale * vcolor.rgb, vcolor.a);
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform sampler2D tex0;
+ uniform vec3 overbrightparams;
+ uniform float ldrscale;
+ varying vec4 colorscale;
+ varying vec2 texcoord0;
+ fragdata(0, fragcolor, vec4)
+ void main(void)
+ {
+ vec4 color = texture2D(tex0, texcoord0);
+ #pragma CUBE2_swizzle color
+ float lum = dot(vec3(0.2126, 0.7152, 0.0722), color.rgb);
+ float overbright = mix(overbrightparams.x, overbrightparams.y, clamp(lum - overbrightparams.z, 0.0, 1.0));
+ color.rgb *= overbright;
+ fragcolor = colorscale * color;
+ }
+
diff --git a/shaders/tesseract/15.shader_test b/shaders/tesseract/15.shader_test
new file mode 100644
index 0000000..7416935
--- /dev/null
+++ b/shaders/tesseract/15.shader_test
@@ -0,0 +1,29 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ void main(void)
+ {
+ gl_Position = vvertex;
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+fragdata(0, fragcolor, vec4)
+ void main(void)
+ {
+ fragcolor = vec4(1.0, 0.0, 1.0, 1.0);
+ }
+
diff --git a/shaders/tesseract/151.shader_test b/shaders/tesseract/151.shader_test
new file mode 100644
index 0000000..6dcb37f
--- /dev/null
+++ b/shaders/tesseract/151.shader_test
@@ -0,0 +1,98 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ uniform mat4 sunmatrix;
+ varying vec3 camvec;
+ void main(void)
+ {
+ gl_Position = vvertex;
+
+ vec4 p = sunmatrix * vvertex;
+ camvec = p.xyz / p.w;
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform vec3 sunlight;
+ uniform vec3 sundir;
+ uniform vec3 sundiskparams;
+ uniform vec3 atmoradius;
+ uniform float gm;
+ uniform vec3 betar, betam, betarm;
+ uniform vec2 hdrgamma;
+ uniform float atmoalpha;
+ varying vec3 camvec;
+ fragdata(0, fragcolor, vec4)
+
+ vec3 calcextinction(float dist)
+ {
+ return exp2(-dist * betarm);
+ }
+
+ vec3 calcscatter(float costheta)
+ {
+ float rphase = 1.0 + costheta*costheta;
+ float mphase = pow(1.0 + gm*(gm - 2.0*costheta), -1.5);
+ return betar*rphase + betam*mphase;
+ }
+
+ float baseopticaldepth(vec3 ray)
+ {
+ float a = atmoradius.x * max(ray.z, min(sundir.z, 0.0));
+ return sqrt(a*a + atmoradius.z) - a;
+ }
+
+ float opticaldepth(vec3 pos, vec3 ray)
+ {
+ pos.z = max(pos.z, 0.0) + atmoradius.x;
+ float a = dot(pos, ray);
+ return sqrt(a*a + atmoradius.y - dot(pos, pos)) - a;
+ }
+
+ void main(void)
+ {
+ vec3 camdir = normalize(camvec);
+ float costheta = dot(camdir, sundir);
+
+
+ float raydist = baseopticaldepth(camdir);
+
+
+ vec3 extinction = calcextinction(raydist);
+
+
+ float lightraydist = opticaldepth(camdir * (raydist * max(0.15 + 0.75 * sundir.z, 0.0)), sundir);
+
+
+ vec3 incominglight = calcextinction(lightraydist);
+
+
+ vec3 scattering = calcscatter(costheta) * (1.0 - extinction);
+
+
+ vec3 inscatter = incominglight * scattering;
+
+
+ vec3 sundisk = sundiskparams.z * extinction * pow(clamp(costheta*sundiskparams.x + sundiskparams.y, 0.0, 1.0), 8.0);
+
+ inscatter += sundisk;
+
+ inscatter = sqrt(inscatter);
+
+
+ fragcolor = vec4(sunlight * inscatter, atmoalpha);
+ }
+
diff --git a/shaders/tesseract/154.shader_test b/shaders/tesseract/154.shader_test
new file mode 100644
index 0000000..f7635b8
--- /dev/null
+++ b/shaders/tesseract/154.shader_test
@@ -0,0 +1,35 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vcolor;
+ uniform mat4 skymatrix;
+ uniform float ldrscale;
+ varying vec4 color;
+ void main(void)
+ {
+ gl_Position = skymatrix * vvertex;
+ color = vec4(ldrscale * vcolor.rgb, vcolor.a);
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform sampler2D tex0;
+ varying vec4 color;
+ fragdata(0, fragcolor, vec4)
+ void main(void)
+ {
+ fragcolor = color;
+ }
+
diff --git a/shaders/tesseract/157.shader_test b/shaders/tesseract/157.shader_test
new file mode 100644
index 0000000..b2da6ed
--- /dev/null
+++ b/shaders/tesseract/157.shader_test
@@ -0,0 +1,36 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ attribute vec2 vtexcoord0;
+ varying vec2 texcoord0;
+
+ void main(void)
+ {
+ gl_Position = vvertex;
+ texcoord0 = vtexcoord0;
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform sampler2DRect tex0;
+ varying vec2 texcoord0;
+ fragdata(0, fragcolor, vec4)
+
+ void main(void)
+ {
+ fragcolor = texture2DRect(tex0, texcoord0);
+ }
+
diff --git a/shaders/tesseract/160.shader_test b/shaders/tesseract/160.shader_test
new file mode 100644
index 0000000..12cca92
--- /dev/null
+++ b/shaders/tesseract/160.shader_test
@@ -0,0 +1,50 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ attribute vec2 vtexcoord0;
+ uniform float offsets[8];
+ varying vec2 texcoord0, texcoord1, texcoord2;
+
+ void main(void)
+ {
+ gl_Position = vvertex;
+ texcoord0 = vtexcoord0;
+ vec2 tc1 = vtexcoord0.xy, tc2 = vtexcoord0;
+ tc1.x += offsets[1];
+ tc2.x -= offsets[1];
+ texcoord1 = tc1;
+ texcoord2 = tc2;
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform float weights[8];
+ uniform float offsets[8];
+ uniform sampler2D tex0;
+ varying vec2 texcoord0, texcoord1, texcoord2;
+
+ fragdata(0, fragcolor, vec4)
+ void main(void)
+ {
+ #define texval(coords) texture2D(tex0, (coords))
+ vec4 val = texval(texcoord0) * weights[0];
+
+ val += weights[1] * (texval(texcoord1) + texval(texcoord2));
+
+ fragcolor = val;
+ }
+
diff --git a/shaders/tesseract/163.shader_test b/shaders/tesseract/163.shader_test
new file mode 100644
index 0000000..adabb2c
--- /dev/null
+++ b/shaders/tesseract/163.shader_test
@@ -0,0 +1,50 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ attribute vec2 vtexcoord0;
+ uniform float offsets[8];
+ varying vec2 texcoord0, texcoord1, texcoord2;
+
+ void main(void)
+ {
+ gl_Position = vvertex;
+ texcoord0 = vtexcoord0;
+ vec2 tc1 = vtexcoord0.xy, tc2 = vtexcoord0;
+ tc1.y += offsets[1];
+ tc2.y -= offsets[1];
+ texcoord1 = tc1;
+ texcoord2 = tc2;
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform float weights[8];
+ uniform float offsets[8];
+ uniform sampler2D tex0;
+ varying vec2 texcoord0, texcoord1, texcoord2;
+
+ fragdata(0, fragcolor, vec4)
+ void main(void)
+ {
+ #define texval(coords) texture2D(tex0, (coords))
+ vec4 val = texval(texcoord0) * weights[0];
+
+ val += weights[1] * (texval(texcoord1) + texval(texcoord2));
+
+ fragcolor = val;
+ }
+
diff --git a/shaders/tesseract/166.shader_test b/shaders/tesseract/166.shader_test
new file mode 100644
index 0000000..3b69b66
--- /dev/null
+++ b/shaders/tesseract/166.shader_test
@@ -0,0 +1,50 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ attribute vec2 vtexcoord0;
+ uniform float offsets[8];
+ varying vec2 texcoord0, texcoord1, texcoord2;
+
+ void main(void)
+ {
+ gl_Position = vvertex;
+ texcoord0 = vtexcoord0;
+ vec2 tc1 = vtexcoord0.xy, tc2 = vtexcoord0;
+ tc1.x += offsets[1];
+ tc2.x -= offsets[1];
+ texcoord1 = tc1;
+ texcoord2 = tc2;
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform float weights[8];
+ uniform float offsets[8];
+ uniform sampler2DRect tex0;
+ varying vec2 texcoord0, texcoord1, texcoord2;
+
+ fragdata(0, fragcolor, vec4)
+ void main(void)
+ {
+ #define texval(coords) texture2DRect(tex0, (coords))
+ vec4 val = texval(texcoord0) * weights[0];
+
+ val += weights[1] * (texval(texcoord1) + texval(texcoord2));
+
+ fragcolor = val;
+ }
+
diff --git a/shaders/tesseract/169.shader_test b/shaders/tesseract/169.shader_test
new file mode 100644
index 0000000..4054712
--- /dev/null
+++ b/shaders/tesseract/169.shader_test
@@ -0,0 +1,50 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ attribute vec2 vtexcoord0;
+ uniform float offsets[8];
+ varying vec2 texcoord0, texcoord1, texcoord2;
+
+ void main(void)
+ {
+ gl_Position = vvertex;
+ texcoord0 = vtexcoord0;
+ vec2 tc1 = vtexcoord0.xy, tc2 = vtexcoord0;
+ tc1.y += offsets[1];
+ tc2.y -= offsets[1];
+ texcoord1 = tc1;
+ texcoord2 = tc2;
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform float weights[8];
+ uniform float offsets[8];
+ uniform sampler2DRect tex0;
+ varying vec2 texcoord0, texcoord1, texcoord2;
+
+ fragdata(0, fragcolor, vec4)
+ void main(void)
+ {
+ #define texval(coords) texture2DRect(tex0, (coords))
+ vec4 val = texval(texcoord0) * weights[0];
+
+ val += weights[1] * (texval(texcoord1) + texval(texcoord2));
+
+ fragcolor = val;
+ }
+
diff --git a/shaders/tesseract/172.shader_test b/shaders/tesseract/172.shader_test
new file mode 100644
index 0000000..2c620ff
--- /dev/null
+++ b/shaders/tesseract/172.shader_test
@@ -0,0 +1,61 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ attribute vec2 vtexcoord0;
+ uniform float offsets[8];
+ varying vec2 texcoord0, texcoord1, texcoord2;
+
+ varying vec2 texcoord3, texcoord4;
+
+ void main(void)
+ {
+ gl_Position = vvertex;
+ texcoord0 = vtexcoord0;
+ vec2 tc1 = vtexcoord0.xy, tc2 = vtexcoord0;
+ tc1.x += offsets[1];
+ tc2.x -= offsets[1];
+ texcoord1 = tc1;
+ texcoord2 = tc2;
+
+ tc1.x = vtexcoord0.x + offsets[2];
+ tc2.x = vtexcoord0.x - offsets[2];
+ texcoord3 = tc1;
+ texcoord4 = tc2;
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform float weights[8];
+ uniform float offsets[8];
+ uniform sampler2D tex0;
+ varying vec2 texcoord0, texcoord1, texcoord2;
+
+ varying vec2 texcoord3, texcoord4;
+
+ fragdata(0, fragcolor, vec4)
+ void main(void)
+ {
+ #define texval(coords) texture2D(tex0, (coords))
+ vec4 val = texval(texcoord0) * weights[0];
+
+ val += weights[1] * (texval(texcoord1) + texval(texcoord2));
+
+ val += weights[2] * (texval(texcoord3) + texval(texcoord4));
+
+ fragcolor = val;
+ }
+
diff --git a/shaders/tesseract/175.shader_test b/shaders/tesseract/175.shader_test
new file mode 100644
index 0000000..899a9c3
--- /dev/null
+++ b/shaders/tesseract/175.shader_test
@@ -0,0 +1,61 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ attribute vec2 vtexcoord0;
+ uniform float offsets[8];
+ varying vec2 texcoord0, texcoord1, texcoord2;
+
+ varying vec2 texcoord3, texcoord4;
+
+ void main(void)
+ {
+ gl_Position = vvertex;
+ texcoord0 = vtexcoord0;
+ vec2 tc1 = vtexcoord0.xy, tc2 = vtexcoord0;
+ tc1.y += offsets[1];
+ tc2.y -= offsets[1];
+ texcoord1 = tc1;
+ texcoord2 = tc2;
+
+ tc1.y = vtexcoord0.y + offsets[2];
+ tc2.y = vtexcoord0.y - offsets[2];
+ texcoord3 = tc1;
+ texcoord4 = tc2;
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform float weights[8];
+ uniform float offsets[8];
+ uniform sampler2D tex0;
+ varying vec2 texcoord0, texcoord1, texcoord2;
+
+ varying vec2 texcoord3, texcoord4;
+
+ fragdata(0, fragcolor, vec4)
+ void main(void)
+ {
+ #define texval(coords) texture2D(tex0, (coords))
+ vec4 val = texval(texcoord0) * weights[0];
+
+ val += weights[1] * (texval(texcoord1) + texval(texcoord2));
+
+ val += weights[2] * (texval(texcoord3) + texval(texcoord4));
+
+ fragcolor = val;
+ }
+
diff --git a/shaders/tesseract/178.shader_test b/shaders/tesseract/178.shader_test
new file mode 100644
index 0000000..e848fb8
--- /dev/null
+++ b/shaders/tesseract/178.shader_test
@@ -0,0 +1,61 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ attribute vec2 vtexcoord0;
+ uniform float offsets[8];
+ varying vec2 texcoord0, texcoord1, texcoord2;
+
+ varying vec2 texcoord3, texcoord4;
+
+ void main(void)
+ {
+ gl_Position = vvertex;
+ texcoord0 = vtexcoord0;
+ vec2 tc1 = vtexcoord0.xy, tc2 = vtexcoord0;
+ tc1.x += offsets[1];
+ tc2.x -= offsets[1];
+ texcoord1 = tc1;
+ texcoord2 = tc2;
+
+ tc1.x = vtexcoord0.x + offsets[2];
+ tc2.x = vtexcoord0.x - offsets[2];
+ texcoord3 = tc1;
+ texcoord4 = tc2;
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform float weights[8];
+ uniform float offsets[8];
+ uniform sampler2DRect tex0;
+ varying vec2 texcoord0, texcoord1, texcoord2;
+
+ varying vec2 texcoord3, texcoord4;
+
+ fragdata(0, fragcolor, vec4)
+ void main(void)
+ {
+ #define texval(coords) texture2DRect(tex0, (coords))
+ vec4 val = texval(texcoord0) * weights[0];
+
+ val += weights[1] * (texval(texcoord1) + texval(texcoord2));
+
+ val += weights[2] * (texval(texcoord3) + texval(texcoord4));
+
+ fragcolor = val;
+ }
+
diff --git a/shaders/tesseract/18.shader_test b/shaders/tesseract/18.shader_test
new file mode 100644
index 0000000..3c7e988
--- /dev/null
+++ b/shaders/tesseract/18.shader_test
@@ -0,0 +1,22 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ uniform mat4 camprojmatrix;
+ void main() { gl_Position = camprojmatrix * vvertex; }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+void main() {}
+
diff --git a/shaders/tesseract/181.shader_test b/shaders/tesseract/181.shader_test
new file mode 100644
index 0000000..da43648
--- /dev/null
+++ b/shaders/tesseract/181.shader_test
@@ -0,0 +1,61 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ attribute vec2 vtexcoord0;
+ uniform float offsets[8];
+ varying vec2 texcoord0, texcoord1, texcoord2;
+
+ varying vec2 texcoord3, texcoord4;
+
+ void main(void)
+ {
+ gl_Position = vvertex;
+ texcoord0 = vtexcoord0;
+ vec2 tc1 = vtexcoord0.xy, tc2 = vtexcoord0;
+ tc1.y += offsets[1];
+ tc2.y -= offsets[1];
+ texcoord1 = tc1;
+ texcoord2 = tc2;
+
+ tc1.y = vtexcoord0.y + offsets[2];
+ tc2.y = vtexcoord0.y - offsets[2];
+ texcoord3 = tc1;
+ texcoord4 = tc2;
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform float weights[8];
+ uniform float offsets[8];
+ uniform sampler2DRect tex0;
+ varying vec2 texcoord0, texcoord1, texcoord2;
+
+ varying vec2 texcoord3, texcoord4;
+
+ fragdata(0, fragcolor, vec4)
+ void main(void)
+ {
+ #define texval(coords) texture2DRect(tex0, (coords))
+ vec4 val = texval(texcoord0) * weights[0];
+
+ val += weights[1] * (texval(texcoord1) + texval(texcoord2));
+
+ val += weights[2] * (texval(texcoord3) + texval(texcoord4));
+
+ fragcolor = val;
+ }
+
diff --git a/shaders/tesseract/184.shader_test b/shaders/tesseract/184.shader_test
new file mode 100644
index 0000000..e3330ca
--- /dev/null
+++ b/shaders/tesseract/184.shader_test
@@ -0,0 +1,72 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ attribute vec2 vtexcoord0;
+ uniform float offsets[8];
+ varying vec2 texcoord0, texcoord1, texcoord2;
+
+ varying vec2 texcoord3, texcoord4;
+
+ varying vec2 texcoord5, texcoord6;
+
+ void main(void)
+ {
+ gl_Position = vvertex;
+ texcoord0 = vtexcoord0;
+ vec2 tc1 = vtexcoord0.xy, tc2 = vtexcoord0;
+ tc1.x += offsets[1];
+ tc2.x -= offsets[1];
+ texcoord1 = tc1;
+ texcoord2 = tc2;
+
+ tc1.x = vtexcoord0.x + offsets[2];
+ tc2.x = vtexcoord0.x - offsets[2];
+ texcoord3 = tc1;
+ texcoord4 = tc2;
+
+ tc1.x = vtexcoord0.x + offsets[3];
+ tc2.x = vtexcoord0.x - offsets[3];
+ texcoord5 = tc1;
+ texcoord6 = tc2;
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform float weights[8];
+ uniform float offsets[8];
+ uniform sampler2D tex0;
+ varying vec2 texcoord0, texcoord1, texcoord2;
+
+ varying vec2 texcoord3, texcoord4;
+
+ varying vec2 texcoord5, texcoord6;
+
+ fragdata(0, fragcolor, vec4)
+ void main(void)
+ {
+ #define texval(coords) texture2D(tex0, (coords))
+ vec4 val = texval(texcoord0) * weights[0];
+
+ val += weights[1] * (texval(texcoord1) + texval(texcoord2));
+
+ val += weights[2] * (texval(texcoord3) + texval(texcoord4));
+
+ val += weights[3] * (texval(texcoord5) + texval(texcoord6));
+
+ fragcolor = val;
+ }
+
diff --git a/shaders/tesseract/187.shader_test b/shaders/tesseract/187.shader_test
new file mode 100644
index 0000000..dd94304
--- /dev/null
+++ b/shaders/tesseract/187.shader_test
@@ -0,0 +1,72 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ attribute vec2 vtexcoord0;
+ uniform float offsets[8];
+ varying vec2 texcoord0, texcoord1, texcoord2;
+
+ varying vec2 texcoord3, texcoord4;
+
+ varying vec2 texcoord5, texcoord6;
+
+ void main(void)
+ {
+ gl_Position = vvertex;
+ texcoord0 = vtexcoord0;
+ vec2 tc1 = vtexcoord0.xy, tc2 = vtexcoord0;
+ tc1.y += offsets[1];
+ tc2.y -= offsets[1];
+ texcoord1 = tc1;
+ texcoord2 = tc2;
+
+ tc1.y = vtexcoord0.y + offsets[2];
+ tc2.y = vtexcoord0.y - offsets[2];
+ texcoord3 = tc1;
+ texcoord4 = tc2;
+
+ tc1.y = vtexcoord0.y + offsets[3];
+ tc2.y = vtexcoord0.y - offsets[3];
+ texcoord5 = tc1;
+ texcoord6 = tc2;
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform float weights[8];
+ uniform float offsets[8];
+ uniform sampler2D tex0;
+ varying vec2 texcoord0, texcoord1, texcoord2;
+
+ varying vec2 texcoord3, texcoord4;
+
+ varying vec2 texcoord5, texcoord6;
+
+ fragdata(0, fragcolor, vec4)
+ void main(void)
+ {
+ #define texval(coords) texture2D(tex0, (coords))
+ vec4 val = texval(texcoord0) * weights[0];
+
+ val += weights[1] * (texval(texcoord1) + texval(texcoord2));
+
+ val += weights[2] * (texval(texcoord3) + texval(texcoord4));
+
+ val += weights[3] * (texval(texcoord5) + texval(texcoord6));
+
+ fragcolor = val;
+ }
+
diff --git a/shaders/tesseract/190.shader_test b/shaders/tesseract/190.shader_test
new file mode 100644
index 0000000..55f231a
--- /dev/null
+++ b/shaders/tesseract/190.shader_test
@@ -0,0 +1,72 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ attribute vec2 vtexcoord0;
+ uniform float offsets[8];
+ varying vec2 texcoord0, texcoord1, texcoord2;
+
+ varying vec2 texcoord3, texcoord4;
+
+ varying vec2 texcoord5, texcoord6;
+
+ void main(void)
+ {
+ gl_Position = vvertex;
+ texcoord0 = vtexcoord0;
+ vec2 tc1 = vtexcoord0.xy, tc2 = vtexcoord0;
+ tc1.x += offsets[1];
+ tc2.x -= offsets[1];
+ texcoord1 = tc1;
+ texcoord2 = tc2;
+
+ tc1.x = vtexcoord0.x + offsets[2];
+ tc2.x = vtexcoord0.x - offsets[2];
+ texcoord3 = tc1;
+ texcoord4 = tc2;
+
+ tc1.x = vtexcoord0.x + offsets[3];
+ tc2.x = vtexcoord0.x - offsets[3];
+ texcoord5 = tc1;
+ texcoord6 = tc2;
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform float weights[8];
+ uniform float offsets[8];
+ uniform sampler2DRect tex0;
+ varying vec2 texcoord0, texcoord1, texcoord2;
+
+ varying vec2 texcoord3, texcoord4;
+
+ varying vec2 texcoord5, texcoord6;
+
+ fragdata(0, fragcolor, vec4)
+ void main(void)
+ {
+ #define texval(coords) texture2DRect(tex0, (coords))
+ vec4 val = texval(texcoord0) * weights[0];
+
+ val += weights[1] * (texval(texcoord1) + texval(texcoord2));
+
+ val += weights[2] * (texval(texcoord3) + texval(texcoord4));
+
+ val += weights[3] * (texval(texcoord5) + texval(texcoord6));
+
+ fragcolor = val;
+ }
+
diff --git a/shaders/tesseract/193.shader_test b/shaders/tesseract/193.shader_test
new file mode 100644
index 0000000..4ab27fe
--- /dev/null
+++ b/shaders/tesseract/193.shader_test
@@ -0,0 +1,72 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ attribute vec2 vtexcoord0;
+ uniform float offsets[8];
+ varying vec2 texcoord0, texcoord1, texcoord2;
+
+ varying vec2 texcoord3, texcoord4;
+
+ varying vec2 texcoord5, texcoord6;
+
+ void main(void)
+ {
+ gl_Position = vvertex;
+ texcoord0 = vtexcoord0;
+ vec2 tc1 = vtexcoord0.xy, tc2 = vtexcoord0;
+ tc1.y += offsets[1];
+ tc2.y -= offsets[1];
+ texcoord1 = tc1;
+ texcoord2 = tc2;
+
+ tc1.y = vtexcoord0.y + offsets[2];
+ tc2.y = vtexcoord0.y - offsets[2];
+ texcoord3 = tc1;
+ texcoord4 = tc2;
+
+ tc1.y = vtexcoord0.y + offsets[3];
+ tc2.y = vtexcoord0.y - offsets[3];
+ texcoord5 = tc1;
+ texcoord6 = tc2;
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform float weights[8];
+ uniform float offsets[8];
+ uniform sampler2DRect tex0;
+ varying vec2 texcoord0, texcoord1, texcoord2;
+
+ varying vec2 texcoord3, texcoord4;
+
+ varying vec2 texcoord5, texcoord6;
+
+ fragdata(0, fragcolor, vec4)
+ void main(void)
+ {
+ #define texval(coords) texture2DRect(tex0, (coords))
+ vec4 val = texval(texcoord0) * weights[0];
+
+ val += weights[1] * (texval(texcoord1) + texval(texcoord2));
+
+ val += weights[2] * (texval(texcoord3) + texval(texcoord4));
+
+ val += weights[3] * (texval(texcoord5) + texval(texcoord6));
+
+ fragcolor = val;
+ }
+
diff --git a/shaders/tesseract/196.shader_test b/shaders/tesseract/196.shader_test
new file mode 100644
index 0000000..930ec8f
--- /dev/null
+++ b/shaders/tesseract/196.shader_test
@@ -0,0 +1,77 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ attribute vec2 vtexcoord0;
+ uniform float offsets[8];
+ varying vec2 texcoord0, texcoord1, texcoord2;
+
+ varying vec2 texcoord3, texcoord4;
+
+ varying vec2 texcoord5, texcoord6;
+
+ void main(void)
+ {
+ gl_Position = vvertex;
+ texcoord0 = vtexcoord0;
+ vec2 tc1 = vtexcoord0.xy, tc2 = vtexcoord0;
+ tc1.x += offsets[1];
+ tc2.x -= offsets[1];
+ texcoord1 = tc1;
+ texcoord2 = tc2;
+
+ tc1.x = vtexcoord0.x + offsets[2];
+ tc2.x = vtexcoord0.x - offsets[2];
+ texcoord3 = tc1;
+ texcoord4 = tc2;
+
+ tc1.x = vtexcoord0.x + offsets[3];
+ tc2.x = vtexcoord0.x - offsets[3];
+ texcoord5 = tc1;
+ texcoord6 = tc2;
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform float weights[8];
+ uniform float offsets[8];
+ uniform sampler2D tex0;
+ varying vec2 texcoord0, texcoord1, texcoord2;
+
+ varying vec2 texcoord3, texcoord4;
+
+ varying vec2 texcoord5, texcoord6;
+
+ fragdata(0, fragcolor, vec4)
+ void main(void)
+ {
+ #define texval(coords) texture2D(tex0, (coords))
+ vec4 val = texval(texcoord0) * weights[0];
+
+ val += weights[1] * (texval(texcoord1) + texval(texcoord2));
+
+ val += weights[2] * (texval(texcoord3) + texval(texcoord4));
+
+ val += weights[3] * (texval(texcoord5) + texval(texcoord6));
+
+ val += weights[4] *
+
+ (texval(vec2(texcoord0.x + offsets[4], texcoord0.y)) + texval(vec2(texcoord0.x - offsets[4], texcoord0.y)));
+
+
+ fragcolor = val;
+ }
+
diff --git a/shaders/tesseract/199.shader_test b/shaders/tesseract/199.shader_test
new file mode 100644
index 0000000..60a699e
--- /dev/null
+++ b/shaders/tesseract/199.shader_test
@@ -0,0 +1,77 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ attribute vec2 vtexcoord0;
+ uniform float offsets[8];
+ varying vec2 texcoord0, texcoord1, texcoord2;
+
+ varying vec2 texcoord3, texcoord4;
+
+ varying vec2 texcoord5, texcoord6;
+
+ void main(void)
+ {
+ gl_Position = vvertex;
+ texcoord0 = vtexcoord0;
+ vec2 tc1 = vtexcoord0.xy, tc2 = vtexcoord0;
+ tc1.y += offsets[1];
+ tc2.y -= offsets[1];
+ texcoord1 = tc1;
+ texcoord2 = tc2;
+
+ tc1.y = vtexcoord0.y + offsets[2];
+ tc2.y = vtexcoord0.y - offsets[2];
+ texcoord3 = tc1;
+ texcoord4 = tc2;
+
+ tc1.y = vtexcoord0.y + offsets[3];
+ tc2.y = vtexcoord0.y - offsets[3];
+ texcoord5 = tc1;
+ texcoord6 = tc2;
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform float weights[8];
+ uniform float offsets[8];
+ uniform sampler2D tex0;
+ varying vec2 texcoord0, texcoord1, texcoord2;
+
+ varying vec2 texcoord3, texcoord4;
+
+ varying vec2 texcoord5, texcoord6;
+
+ fragdata(0, fragcolor, vec4)
+ void main(void)
+ {
+ #define texval(coords) texture2D(tex0, (coords))
+ vec4 val = texval(texcoord0) * weights[0];
+
+ val += weights[1] * (texval(texcoord1) + texval(texcoord2));
+
+ val += weights[2] * (texval(texcoord3) + texval(texcoord4));
+
+ val += weights[3] * (texval(texcoord5) + texval(texcoord6));
+
+ val += weights[4] *
+
+ (texval(vec2(texcoord0.x, texcoord0.y + offsets[4])) + texval(vec2(texcoord0.x, texcoord0.y - offsets[4])));
+
+
+ fragcolor = val;
+ }
+
diff --git a/shaders/tesseract/202.shader_test b/shaders/tesseract/202.shader_test
new file mode 100644
index 0000000..cebb638
--- /dev/null
+++ b/shaders/tesseract/202.shader_test
@@ -0,0 +1,77 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ attribute vec2 vtexcoord0;
+ uniform float offsets[8];
+ varying vec2 texcoord0, texcoord1, texcoord2;
+
+ varying vec2 texcoord3, texcoord4;
+
+ varying vec2 texcoord5, texcoord6;
+
+ void main(void)
+ {
+ gl_Position = vvertex;
+ texcoord0 = vtexcoord0;
+ vec2 tc1 = vtexcoord0.xy, tc2 = vtexcoord0;
+ tc1.x += offsets[1];
+ tc2.x -= offsets[1];
+ texcoord1 = tc1;
+ texcoord2 = tc2;
+
+ tc1.x = vtexcoord0.x + offsets[2];
+ tc2.x = vtexcoord0.x - offsets[2];
+ texcoord3 = tc1;
+ texcoord4 = tc2;
+
+ tc1.x = vtexcoord0.x + offsets[3];
+ tc2.x = vtexcoord0.x - offsets[3];
+ texcoord5 = tc1;
+ texcoord6 = tc2;
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform float weights[8];
+ uniform float offsets[8];
+ uniform sampler2DRect tex0;
+ varying vec2 texcoord0, texcoord1, texcoord2;
+
+ varying vec2 texcoord3, texcoord4;
+
+ varying vec2 texcoord5, texcoord6;
+
+ fragdata(0, fragcolor, vec4)
+ void main(void)
+ {
+ #define texval(coords) texture2DRect(tex0, (coords))
+ vec4 val = texval(texcoord0) * weights[0];
+
+ val += weights[1] * (texval(texcoord1) + texval(texcoord2));
+
+ val += weights[2] * (texval(texcoord3) + texval(texcoord4));
+
+ val += weights[3] * (texval(texcoord5) + texval(texcoord6));
+
+ val += weights[4] *
+
+ (texval(vec2(texcoord0.x + offsets[4], texcoord0.y)) + texval(vec2(texcoord0.x - offsets[4], texcoord0.y)));
+
+
+ fragcolor = val;
+ }
+
diff --git a/shaders/tesseract/205.shader_test b/shaders/tesseract/205.shader_test
new file mode 100644
index 0000000..cbcd7f6
--- /dev/null
+++ b/shaders/tesseract/205.shader_test
@@ -0,0 +1,77 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ attribute vec2 vtexcoord0;
+ uniform float offsets[8];
+ varying vec2 texcoord0, texcoord1, texcoord2;
+
+ varying vec2 texcoord3, texcoord4;
+
+ varying vec2 texcoord5, texcoord6;
+
+ void main(void)
+ {
+ gl_Position = vvertex;
+ texcoord0 = vtexcoord0;
+ vec2 tc1 = vtexcoord0.xy, tc2 = vtexcoord0;
+ tc1.y += offsets[1];
+ tc2.y -= offsets[1];
+ texcoord1 = tc1;
+ texcoord2 = tc2;
+
+ tc1.y = vtexcoord0.y + offsets[2];
+ tc2.y = vtexcoord0.y - offsets[2];
+ texcoord3 = tc1;
+ texcoord4 = tc2;
+
+ tc1.y = vtexcoord0.y + offsets[3];
+ tc2.y = vtexcoord0.y - offsets[3];
+ texcoord5 = tc1;
+ texcoord6 = tc2;
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform float weights[8];
+ uniform float offsets[8];
+ uniform sampler2DRect tex0;
+ varying vec2 texcoord0, texcoord1, texcoord2;
+
+ varying vec2 texcoord3, texcoord4;
+
+ varying vec2 texcoord5, texcoord6;
+
+ fragdata(0, fragcolor, vec4)
+ void main(void)
+ {
+ #define texval(coords) texture2DRect(tex0, (coords))
+ vec4 val = texval(texcoord0) * weights[0];
+
+ val += weights[1] * (texval(texcoord1) + texval(texcoord2));
+
+ val += weights[2] * (texval(texcoord3) + texval(texcoord4));
+
+ val += weights[3] * (texval(texcoord5) + texval(texcoord6));
+
+ val += weights[4] *
+
+ (texval(vec2(texcoord0.x, texcoord0.y + offsets[4])) + texval(vec2(texcoord0.x, texcoord0.y - offsets[4])));
+
+
+ fragcolor = val;
+ }
+
diff --git a/shaders/tesseract/208.shader_test b/shaders/tesseract/208.shader_test
new file mode 100644
index 0000000..b0d09c5
--- /dev/null
+++ b/shaders/tesseract/208.shader_test
@@ -0,0 +1,82 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ attribute vec2 vtexcoord0;
+ uniform float offsets[8];
+ varying vec2 texcoord0, texcoord1, texcoord2;
+
+ varying vec2 texcoord3, texcoord4;
+
+ varying vec2 texcoord5, texcoord6;
+
+ void main(void)
+ {
+ gl_Position = vvertex;
+ texcoord0 = vtexcoord0;
+ vec2 tc1 = vtexcoord0.xy, tc2 = vtexcoord0;
+ tc1.x += offsets[1];
+ tc2.x -= offsets[1];
+ texcoord1 = tc1;
+ texcoord2 = tc2;
+
+ tc1.x = vtexcoord0.x + offsets[2];
+ tc2.x = vtexcoord0.x - offsets[2];
+ texcoord3 = tc1;
+ texcoord4 = tc2;
+
+ tc1.x = vtexcoord0.x + offsets[3];
+ tc2.x = vtexcoord0.x - offsets[3];
+ texcoord5 = tc1;
+ texcoord6 = tc2;
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform float weights[8];
+ uniform float offsets[8];
+ uniform sampler2D tex0;
+ varying vec2 texcoord0, texcoord1, texcoord2;
+
+ varying vec2 texcoord3, texcoord4;
+
+ varying vec2 texcoord5, texcoord6;
+
+ fragdata(0, fragcolor, vec4)
+ void main(void)
+ {
+ #define texval(coords) texture2D(tex0, (coords))
+ vec4 val = texval(texcoord0) * weights[0];
+
+ val += weights[1] * (texval(texcoord1) + texval(texcoord2));
+
+ val += weights[2] * (texval(texcoord3) + texval(texcoord4));
+
+ val += weights[3] * (texval(texcoord5) + texval(texcoord6));
+
+ val += weights[4] *
+
+ (texval(vec2(texcoord0.x + offsets[4], texcoord0.y)) + texval(vec2(texcoord0.x - offsets[4], texcoord0.y)));
+
+
+ val += weights[5] *
+
+ (texval(vec2(texcoord0.x + offsets[5], texcoord0.y)) + texval(vec2(texcoord0.x - offsets[5], texcoord0.y)));
+
+
+ fragcolor = val;
+ }
+
diff --git a/shaders/tesseract/21.shader_test b/shaders/tesseract/21.shader_test
new file mode 100644
index 0000000..d6e3d5e
--- /dev/null
+++ b/shaders/tesseract/21.shader_test
@@ -0,0 +1,41 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vcolor;
+ attribute vec2 vtexcoord0;
+ uniform mat4 camprojmatrix;
+ uniform float ldrscale;
+ varying vec2 texcoord0;
+ varying vec4 colorscale;
+ void main(void)
+ {
+ gl_Position = camprojmatrix * vvertex;
+ texcoord0 = vtexcoord0;
+ colorscale = vec4(ldrscale * vcolor.rgb, vcolor.a);
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform sampler2D tex0;
+ varying vec2 texcoord0;
+ varying vec4 colorscale;
+ fragdata(0, fragcolor, vec4)
+ void main(void)
+ {
+ vec4 color = texture2D(tex0, texcoord0);
+ #pragma CUBE2_swizzle color
+ fragcolor = colorscale * color;
+ }
+
diff --git a/shaders/tesseract/211.shader_test b/shaders/tesseract/211.shader_test
new file mode 100644
index 0000000..bc22999
--- /dev/null
+++ b/shaders/tesseract/211.shader_test
@@ -0,0 +1,82 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ attribute vec2 vtexcoord0;
+ uniform float offsets[8];
+ varying vec2 texcoord0, texcoord1, texcoord2;
+
+ varying vec2 texcoord3, texcoord4;
+
+ varying vec2 texcoord5, texcoord6;
+
+ void main(void)
+ {
+ gl_Position = vvertex;
+ texcoord0 = vtexcoord0;
+ vec2 tc1 = vtexcoord0.xy, tc2 = vtexcoord0;
+ tc1.y += offsets[1];
+ tc2.y -= offsets[1];
+ texcoord1 = tc1;
+ texcoord2 = tc2;
+
+ tc1.y = vtexcoord0.y + offsets[2];
+ tc2.y = vtexcoord0.y - offsets[2];
+ texcoord3 = tc1;
+ texcoord4 = tc2;
+
+ tc1.y = vtexcoord0.y + offsets[3];
+ tc2.y = vtexcoord0.y - offsets[3];
+ texcoord5 = tc1;
+ texcoord6 = tc2;
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform float weights[8];
+ uniform float offsets[8];
+ uniform sampler2D tex0;
+ varying vec2 texcoord0, texcoord1, texcoord2;
+
+ varying vec2 texcoord3, texcoord4;
+
+ varying vec2 texcoord5, texcoord6;
+
+ fragdata(0, fragcolor, vec4)
+ void main(void)
+ {
+ #define texval(coords) texture2D(tex0, (coords))
+ vec4 val = texval(texcoord0) * weights[0];
+
+ val += weights[1] * (texval(texcoord1) + texval(texcoord2));
+
+ val += weights[2] * (texval(texcoord3) + texval(texcoord4));
+
+ val += weights[3] * (texval(texcoord5) + texval(texcoord6));
+
+ val += weights[4] *
+
+ (texval(vec2(texcoord0.x, texcoord0.y + offsets[4])) + texval(vec2(texcoord0.x, texcoord0.y - offsets[4])));
+
+
+ val += weights[5] *
+
+ (texval(vec2(texcoord0.x, texcoord0.y + offsets[5])) + texval(vec2(texcoord0.x, texcoord0.y - offsets[5])));
+
+
+ fragcolor = val;
+ }
+
diff --git a/shaders/tesseract/214.shader_test b/shaders/tesseract/214.shader_test
new file mode 100644
index 0000000..535b56c
--- /dev/null
+++ b/shaders/tesseract/214.shader_test
@@ -0,0 +1,82 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ attribute vec2 vtexcoord0;
+ uniform float offsets[8];
+ varying vec2 texcoord0, texcoord1, texcoord2;
+
+ varying vec2 texcoord3, texcoord4;
+
+ varying vec2 texcoord5, texcoord6;
+
+ void main(void)
+ {
+ gl_Position = vvertex;
+ texcoord0 = vtexcoord0;
+ vec2 tc1 = vtexcoord0.xy, tc2 = vtexcoord0;
+ tc1.x += offsets[1];
+ tc2.x -= offsets[1];
+ texcoord1 = tc1;
+ texcoord2 = tc2;
+
+ tc1.x = vtexcoord0.x + offsets[2];
+ tc2.x = vtexcoord0.x - offsets[2];
+ texcoord3 = tc1;
+ texcoord4 = tc2;
+
+ tc1.x = vtexcoord0.x + offsets[3];
+ tc2.x = vtexcoord0.x - offsets[3];
+ texcoord5 = tc1;
+ texcoord6 = tc2;
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform float weights[8];
+ uniform float offsets[8];
+ uniform sampler2DRect tex0;
+ varying vec2 texcoord0, texcoord1, texcoord2;
+
+ varying vec2 texcoord3, texcoord4;
+
+ varying vec2 texcoord5, texcoord6;
+
+ fragdata(0, fragcolor, vec4)
+ void main(void)
+ {
+ #define texval(coords) texture2DRect(tex0, (coords))
+ vec4 val = texval(texcoord0) * weights[0];
+
+ val += weights[1] * (texval(texcoord1) + texval(texcoord2));
+
+ val += weights[2] * (texval(texcoord3) + texval(texcoord4));
+
+ val += weights[3] * (texval(texcoord5) + texval(texcoord6));
+
+ val += weights[4] *
+
+ (texval(vec2(texcoord0.x + offsets[4], texcoord0.y)) + texval(vec2(texcoord0.x - offsets[4], texcoord0.y)));
+
+
+ val += weights[5] *
+
+ (texval(vec2(texcoord0.x + offsets[5], texcoord0.y)) + texval(vec2(texcoord0.x - offsets[5], texcoord0.y)));
+
+
+ fragcolor = val;
+ }
+
diff --git a/shaders/tesseract/217.shader_test b/shaders/tesseract/217.shader_test
new file mode 100644
index 0000000..1d6918d
--- /dev/null
+++ b/shaders/tesseract/217.shader_test
@@ -0,0 +1,82 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ attribute vec2 vtexcoord0;
+ uniform float offsets[8];
+ varying vec2 texcoord0, texcoord1, texcoord2;
+
+ varying vec2 texcoord3, texcoord4;
+
+ varying vec2 texcoord5, texcoord6;
+
+ void main(void)
+ {
+ gl_Position = vvertex;
+ texcoord0 = vtexcoord0;
+ vec2 tc1 = vtexcoord0.xy, tc2 = vtexcoord0;
+ tc1.y += offsets[1];
+ tc2.y -= offsets[1];
+ texcoord1 = tc1;
+ texcoord2 = tc2;
+
+ tc1.y = vtexcoord0.y + offsets[2];
+ tc2.y = vtexcoord0.y - offsets[2];
+ texcoord3 = tc1;
+ texcoord4 = tc2;
+
+ tc1.y = vtexcoord0.y + offsets[3];
+ tc2.y = vtexcoord0.y - offsets[3];
+ texcoord5 = tc1;
+ texcoord6 = tc2;
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform float weights[8];
+ uniform float offsets[8];
+ uniform sampler2DRect tex0;
+ varying vec2 texcoord0, texcoord1, texcoord2;
+
+ varying vec2 texcoord3, texcoord4;
+
+ varying vec2 texcoord5, texcoord6;
+
+ fragdata(0, fragcolor, vec4)
+ void main(void)
+ {
+ #define texval(coords) texture2DRect(tex0, (coords))
+ vec4 val = texval(texcoord0) * weights[0];
+
+ val += weights[1] * (texval(texcoord1) + texval(texcoord2));
+
+ val += weights[2] * (texval(texcoord3) + texval(texcoord4));
+
+ val += weights[3] * (texval(texcoord5) + texval(texcoord6));
+
+ val += weights[4] *
+
+ (texval(vec2(texcoord0.x, texcoord0.y + offsets[4])) + texval(vec2(texcoord0.x, texcoord0.y - offsets[4])));
+
+
+ val += weights[5] *
+
+ (texval(vec2(texcoord0.x, texcoord0.y + offsets[5])) + texval(vec2(texcoord0.x, texcoord0.y - offsets[5])));
+
+
+ fragcolor = val;
+ }
+
diff --git a/shaders/tesseract/220.shader_test b/shaders/tesseract/220.shader_test
new file mode 100644
index 0000000..1fd6301
--- /dev/null
+++ b/shaders/tesseract/220.shader_test
@@ -0,0 +1,87 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ attribute vec2 vtexcoord0;
+ uniform float offsets[8];
+ varying vec2 texcoord0, texcoord1, texcoord2;
+
+ varying vec2 texcoord3, texcoord4;
+
+ varying vec2 texcoord5, texcoord6;
+
+ void main(void)
+ {
+ gl_Position = vvertex;
+ texcoord0 = vtexcoord0;
+ vec2 tc1 = vtexcoord0.xy, tc2 = vtexcoord0;
+ tc1.x += offsets[1];
+ tc2.x -= offsets[1];
+ texcoord1 = tc1;
+ texcoord2 = tc2;
+
+ tc1.x = vtexcoord0.x + offsets[2];
+ tc2.x = vtexcoord0.x - offsets[2];
+ texcoord3 = tc1;
+ texcoord4 = tc2;
+
+ tc1.x = vtexcoord0.x + offsets[3];
+ tc2.x = vtexcoord0.x - offsets[3];
+ texcoord5 = tc1;
+ texcoord6 = tc2;
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform float weights[8];
+ uniform float offsets[8];
+ uniform sampler2D tex0;
+ varying vec2 texcoord0, texcoord1, texcoord2;
+
+ varying vec2 texcoord3, texcoord4;
+
+ varying vec2 texcoord5, texcoord6;
+
+ fragdata(0, fragcolor, vec4)
+ void main(void)
+ {
+ #define texval(coords) texture2D(tex0, (coords))
+ vec4 val = texval(texcoord0) * weights[0];
+
+ val += weights[1] * (texval(texcoord1) + texval(texcoord2));
+
+ val += weights[2] * (texval(texcoord3) + texval(texcoord4));
+
+ val += weights[3] * (texval(texcoord5) + texval(texcoord6));
+
+ val += weights[4] *
+
+ (texval(vec2(texcoord0.x + offsets[4], texcoord0.y)) + texval(vec2(texcoord0.x - offsets[4], texcoord0.y)));
+
+
+ val += weights[5] *
+
+ (texval(vec2(texcoord0.x + offsets[5], texcoord0.y)) + texval(vec2(texcoord0.x - offsets[5], texcoord0.y)));
+
+
+ val += weights[6] *
+
+ (texval(vec2(texcoord0.x + offsets[6], texcoord0.y)) + texval(vec2(texcoord0.x - offsets[6], texcoord0.y)));
+
+
+ fragcolor = val;
+ }
+
diff --git a/shaders/tesseract/223.shader_test b/shaders/tesseract/223.shader_test
new file mode 100644
index 0000000..bfcb2b1
--- /dev/null
+++ b/shaders/tesseract/223.shader_test
@@ -0,0 +1,87 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ attribute vec2 vtexcoord0;
+ uniform float offsets[8];
+ varying vec2 texcoord0, texcoord1, texcoord2;
+
+ varying vec2 texcoord3, texcoord4;
+
+ varying vec2 texcoord5, texcoord6;
+
+ void main(void)
+ {
+ gl_Position = vvertex;
+ texcoord0 = vtexcoord0;
+ vec2 tc1 = vtexcoord0.xy, tc2 = vtexcoord0;
+ tc1.y += offsets[1];
+ tc2.y -= offsets[1];
+ texcoord1 = tc1;
+ texcoord2 = tc2;
+
+ tc1.y = vtexcoord0.y + offsets[2];
+ tc2.y = vtexcoord0.y - offsets[2];
+ texcoord3 = tc1;
+ texcoord4 = tc2;
+
+ tc1.y = vtexcoord0.y + offsets[3];
+ tc2.y = vtexcoord0.y - offsets[3];
+ texcoord5 = tc1;
+ texcoord6 = tc2;
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform float weights[8];
+ uniform float offsets[8];
+ uniform sampler2D tex0;
+ varying vec2 texcoord0, texcoord1, texcoord2;
+
+ varying vec2 texcoord3, texcoord4;
+
+ varying vec2 texcoord5, texcoord6;
+
+ fragdata(0, fragcolor, vec4)
+ void main(void)
+ {
+ #define texval(coords) texture2D(tex0, (coords))
+ vec4 val = texval(texcoord0) * weights[0];
+
+ val += weights[1] * (texval(texcoord1) + texval(texcoord2));
+
+ val += weights[2] * (texval(texcoord3) + texval(texcoord4));
+
+ val += weights[3] * (texval(texcoord5) + texval(texcoord6));
+
+ val += weights[4] *
+
+ (texval(vec2(texcoord0.x, texcoord0.y + offsets[4])) + texval(vec2(texcoord0.x, texcoord0.y - offsets[4])));
+
+
+ val += weights[5] *
+
+ (texval(vec2(texcoord0.x, texcoord0.y + offsets[5])) + texval(vec2(texcoord0.x, texcoord0.y - offsets[5])));
+
+
+ val += weights[6] *
+
+ (texval(vec2(texcoord0.x, texcoord0.y + offsets[6])) + texval(vec2(texcoord0.x, texcoord0.y - offsets[6])));
+
+
+ fragcolor = val;
+ }
+
diff --git a/shaders/tesseract/226.shader_test b/shaders/tesseract/226.shader_test
new file mode 100644
index 0000000..2386310
--- /dev/null
+++ b/shaders/tesseract/226.shader_test
@@ -0,0 +1,87 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ attribute vec2 vtexcoord0;
+ uniform float offsets[8];
+ varying vec2 texcoord0, texcoord1, texcoord2;
+
+ varying vec2 texcoord3, texcoord4;
+
+ varying vec2 texcoord5, texcoord6;
+
+ void main(void)
+ {
+ gl_Position = vvertex;
+ texcoord0 = vtexcoord0;
+ vec2 tc1 = vtexcoord0.xy, tc2 = vtexcoord0;
+ tc1.x += offsets[1];
+ tc2.x -= offsets[1];
+ texcoord1 = tc1;
+ texcoord2 = tc2;
+
+ tc1.x = vtexcoord0.x + offsets[2];
+ tc2.x = vtexcoord0.x - offsets[2];
+ texcoord3 = tc1;
+ texcoord4 = tc2;
+
+ tc1.x = vtexcoord0.x + offsets[3];
+ tc2.x = vtexcoord0.x - offsets[3];
+ texcoord5 = tc1;
+ texcoord6 = tc2;
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform float weights[8];
+ uniform float offsets[8];
+ uniform sampler2DRect tex0;
+ varying vec2 texcoord0, texcoord1, texcoord2;
+
+ varying vec2 texcoord3, texcoord4;
+
+ varying vec2 texcoord5, texcoord6;
+
+ fragdata(0, fragcolor, vec4)
+ void main(void)
+ {
+ #define texval(coords) texture2DRect(tex0, (coords))
+ vec4 val = texval(texcoord0) * weights[0];
+
+ val += weights[1] * (texval(texcoord1) + texval(texcoord2));
+
+ val += weights[2] * (texval(texcoord3) + texval(texcoord4));
+
+ val += weights[3] * (texval(texcoord5) + texval(texcoord6));
+
+ val += weights[4] *
+
+ (texval(vec2(texcoord0.x + offsets[4], texcoord0.y)) + texval(vec2(texcoord0.x - offsets[4], texcoord0.y)));
+
+
+ val += weights[5] *
+
+ (texval(vec2(texcoord0.x + offsets[5], texcoord0.y)) + texval(vec2(texcoord0.x - offsets[5], texcoord0.y)));
+
+
+ val += weights[6] *
+
+ (texval(vec2(texcoord0.x + offsets[6], texcoord0.y)) + texval(vec2(texcoord0.x - offsets[6], texcoord0.y)));
+
+
+ fragcolor = val;
+ }
+
diff --git a/shaders/tesseract/229.shader_test b/shaders/tesseract/229.shader_test
new file mode 100644
index 0000000..b619925
--- /dev/null
+++ b/shaders/tesseract/229.shader_test
@@ -0,0 +1,87 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ attribute vec2 vtexcoord0;
+ uniform float offsets[8];
+ varying vec2 texcoord0, texcoord1, texcoord2;
+
+ varying vec2 texcoord3, texcoord4;
+
+ varying vec2 texcoord5, texcoord6;
+
+ void main(void)
+ {
+ gl_Position = vvertex;
+ texcoord0 = vtexcoord0;
+ vec2 tc1 = vtexcoord0.xy, tc2 = vtexcoord0;
+ tc1.y += offsets[1];
+ tc2.y -= offsets[1];
+ texcoord1 = tc1;
+ texcoord2 = tc2;
+
+ tc1.y = vtexcoord0.y + offsets[2];
+ tc2.y = vtexcoord0.y - offsets[2];
+ texcoord3 = tc1;
+ texcoord4 = tc2;
+
+ tc1.y = vtexcoord0.y + offsets[3];
+ tc2.y = vtexcoord0.y - offsets[3];
+ texcoord5 = tc1;
+ texcoord6 = tc2;
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform float weights[8];
+ uniform float offsets[8];
+ uniform sampler2DRect tex0;
+ varying vec2 texcoord0, texcoord1, texcoord2;
+
+ varying vec2 texcoord3, texcoord4;
+
+ varying vec2 texcoord5, texcoord6;
+
+ fragdata(0, fragcolor, vec4)
+ void main(void)
+ {
+ #define texval(coords) texture2DRect(tex0, (coords))
+ vec4 val = texval(texcoord0) * weights[0];
+
+ val += weights[1] * (texval(texcoord1) + texval(texcoord2));
+
+ val += weights[2] * (texval(texcoord3) + texval(texcoord4));
+
+ val += weights[3] * (texval(texcoord5) + texval(texcoord6));
+
+ val += weights[4] *
+
+ (texval(vec2(texcoord0.x, texcoord0.y + offsets[4])) + texval(vec2(texcoord0.x, texcoord0.y - offsets[4])));
+
+
+ val += weights[5] *
+
+ (texval(vec2(texcoord0.x, texcoord0.y + offsets[5])) + texval(vec2(texcoord0.x, texcoord0.y - offsets[5])));
+
+
+ val += weights[6] *
+
+ (texval(vec2(texcoord0.x, texcoord0.y + offsets[6])) + texval(vec2(texcoord0.x, texcoord0.y - offsets[6])));
+
+
+ fragcolor = val;
+ }
+
diff --git a/shaders/tesseract/232.shader_test b/shaders/tesseract/232.shader_test
new file mode 100644
index 0000000..d005265
--- /dev/null
+++ b/shaders/tesseract/232.shader_test
@@ -0,0 +1,92 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ attribute vec2 vtexcoord0;
+ uniform float offsets[8];
+ varying vec2 texcoord0, texcoord1, texcoord2;
+
+ varying vec2 texcoord3, texcoord4;
+
+ varying vec2 texcoord5, texcoord6;
+
+ void main(void)
+ {
+ gl_Position = vvertex;
+ texcoord0 = vtexcoord0;
+ vec2 tc1 = vtexcoord0.xy, tc2 = vtexcoord0;
+ tc1.x += offsets[1];
+ tc2.x -= offsets[1];
+ texcoord1 = tc1;
+ texcoord2 = tc2;
+
+ tc1.x = vtexcoord0.x + offsets[2];
+ tc2.x = vtexcoord0.x - offsets[2];
+ texcoord3 = tc1;
+ texcoord4 = tc2;
+
+ tc1.x = vtexcoord0.x + offsets[3];
+ tc2.x = vtexcoord0.x - offsets[3];
+ texcoord5 = tc1;
+ texcoord6 = tc2;
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform float weights[8];
+ uniform float offsets[8];
+ uniform sampler2D tex0;
+ varying vec2 texcoord0, texcoord1, texcoord2;
+
+ varying vec2 texcoord3, texcoord4;
+
+ varying vec2 texcoord5, texcoord6;
+
+ fragdata(0, fragcolor, vec4)
+ void main(void)
+ {
+ #define texval(coords) texture2D(tex0, (coords))
+ vec4 val = texval(texcoord0) * weights[0];
+
+ val += weights[1] * (texval(texcoord1) + texval(texcoord2));
+
+ val += weights[2] * (texval(texcoord3) + texval(texcoord4));
+
+ val += weights[3] * (texval(texcoord5) + texval(texcoord6));
+
+ val += weights[4] *
+
+ (texval(vec2(texcoord0.x + offsets[4], texcoord0.y)) + texval(vec2(texcoord0.x - offsets[4], texcoord0.y)));
+
+
+ val += weights[5] *
+
+ (texval(vec2(texcoord0.x + offsets[5], texcoord0.y)) + texval(vec2(texcoord0.x - offsets[5], texcoord0.y)));
+
+
+ val += weights[6] *
+
+ (texval(vec2(texcoord0.x + offsets[6], texcoord0.y)) + texval(vec2(texcoord0.x - offsets[6], texcoord0.y)));
+
+
+ val += weights[7] *
+
+ (texval(vec2(texcoord0.x + offsets[7], texcoord0.y)) + texval(vec2(texcoord0.x - offsets[7], texcoord0.y)));
+
+
+ fragcolor = val;
+ }
+
diff --git a/shaders/tesseract/235.shader_test b/shaders/tesseract/235.shader_test
new file mode 100644
index 0000000..d197e8f
--- /dev/null
+++ b/shaders/tesseract/235.shader_test
@@ -0,0 +1,92 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ attribute vec2 vtexcoord0;
+ uniform float offsets[8];
+ varying vec2 texcoord0, texcoord1, texcoord2;
+
+ varying vec2 texcoord3, texcoord4;
+
+ varying vec2 texcoord5, texcoord6;
+
+ void main(void)
+ {
+ gl_Position = vvertex;
+ texcoord0 = vtexcoord0;
+ vec2 tc1 = vtexcoord0.xy, tc2 = vtexcoord0;
+ tc1.y += offsets[1];
+ tc2.y -= offsets[1];
+ texcoord1 = tc1;
+ texcoord2 = tc2;
+
+ tc1.y = vtexcoord0.y + offsets[2];
+ tc2.y = vtexcoord0.y - offsets[2];
+ texcoord3 = tc1;
+ texcoord4 = tc2;
+
+ tc1.y = vtexcoord0.y + offsets[3];
+ tc2.y = vtexcoord0.y - offsets[3];
+ texcoord5 = tc1;
+ texcoord6 = tc2;
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform float weights[8];
+ uniform float offsets[8];
+ uniform sampler2D tex0;
+ varying vec2 texcoord0, texcoord1, texcoord2;
+
+ varying vec2 texcoord3, texcoord4;
+
+ varying vec2 texcoord5, texcoord6;
+
+ fragdata(0, fragcolor, vec4)
+ void main(void)
+ {
+ #define texval(coords) texture2D(tex0, (coords))
+ vec4 val = texval(texcoord0) * weights[0];
+
+ val += weights[1] * (texval(texcoord1) + texval(texcoord2));
+
+ val += weights[2] * (texval(texcoord3) + texval(texcoord4));
+
+ val += weights[3] * (texval(texcoord5) + texval(texcoord6));
+
+ val += weights[4] *
+
+ (texval(vec2(texcoord0.x, texcoord0.y + offsets[4])) + texval(vec2(texcoord0.x, texcoord0.y - offsets[4])));
+
+
+ val += weights[5] *
+
+ (texval(vec2(texcoord0.x, texcoord0.y + offsets[5])) + texval(vec2(texcoord0.x, texcoord0.y - offsets[5])));
+
+
+ val += weights[6] *
+
+ (texval(vec2(texcoord0.x, texcoord0.y + offsets[6])) + texval(vec2(texcoord0.x, texcoord0.y - offsets[6])));
+
+
+ val += weights[7] *
+
+ (texval(vec2(texcoord0.x, texcoord0.y + offsets[7])) + texval(vec2(texcoord0.x, texcoord0.y - offsets[7])));
+
+
+ fragcolor = val;
+ }
+
diff --git a/shaders/tesseract/238.shader_test b/shaders/tesseract/238.shader_test
new file mode 100644
index 0000000..ade637d
--- /dev/null
+++ b/shaders/tesseract/238.shader_test
@@ -0,0 +1,92 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ attribute vec2 vtexcoord0;
+ uniform float offsets[8];
+ varying vec2 texcoord0, texcoord1, texcoord2;
+
+ varying vec2 texcoord3, texcoord4;
+
+ varying vec2 texcoord5, texcoord6;
+
+ void main(void)
+ {
+ gl_Position = vvertex;
+ texcoord0 = vtexcoord0;
+ vec2 tc1 = vtexcoord0.xy, tc2 = vtexcoord0;
+ tc1.x += offsets[1];
+ tc2.x -= offsets[1];
+ texcoord1 = tc1;
+ texcoord2 = tc2;
+
+ tc1.x = vtexcoord0.x + offsets[2];
+ tc2.x = vtexcoord0.x - offsets[2];
+ texcoord3 = tc1;
+ texcoord4 = tc2;
+
+ tc1.x = vtexcoord0.x + offsets[3];
+ tc2.x = vtexcoord0.x - offsets[3];
+ texcoord5 = tc1;
+ texcoord6 = tc2;
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform float weights[8];
+ uniform float offsets[8];
+ uniform sampler2DRect tex0;
+ varying vec2 texcoord0, texcoord1, texcoord2;
+
+ varying vec2 texcoord3, texcoord4;
+
+ varying vec2 texcoord5, texcoord6;
+
+ fragdata(0, fragcolor, vec4)
+ void main(void)
+ {
+ #define texval(coords) texture2DRect(tex0, (coords))
+ vec4 val = texval(texcoord0) * weights[0];
+
+ val += weights[1] * (texval(texcoord1) + texval(texcoord2));
+
+ val += weights[2] * (texval(texcoord3) + texval(texcoord4));
+
+ val += weights[3] * (texval(texcoord5) + texval(texcoord6));
+
+ val += weights[4] *
+
+ (texval(vec2(texcoord0.x + offsets[4], texcoord0.y)) + texval(vec2(texcoord0.x - offsets[4], texcoord0.y)));
+
+
+ val += weights[5] *
+
+ (texval(vec2(texcoord0.x + offsets[5], texcoord0.y)) + texval(vec2(texcoord0.x - offsets[5], texcoord0.y)));
+
+
+ val += weights[6] *
+
+ (texval(vec2(texcoord0.x + offsets[6], texcoord0.y)) + texval(vec2(texcoord0.x - offsets[6], texcoord0.y)));
+
+
+ val += weights[7] *
+
+ (texval(vec2(texcoord0.x + offsets[7], texcoord0.y)) + texval(vec2(texcoord0.x - offsets[7], texcoord0.y)));
+
+
+ fragcolor = val;
+ }
+
diff --git a/shaders/tesseract/24.shader_test b/shaders/tesseract/24.shader_test
new file mode 100644
index 0000000..9631934
--- /dev/null
+++ b/shaders/tesseract/24.shader_test
@@ -0,0 +1,34 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vcolor;
+ uniform mat4 camprojmatrix;
+ uniform float ldrscale;
+ varying vec4 color;
+ void main(void)
+ {
+ gl_Position = camprojmatrix * vvertex;
+ color = vec4(ldrscale * vcolor.rgb, vcolor.a);
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+varying vec4 color;
+ fragdata(0, fragcolor, vec4)
+ void main(void)
+ {
+ fragcolor = color;
+ }
+
diff --git a/shaders/tesseract/241.shader_test b/shaders/tesseract/241.shader_test
new file mode 100644
index 0000000..455f6a1
--- /dev/null
+++ b/shaders/tesseract/241.shader_test
@@ -0,0 +1,92 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ attribute vec2 vtexcoord0;
+ uniform float offsets[8];
+ varying vec2 texcoord0, texcoord1, texcoord2;
+
+ varying vec2 texcoord3, texcoord4;
+
+ varying vec2 texcoord5, texcoord6;
+
+ void main(void)
+ {
+ gl_Position = vvertex;
+ texcoord0 = vtexcoord0;
+ vec2 tc1 = vtexcoord0.xy, tc2 = vtexcoord0;
+ tc1.y += offsets[1];
+ tc2.y -= offsets[1];
+ texcoord1 = tc1;
+ texcoord2 = tc2;
+
+ tc1.y = vtexcoord0.y + offsets[2];
+ tc2.y = vtexcoord0.y - offsets[2];
+ texcoord3 = tc1;
+ texcoord4 = tc2;
+
+ tc1.y = vtexcoord0.y + offsets[3];
+ tc2.y = vtexcoord0.y - offsets[3];
+ texcoord5 = tc1;
+ texcoord6 = tc2;
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform float weights[8];
+ uniform float offsets[8];
+ uniform sampler2DRect tex0;
+ varying vec2 texcoord0, texcoord1, texcoord2;
+
+ varying vec2 texcoord3, texcoord4;
+
+ varying vec2 texcoord5, texcoord6;
+
+ fragdata(0, fragcolor, vec4)
+ void main(void)
+ {
+ #define texval(coords) texture2DRect(tex0, (coords))
+ vec4 val = texval(texcoord0) * weights[0];
+
+ val += weights[1] * (texval(texcoord1) + texval(texcoord2));
+
+ val += weights[2] * (texval(texcoord3) + texval(texcoord4));
+
+ val += weights[3] * (texval(texcoord5) + texval(texcoord6));
+
+ val += weights[4] *
+
+ (texval(vec2(texcoord0.x, texcoord0.y + offsets[4])) + texval(vec2(texcoord0.x, texcoord0.y - offsets[4])));
+
+
+ val += weights[5] *
+
+ (texval(vec2(texcoord0.x, texcoord0.y + offsets[5])) + texval(vec2(texcoord0.x, texcoord0.y - offsets[5])));
+
+
+ val += weights[6] *
+
+ (texval(vec2(texcoord0.x, texcoord0.y + offsets[6])) + texval(vec2(texcoord0.x, texcoord0.y - offsets[6])));
+
+
+ val += weights[7] *
+
+ (texval(vec2(texcoord0.x, texcoord0.y + offsets[7])) + texval(vec2(texcoord0.x, texcoord0.y - offsets[7])));
+
+
+ fragcolor = val;
+ }
+
diff --git a/shaders/tesseract/244.shader_test b/shaders/tesseract/244.shader_test
new file mode 100644
index 0000000..c030bc0
--- /dev/null
+++ b/shaders/tesseract/244.shader_test
@@ -0,0 +1,39 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vcolor;
+ uniform mat4 camprojmatrix;
+ uniform vec4 texgenS, texgenT;
+ uniform float ldrscale;
+ varying vec4 color;
+ varying vec2 texcoord0;
+ void main(void)
+ {
+ gl_Position = camprojmatrix * vvertex;
+ color = vec4(ldrscale * vcolor.rgb, vcolor.a);
+ texcoord0 = vec2(dot(texgenS, vvertex), dot(texgenT, vvertex));
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform sampler2D tex0;
+ varying vec4 color;
+ varying vec2 texcoord0;
+ fragdata(0, fragcolor, vec4)
+ void main(void)
+ {
+ fragcolor = texture2D(tex0, texcoord0).r * color;
+ }
+
diff --git a/shaders/tesseract/247.shader_test b/shaders/tesseract/247.shader_test
new file mode 100644
index 0000000..c36f6bf
--- /dev/null
+++ b/shaders/tesseract/247.shader_test
@@ -0,0 +1,146 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vtangent;
+ attribute vec2 vtexcoord0;
+
+ uniform mat4 modelmatrix;
+ uniform mat3 modelworld;
+ uniform vec3 modelcamera;
+ uniform vec2 texscroll;
+
+ varying mat3 world;
+
+
+
+ varying vec2 texcoord0;
+
+
+uniform vec4 specscale;
+
+uniform vec4 envscale;
+ void main(void)
+ {
+
+ #define mpos vvertex
+ #define mquat vtangent
+
+ vec4 qxyz = mquat.xxyy*mquat.yzyz, qxzw = vec4(mquat.xzw, -mquat.w);
+ vec3 mtangent = (qxzw.yzw*mquat.zzy + qxyz.zxy)*vec3(-2.0, 2.0, 2.0) + vec3(1.0, 0.0, 0.0);
+ vec3 mnormal = (qxzw.zwx*mquat.yxx + qxyz.ywz)*vec3(2.0, 2.0, -2.0) + vec3(0.0, 0.0, 1.0);
+
+
+
+
+
+ gl_Position = modelmatrix * mpos;
+
+ texcoord0 = vtexcoord0 + texscroll;
+
+
+
+
+
+
+
+
+ vec3 wnormal = modelworld * mnormal;
+ vec3 wtangent = modelworld * mtangent;
+ vec3 wbitangent = cross(wnormal, wtangent) * (vtangent.w < 0.0 ? -1.0 : 1.0);
+ world = mat3(wtangent, wbitangent, wnormal);
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define gcolor gl_FragData[0]
+#define gnormal gl_FragData[1]
+#define gglow gl_FragData[2]
+varying mat3 world;
+
+
+ uniform vec4 colorscale;
+ uniform vec2 fullbright;
+ uniform vec2 maskscale;
+
+ uniform sampler2D tex0;
+ uniform sampler2D tex1;
+
+ uniform sampler2D tex3;
+
+
+ fragdata(0, gcolor, vec4)
+ fragdata(1, gnormal, vec4)
+ fragdata(2, gglow, vec4)
+
+
+
+ varying vec2 texcoord0;
+ uniform float aamask;
+
+
+uniform vec4 specscale;
+
+uniform vec4 envscale;
+ void main(void)
+ {
+ vec4 diffuse = texture2D(tex0, texcoord0);
+
+
+
+ gcolor.rgb = diffuse.rgb*colorscale.rgb;
+
+
+
+
+ vec3 normal = texture2D(tex3, texcoord0).rgb - 0.5;
+
+ normal = normalize(world * normal);
+
+
+ float spec = maskscale.x;
+
+ vec3 masks = texture2D(tex1, texcoord0).rgb;
+ spec *= masks.r;
+
+
+
+ gcolor.a = 0.5*spec;
+
+
+ float glowk = max(maskscale.y*masks.g, fullbright.y), colork = max(fullbright.x-glowk, 0.0);
+
+
+
+
+ glowk /= glowk + colork + 1.0e-3;
+ gcolor.rgb = gcolor.rgb * (1.0 - 2.0*glowk*(glowk - 1.0));
+ #define packnorm 1.0-glowk
+
+
+
+ gnormal.rgb = normal*0.5 + 0.5;
+ #ifdef packnorm
+ gnormal.a = (packnorm);
+ #else
+ gnormal.a = 1.0;
+ #endif
+
+
+
+
+
+
+ }
+
diff --git a/shaders/tesseract/249.shader_test b/shaders/tesseract/249.shader_test
new file mode 100644
index 0000000..19f8032
--- /dev/null
+++ b/shaders/tesseract/249.shader_test
@@ -0,0 +1,155 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vtangent;
+ attribute vec2 vtexcoord0;
+
+ attribute vec4 vboneweight, vboneindex;
+ #pragma CUBE2_uniform animdata
+ uniform vec4 animdata[192];
+
+ uniform mat4 modelmatrix;
+ uniform mat3 modelworld;
+ uniform vec3 modelcamera;
+ uniform vec2 texscroll;
+
+ varying mat3 world;
+
+
+
+ varying vec2 texcoord0;
+
+ void main(void)
+ {
+
+ int index = int(vboneindex.x);
+
+ vec4 dqreal = animdata[index];
+ vec4 dqdual = animdata[index+1];
+
+
+ vec4 mpos = vec4((cross(dqreal.xyz, cross(dqreal.xyz, vvertex.xyz) + vvertex.xyz*dqreal.w + dqdual.xyz) + dqdual.xyz*dqreal.w - dqreal.xyz*dqdual.w)*2.0 + vvertex.xyz, vvertex.w);
+
+
+ vec4 mquat = vec4(cross(dqreal.xyz, vtangent.xyz) + dqreal.xyz*vtangent.w + vtangent.xyz*dqreal.w, dqreal.w*vtangent.w - dot(dqreal.xyz, vtangent.xyz));
+
+ vec4 qxyz = mquat.xxyy*mquat.yzyz, qxzw = vec4(mquat.xzw, -mquat.w);
+ vec3 mtangent = (qxzw.yzw*mquat.zzy + qxyz.zxy)*vec3(-2.0, 2.0, 2.0) + vec3(1.0, 0.0, 0.0);
+ vec3 mnormal = (qxzw.zwx*mquat.yxx + qxyz.ywz)*vec3(2.0, 2.0, -2.0) + vec3(0.0, 0.0, 1.0);
+
+
+
+
+
+
+ gl_Position = modelmatrix * mpos;
+
+ texcoord0 = vtexcoord0 + texscroll;
+
+
+
+
+
+
+
+
+ vec3 wnormal = modelworld * mnormal;
+ vec3 wtangent = modelworld * mtangent;
+ vec3 wbitangent = cross(wnormal, wtangent) * (vtangent.w < 0.0 ? -1.0 : 1.0);
+ world = mat3(wtangent, wbitangent, wnormal);
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define gcolor gl_FragData[0]
+#define gnormal gl_FragData[1]
+#define gglow gl_FragData[2]
+varying mat3 world;
+
+
+ uniform vec4 colorscale;
+ uniform vec2 fullbright;
+ uniform vec2 maskscale;
+
+ uniform sampler2D tex0;
+ uniform sampler2D tex1;
+
+ uniform sampler2D tex3;
+
+
+ fragdata(0, gcolor, vec4)
+ fragdata(1, gnormal, vec4)
+ fragdata(2, gglow, vec4)
+
+
+
+ varying vec2 texcoord0;
+ uniform float aamask;
+
+
+uniform vec4 specscale;
+
+uniform vec4 envscale;
+ void main(void)
+ {
+ vec4 diffuse = texture2D(tex0, texcoord0);
+
+
+
+ gcolor.rgb = diffuse.rgb*colorscale.rgb;
+
+
+
+
+ vec3 normal = texture2D(tex3, texcoord0).rgb - 0.5;
+
+ normal = normalize(world * normal);
+
+
+ float spec = maskscale.x;
+
+ vec3 masks = texture2D(tex1, texcoord0).rgb;
+ spec *= masks.r;
+
+
+
+ gcolor.a = 0.5*spec;
+
+
+ float glowk = max(maskscale.y*masks.g, fullbright.y), colork = max(fullbright.x-glowk, 0.0);
+
+
+
+
+ glowk /= glowk + colork + 1.0e-3;
+ gcolor.rgb = gcolor.rgb * (1.0 - 2.0*glowk*(glowk - 1.0));
+ #define packnorm 1.0-glowk
+
+
+
+ gnormal.rgb = normal*0.5 + 0.5;
+ #ifdef packnorm
+ gnormal.a = (packnorm);
+ #else
+ gnormal.a = 1.0;
+ #endif
+
+
+
+
+
+
+ }
+
diff --git a/shaders/tesseract/251.shader_test b/shaders/tesseract/251.shader_test
new file mode 100644
index 0000000..afce8ee
--- /dev/null
+++ b/shaders/tesseract/251.shader_test
@@ -0,0 +1,163 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vtangent;
+ attribute vec2 vtexcoord0;
+
+ attribute vec4 vboneweight, vboneindex;
+ #pragma CUBE2_uniform animdata
+ uniform vec4 animdata[192];
+
+ uniform mat4 modelmatrix;
+ uniform mat3 modelworld;
+ uniform vec3 modelcamera;
+ uniform vec2 texscroll;
+
+ varying mat3 world;
+
+
+
+ varying vec2 texcoord0;
+
+ void main(void)
+ {
+
+ int index = int(vboneindex.x);
+
+ vec4 dqreal = animdata[index] * vboneweight.x;
+ vec4 dqdual = animdata[index+1] * vboneweight.x;
+ index = int(vboneindex.y);
+ dqreal += animdata[index] * vboneweight.y;
+ dqdual += animdata[index+1] * vboneweight.y;
+
+
+ float len = length(dqreal);
+ dqreal /= len;
+ dqdual /= len;
+
+
+ vec4 mpos = vec4((cross(dqreal.xyz, cross(dqreal.xyz, vvertex.xyz) + vvertex.xyz*dqreal.w + dqdual.xyz) + dqdual.xyz*dqreal.w - dqreal.xyz*dqdual.w)*2.0 + vvertex.xyz, vvertex.w);
+
+
+ vec4 mquat = vec4(cross(dqreal.xyz, vtangent.xyz) + dqreal.xyz*vtangent.w + vtangent.xyz*dqreal.w, dqreal.w*vtangent.w - dot(dqreal.xyz, vtangent.xyz));
+
+ vec4 qxyz = mquat.xxyy*mquat.yzyz, qxzw = vec4(mquat.xzw, -mquat.w);
+ vec3 mtangent = (qxzw.yzw*mquat.zzy + qxyz.zxy)*vec3(-2.0, 2.0, 2.0) + vec3(1.0, 0.0, 0.0);
+ vec3 mnormal = (qxzw.zwx*mquat.yxx + qxyz.ywz)*vec3(2.0, 2.0, -2.0) + vec3(0.0, 0.0, 1.0);
+
+
+
+
+
+
+ gl_Position = modelmatrix * mpos;
+
+ texcoord0 = vtexcoord0 + texscroll;
+
+
+
+
+
+
+
+
+ vec3 wnormal = modelworld * mnormal;
+ vec3 wtangent = modelworld * mtangent;
+ vec3 wbitangent = cross(wnormal, wtangent) * (vtangent.w < 0.0 ? -1.0 : 1.0);
+ world = mat3(wtangent, wbitangent, wnormal);
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define gcolor gl_FragData[0]
+#define gnormal gl_FragData[1]
+#define gglow gl_FragData[2]
+varying mat3 world;
+
+
+ uniform vec4 colorscale;
+ uniform vec2 fullbright;
+ uniform vec2 maskscale;
+
+ uniform sampler2D tex0;
+ uniform sampler2D tex1;
+
+ uniform sampler2D tex3;
+
+
+ fragdata(0, gcolor, vec4)
+ fragdata(1, gnormal, vec4)
+ fragdata(2, gglow, vec4)
+
+
+
+ varying vec2 texcoord0;
+ uniform float aamask;
+
+
+uniform vec4 specscale;
+
+uniform vec4 envscale;
+ void main(void)
+ {
+ vec4 diffuse = texture2D(tex0, texcoord0);
+
+
+
+ gcolor.rgb = diffuse.rgb*colorscale.rgb;
+
+
+
+
+ vec3 normal = texture2D(tex3, texcoord0).rgb - 0.5;
+
+ normal = normalize(world * normal);
+
+
+ float spec = maskscale.x;
+
+ vec3 masks = texture2D(tex1, texcoord0).rgb;
+ spec *= masks.r;
+
+
+
+ gcolor.a = 0.5*spec;
+
+
+ float glowk = max(maskscale.y*masks.g, fullbright.y), colork = max(fullbright.x-glowk, 0.0);
+
+
+
+
+ glowk /= glowk + colork + 1.0e-3;
+ gcolor.rgb = gcolor.rgb * (1.0 - 2.0*glowk*(glowk - 1.0));
+ #define packnorm 1.0-glowk
+
+
+
+ gnormal.rgb = normal*0.5 + 0.5;
+ #ifdef packnorm
+ gnormal.a = (packnorm);
+ #else
+ gnormal.a = 1.0;
+ #endif
+
+
+
+
+
+
+ }
+
diff --git a/shaders/tesseract/253.shader_test b/shaders/tesseract/253.shader_test
new file mode 100644
index 0000000..6175e1f
--- /dev/null
+++ b/shaders/tesseract/253.shader_test
@@ -0,0 +1,167 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vtangent;
+ attribute vec2 vtexcoord0;
+
+ attribute vec4 vboneweight, vboneindex;
+ #pragma CUBE2_uniform animdata
+ uniform vec4 animdata[192];
+
+ uniform mat4 modelmatrix;
+ uniform mat3 modelworld;
+ uniform vec3 modelcamera;
+ uniform vec2 texscroll;
+
+ varying mat3 world;
+
+
+
+ varying vec2 texcoord0;
+
+ void main(void)
+ {
+
+ int index = int(vboneindex.x);
+
+ vec4 dqreal = animdata[index] * vboneweight.x;
+ vec4 dqdual = animdata[index+1] * vboneweight.x;
+ index = int(vboneindex.y);
+ dqreal += animdata[index] * vboneweight.y;
+ dqdual += animdata[index+1] * vboneweight.y;
+
+ index = int(vboneindex.z);
+ dqreal += animdata[index] * vboneweight.z;
+ dqdual += animdata[index+1] * vboneweight.z;
+
+
+ float len = length(dqreal);
+ dqreal /= len;
+ dqdual /= len;
+
+
+ vec4 mpos = vec4((cross(dqreal.xyz, cross(dqreal.xyz, vvertex.xyz) + vvertex.xyz*dqreal.w + dqdual.xyz) + dqdual.xyz*dqreal.w - dqreal.xyz*dqdual.w)*2.0 + vvertex.xyz, vvertex.w);
+
+
+ vec4 mquat = vec4(cross(dqreal.xyz, vtangent.xyz) + dqreal.xyz*vtangent.w + vtangent.xyz*dqreal.w, dqreal.w*vtangent.w - dot(dqreal.xyz, vtangent.xyz));
+
+ vec4 qxyz = mquat.xxyy*mquat.yzyz, qxzw = vec4(mquat.xzw, -mquat.w);
+ vec3 mtangent = (qxzw.yzw*mquat.zzy + qxyz.zxy)*vec3(-2.0, 2.0, 2.0) + vec3(1.0, 0.0, 0.0);
+ vec3 mnormal = (qxzw.zwx*mquat.yxx + qxyz.ywz)*vec3(2.0, 2.0, -2.0) + vec3(0.0, 0.0, 1.0);
+
+
+
+
+
+
+ gl_Position = modelmatrix * mpos;
+
+ texcoord0 = vtexcoord0 + texscroll;
+
+
+
+
+
+
+
+
+ vec3 wnormal = modelworld * mnormal;
+ vec3 wtangent = modelworld * mtangent;
+ vec3 wbitangent = cross(wnormal, wtangent) * (vtangent.w < 0.0 ? -1.0 : 1.0);
+ world = mat3(wtangent, wbitangent, wnormal);
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define gcolor gl_FragData[0]
+#define gnormal gl_FragData[1]
+#define gglow gl_FragData[2]
+varying mat3 world;
+
+
+ uniform vec4 colorscale;
+ uniform vec2 fullbright;
+ uniform vec2 maskscale;
+
+ uniform sampler2D tex0;
+ uniform sampler2D tex1;
+
+ uniform sampler2D tex3;
+
+
+ fragdata(0, gcolor, vec4)
+ fragdata(1, gnormal, vec4)
+ fragdata(2, gglow, vec4)
+
+
+
+ varying vec2 texcoord0;
+ uniform float aamask;
+
+
+uniform vec4 specscale;
+
+uniform vec4 envscale;
+ void main(void)
+ {
+ vec4 diffuse = texture2D(tex0, texcoord0);
+
+
+
+ gcolor.rgb = diffuse.rgb*colorscale.rgb;
+
+
+
+
+ vec3 normal = texture2D(tex3, texcoord0).rgb - 0.5;
+
+ normal = normalize(world * normal);
+
+
+ float spec = maskscale.x;
+
+ vec3 masks = texture2D(tex1, texcoord0).rgb;
+ spec *= masks.r;
+
+
+
+ gcolor.a = 0.5*spec;
+
+
+ float glowk = max(maskscale.y*masks.g, fullbright.y), colork = max(fullbright.x-glowk, 0.0);
+
+
+
+
+ glowk /= glowk + colork + 1.0e-3;
+ gcolor.rgb = gcolor.rgb * (1.0 - 2.0*glowk*(glowk - 1.0));
+ #define packnorm 1.0-glowk
+
+
+
+ gnormal.rgb = normal*0.5 + 0.5;
+ #ifdef packnorm
+ gnormal.a = (packnorm);
+ #else
+ gnormal.a = 1.0;
+ #endif
+
+
+
+
+
+
+ }
+
diff --git a/shaders/tesseract/255.shader_test b/shaders/tesseract/255.shader_test
new file mode 100644
index 0000000..1172dfe
--- /dev/null
+++ b/shaders/tesseract/255.shader_test
@@ -0,0 +1,171 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vtangent;
+ attribute vec2 vtexcoord0;
+
+ attribute vec4 vboneweight, vboneindex;
+ #pragma CUBE2_uniform animdata
+ uniform vec4 animdata[192];
+
+ uniform mat4 modelmatrix;
+ uniform mat3 modelworld;
+ uniform vec3 modelcamera;
+ uniform vec2 texscroll;
+
+ varying mat3 world;
+
+
+
+ varying vec2 texcoord0;
+
+ void main(void)
+ {
+
+ int index = int(vboneindex.x);
+
+ vec4 dqreal = animdata[index] * vboneweight.x;
+ vec4 dqdual = animdata[index+1] * vboneweight.x;
+ index = int(vboneindex.y);
+ dqreal += animdata[index] * vboneweight.y;
+ dqdual += animdata[index+1] * vboneweight.y;
+
+ index = int(vboneindex.z);
+ dqreal += animdata[index] * vboneweight.z;
+ dqdual += animdata[index+1] * vboneweight.z;
+
+
+ index = int(vboneindex.w);
+ dqreal += animdata[index] * vboneweight.w;
+ dqdual += animdata[index+1] * vboneweight.w;
+
+ float len = length(dqreal);
+ dqreal /= len;
+ dqdual /= len;
+
+
+ vec4 mpos = vec4((cross(dqreal.xyz, cross(dqreal.xyz, vvertex.xyz) + vvertex.xyz*dqreal.w + dqdual.xyz) + dqdual.xyz*dqreal.w - dqreal.xyz*dqdual.w)*2.0 + vvertex.xyz, vvertex.w);
+
+
+ vec4 mquat = vec4(cross(dqreal.xyz, vtangent.xyz) + dqreal.xyz*vtangent.w + vtangent.xyz*dqreal.w, dqreal.w*vtangent.w - dot(dqreal.xyz, vtangent.xyz));
+
+ vec4 qxyz = mquat.xxyy*mquat.yzyz, qxzw = vec4(mquat.xzw, -mquat.w);
+ vec3 mtangent = (qxzw.yzw*mquat.zzy + qxyz.zxy)*vec3(-2.0, 2.0, 2.0) + vec3(1.0, 0.0, 0.0);
+ vec3 mnormal = (qxzw.zwx*mquat.yxx + qxyz.ywz)*vec3(2.0, 2.0, -2.0) + vec3(0.0, 0.0, 1.0);
+
+
+
+
+
+
+ gl_Position = modelmatrix * mpos;
+
+ texcoord0 = vtexcoord0 + texscroll;
+
+
+
+
+
+
+
+
+ vec3 wnormal = modelworld * mnormal;
+ vec3 wtangent = modelworld * mtangent;
+ vec3 wbitangent = cross(wnormal, wtangent) * (vtangent.w < 0.0 ? -1.0 : 1.0);
+ world = mat3(wtangent, wbitangent, wnormal);
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define gcolor gl_FragData[0]
+#define gnormal gl_FragData[1]
+#define gglow gl_FragData[2]
+varying mat3 world;
+
+
+ uniform vec4 colorscale;
+ uniform vec2 fullbright;
+ uniform vec2 maskscale;
+
+ uniform sampler2D tex0;
+ uniform sampler2D tex1;
+
+ uniform sampler2D tex3;
+
+
+ fragdata(0, gcolor, vec4)
+ fragdata(1, gnormal, vec4)
+ fragdata(2, gglow, vec4)
+
+
+
+ varying vec2 texcoord0;
+ uniform float aamask;
+
+
+uniform vec4 specscale;
+
+uniform vec4 envscale;
+ void main(void)
+ {
+ vec4 diffuse = texture2D(tex0, texcoord0);
+
+
+
+ gcolor.rgb = diffuse.rgb*colorscale.rgb;
+
+
+
+
+ vec3 normal = texture2D(tex3, texcoord0).rgb - 0.5;
+
+ normal = normalize(world * normal);
+
+
+ float spec = maskscale.x;
+
+ vec3 masks = texture2D(tex1, texcoord0).rgb;
+ spec *= masks.r;
+
+
+
+ gcolor.a = 0.5*spec;
+
+
+ float glowk = max(maskscale.y*masks.g, fullbright.y), colork = max(fullbright.x-glowk, 0.0);
+
+
+
+
+ glowk /= glowk + colork + 1.0e-3;
+ gcolor.rgb = gcolor.rgb * (1.0 - 2.0*glowk*(glowk - 1.0));
+ #define packnorm 1.0-glowk
+
+
+
+ gnormal.rgb = normal*0.5 + 0.5;
+ #ifdef packnorm
+ gnormal.a = (packnorm);
+ #else
+ gnormal.a = 1.0;
+ #endif
+
+
+
+
+
+
+ }
+
diff --git a/shaders/tesseract/257.shader_test b/shaders/tesseract/257.shader_test
new file mode 100644
index 0000000..4bfc930
--- /dev/null
+++ b/shaders/tesseract/257.shader_test
@@ -0,0 +1,142 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vtangent;
+ attribute vec2 vtexcoord0;
+
+ uniform mat4 modelmatrix;
+ uniform mat3 modelworld;
+ uniform vec3 modelcamera;
+ uniform vec2 texscroll;
+
+ varying mat3 world;
+
+
+
+ varying vec2 texcoord0;
+
+
+uniform vec4 specscale;
+
+uniform vec4 envscale;
+ void main(void)
+ {
+
+ #define mpos vvertex
+ #define mquat vtangent
+
+ vec4 qxyz = mquat.xxyy*mquat.yzyz, qxzw = vec4(mquat.xzw, -mquat.w);
+ vec3 mtangent = (qxzw.yzw*mquat.zzy + qxyz.zxy)*vec3(-2.0, 2.0, 2.0) + vec3(1.0, 0.0, 0.0);
+ vec3 mnormal = (qxzw.zwx*mquat.yxx + qxyz.ywz)*vec3(2.0, 2.0, -2.0) + vec3(0.0, 0.0, 1.0);
+
+
+
+
+
+ gl_Position = modelmatrix * mpos;
+
+ texcoord0 = vtexcoord0 + texscroll;
+
+
+
+
+
+
+
+
+ vec3 wnormal = modelworld * mnormal;
+ vec3 wtangent = modelworld * mtangent;
+ vec3 wbitangent = cross(wnormal, wtangent) * (vtangent.w < 0.0 ? -1.0 : 1.0);
+ world = mat3(wtangent, wbitangent, wnormal);
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define gcolor gl_FragData[0]
+#define gnormal gl_FragData[1]
+#define gglow gl_FragData[2]
+varying mat3 world;
+
+
+ uniform vec4 colorscale;
+ uniform vec2 fullbright;
+ uniform vec2 maskscale;
+
+ uniform sampler2D tex0;
+ uniform sampler2D tex1;
+
+ uniform sampler2D tex3;
+
+
+ fragdata(0, gcolor, vec4)
+ fragdata(1, gnormal, vec4)
+ fragdata(2, gglow, vec4)
+
+
+
+ varying vec2 texcoord0;
+ uniform float aamask;
+
+ void main(void)
+ {
+ vec4 diffuse = texture2D(tex0, texcoord0);
+
+
+
+ gcolor.rgb = diffuse.rgb*colorscale.rgb;
+
+
+
+
+ vec3 normal = texture2D(tex3, texcoord0).rgb - 0.5;
+
+ normal = normalize(world * normal);
+
+
+ float spec = maskscale.x;
+
+ vec3 masks = texture2D(tex1, texcoord0).rgb;
+ spec *= masks.r;
+
+
+
+ gcolor.a = 0.5*spec;
+
+
+ float glowk = max(maskscale.y*masks.g, fullbright.y), colork = max(fullbright.x-glowk, 0.0);
+
+
+
+ gglow.rgb = gcolor.rgb*glowk;
+ gcolor.rgb *= colork;
+ #define packnorm colorscale.a
+
+
+
+ gnormal.rgb = normal*0.5 + 0.5;
+ #ifdef packnorm
+ gnormal.a = (packnorm);
+ #else
+ gnormal.a = 1.0;
+ #endif
+
+
+
+
+
+
+ }
+
+
diff --git a/shaders/tesseract/258.shader_test b/shaders/tesseract/258.shader_test
new file mode 100644
index 0000000..a12fb70
--- /dev/null
+++ b/shaders/tesseract/258.shader_test
@@ -0,0 +1,151 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vtangent;
+ attribute vec2 vtexcoord0;
+
+ attribute vec4 vboneweight, vboneindex;
+ #pragma CUBE2_uniform animdata
+ uniform vec4 animdata[192];
+
+ uniform mat4 modelmatrix;
+ uniform mat3 modelworld;
+ uniform vec3 modelcamera;
+ uniform vec2 texscroll;
+
+ varying mat3 world;
+
+
+
+ varying vec2 texcoord0;
+
+ void main(void)
+ {
+
+ int index = int(vboneindex.x);
+
+ vec4 dqreal = animdata[index];
+ vec4 dqdual = animdata[index+1];
+
+
+ vec4 mpos = vec4((cross(dqreal.xyz, cross(dqreal.xyz, vvertex.xyz) + vvertex.xyz*dqreal.w + dqdual.xyz) + dqdual.xyz*dqreal.w - dqreal.xyz*dqdual.w)*2.0 + vvertex.xyz, vvertex.w);
+
+
+ vec4 mquat = vec4(cross(dqreal.xyz, vtangent.xyz) + dqreal.xyz*vtangent.w + vtangent.xyz*dqreal.w, dqreal.w*vtangent.w - dot(dqreal.xyz, vtangent.xyz));
+
+ vec4 qxyz = mquat.xxyy*mquat.yzyz, qxzw = vec4(mquat.xzw, -mquat.w);
+ vec3 mtangent = (qxzw.yzw*mquat.zzy + qxyz.zxy)*vec3(-2.0, 2.0, 2.0) + vec3(1.0, 0.0, 0.0);
+ vec3 mnormal = (qxzw.zwx*mquat.yxx + qxyz.ywz)*vec3(2.0, 2.0, -2.0) + vec3(0.0, 0.0, 1.0);
+
+
+
+
+
+
+ gl_Position = modelmatrix * mpos;
+
+ texcoord0 = vtexcoord0 + texscroll;
+
+
+
+
+
+
+
+
+ vec3 wnormal = modelworld * mnormal;
+ vec3 wtangent = modelworld * mtangent;
+ vec3 wbitangent = cross(wnormal, wtangent) * (vtangent.w < 0.0 ? -1.0 : 1.0);
+ world = mat3(wtangent, wbitangent, wnormal);
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define gcolor gl_FragData[0]
+#define gnormal gl_FragData[1]
+#define gglow gl_FragData[2]
+varying mat3 world;
+
+
+ uniform vec4 colorscale;
+ uniform vec2 fullbright;
+ uniform vec2 maskscale;
+
+ uniform sampler2D tex0;
+ uniform sampler2D tex1;
+
+ uniform sampler2D tex3;
+
+
+ fragdata(0, gcolor, vec4)
+ fragdata(1, gnormal, vec4)
+ fragdata(2, gglow, vec4)
+
+
+
+ varying vec2 texcoord0;
+ uniform float aamask;
+
+ void main(void)
+ {
+ vec4 diffuse = texture2D(tex0, texcoord0);
+
+
+
+ gcolor.rgb = diffuse.rgb*colorscale.rgb;
+
+
+
+
+ vec3 normal = texture2D(tex3, texcoord0).rgb - 0.5;
+
+ normal = normalize(world * normal);
+
+
+ float spec = maskscale.x;
+
+ vec3 masks = texture2D(tex1, texcoord0).rgb;
+ spec *= masks.r;
+
+
+
+ gcolor.a = 0.5*spec;
+
+
+ float glowk = max(maskscale.y*masks.g, fullbright.y), colork = max(fullbright.x-glowk, 0.0);
+
+
+
+ gglow.rgb = gcolor.rgb*glowk;
+ gcolor.rgb *= colork;
+ #define packnorm colorscale.a
+
+
+
+ gnormal.rgb = normal*0.5 + 0.5;
+ #ifdef packnorm
+ gnormal.a = (packnorm);
+ #else
+ gnormal.a = 1.0;
+ #endif
+
+
+
+
+
+
+ }
+
+
diff --git a/shaders/tesseract/259.shader_test b/shaders/tesseract/259.shader_test
new file mode 100644
index 0000000..e327fa6
--- /dev/null
+++ b/shaders/tesseract/259.shader_test
@@ -0,0 +1,159 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vtangent;
+ attribute vec2 vtexcoord0;
+
+ attribute vec4 vboneweight, vboneindex;
+ #pragma CUBE2_uniform animdata
+ uniform vec4 animdata[192];
+
+ uniform mat4 modelmatrix;
+ uniform mat3 modelworld;
+ uniform vec3 modelcamera;
+ uniform vec2 texscroll;
+
+ varying mat3 world;
+
+
+
+ varying vec2 texcoord0;
+
+ void main(void)
+ {
+
+ int index = int(vboneindex.x);
+
+ vec4 dqreal = animdata[index] * vboneweight.x;
+ vec4 dqdual = animdata[index+1] * vboneweight.x;
+ index = int(vboneindex.y);
+ dqreal += animdata[index] * vboneweight.y;
+ dqdual += animdata[index+1] * vboneweight.y;
+
+
+ float len = length(dqreal);
+ dqreal /= len;
+ dqdual /= len;
+
+
+ vec4 mpos = vec4((cross(dqreal.xyz, cross(dqreal.xyz, vvertex.xyz) + vvertex.xyz*dqreal.w + dqdual.xyz) + dqdual.xyz*dqreal.w - dqreal.xyz*dqdual.w)*2.0 + vvertex.xyz, vvertex.w);
+
+
+ vec4 mquat = vec4(cross(dqreal.xyz, vtangent.xyz) + dqreal.xyz*vtangent.w + vtangent.xyz*dqreal.w, dqreal.w*vtangent.w - dot(dqreal.xyz, vtangent.xyz));
+
+ vec4 qxyz = mquat.xxyy*mquat.yzyz, qxzw = vec4(mquat.xzw, -mquat.w);
+ vec3 mtangent = (qxzw.yzw*mquat.zzy + qxyz.zxy)*vec3(-2.0, 2.0, 2.0) + vec3(1.0, 0.0, 0.0);
+ vec3 mnormal = (qxzw.zwx*mquat.yxx + qxyz.ywz)*vec3(2.0, 2.0, -2.0) + vec3(0.0, 0.0, 1.0);
+
+
+
+
+
+
+ gl_Position = modelmatrix * mpos;
+
+ texcoord0 = vtexcoord0 + texscroll;
+
+
+
+
+
+
+
+
+ vec3 wnormal = modelworld * mnormal;
+ vec3 wtangent = modelworld * mtangent;
+ vec3 wbitangent = cross(wnormal, wtangent) * (vtangent.w < 0.0 ? -1.0 : 1.0);
+ world = mat3(wtangent, wbitangent, wnormal);
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define gcolor gl_FragData[0]
+#define gnormal gl_FragData[1]
+#define gglow gl_FragData[2]
+varying mat3 world;
+
+
+ uniform vec4 colorscale;
+ uniform vec2 fullbright;
+ uniform vec2 maskscale;
+
+ uniform sampler2D tex0;
+ uniform sampler2D tex1;
+
+ uniform sampler2D tex3;
+
+
+ fragdata(0, gcolor, vec4)
+ fragdata(1, gnormal, vec4)
+ fragdata(2, gglow, vec4)
+
+
+
+ varying vec2 texcoord0;
+ uniform float aamask;
+
+ void main(void)
+ {
+ vec4 diffuse = texture2D(tex0, texcoord0);
+
+
+
+ gcolor.rgb = diffuse.rgb*colorscale.rgb;
+
+
+
+
+ vec3 normal = texture2D(tex3, texcoord0).rgb - 0.5;
+
+ normal = normalize(world * normal);
+
+
+ float spec = maskscale.x;
+
+ vec3 masks = texture2D(tex1, texcoord0).rgb;
+ spec *= masks.r;
+
+
+
+ gcolor.a = 0.5*spec;
+
+
+ float glowk = max(maskscale.y*masks.g, fullbright.y), colork = max(fullbright.x-glowk, 0.0);
+
+
+
+ gglow.rgb = gcolor.rgb*glowk;
+ gcolor.rgb *= colork;
+ #define packnorm colorscale.a
+
+
+
+ gnormal.rgb = normal*0.5 + 0.5;
+ #ifdef packnorm
+ gnormal.a = (packnorm);
+ #else
+ gnormal.a = 1.0;
+ #endif
+
+
+
+
+
+
+ }
+
+
diff --git a/shaders/tesseract/260.shader_test b/shaders/tesseract/260.shader_test
new file mode 100644
index 0000000..2d29f0a
--- /dev/null
+++ b/shaders/tesseract/260.shader_test
@@ -0,0 +1,163 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vtangent;
+ attribute vec2 vtexcoord0;
+
+ attribute vec4 vboneweight, vboneindex;
+ #pragma CUBE2_uniform animdata
+ uniform vec4 animdata[192];
+
+ uniform mat4 modelmatrix;
+ uniform mat3 modelworld;
+ uniform vec3 modelcamera;
+ uniform vec2 texscroll;
+
+ varying mat3 world;
+
+
+
+ varying vec2 texcoord0;
+
+ void main(void)
+ {
+
+ int index = int(vboneindex.x);
+
+ vec4 dqreal = animdata[index] * vboneweight.x;
+ vec4 dqdual = animdata[index+1] * vboneweight.x;
+ index = int(vboneindex.y);
+ dqreal += animdata[index] * vboneweight.y;
+ dqdual += animdata[index+1] * vboneweight.y;
+
+ index = int(vboneindex.z);
+ dqreal += animdata[index] * vboneweight.z;
+ dqdual += animdata[index+1] * vboneweight.z;
+
+
+ float len = length(dqreal);
+ dqreal /= len;
+ dqdual /= len;
+
+
+ vec4 mpos = vec4((cross(dqreal.xyz, cross(dqreal.xyz, vvertex.xyz) + vvertex.xyz*dqreal.w + dqdual.xyz) + dqdual.xyz*dqreal.w - dqreal.xyz*dqdual.w)*2.0 + vvertex.xyz, vvertex.w);
+
+
+ vec4 mquat = vec4(cross(dqreal.xyz, vtangent.xyz) + dqreal.xyz*vtangent.w + vtangent.xyz*dqreal.w, dqreal.w*vtangent.w - dot(dqreal.xyz, vtangent.xyz));
+
+ vec4 qxyz = mquat.xxyy*mquat.yzyz, qxzw = vec4(mquat.xzw, -mquat.w);
+ vec3 mtangent = (qxzw.yzw*mquat.zzy + qxyz.zxy)*vec3(-2.0, 2.0, 2.0) + vec3(1.0, 0.0, 0.0);
+ vec3 mnormal = (qxzw.zwx*mquat.yxx + qxyz.ywz)*vec3(2.0, 2.0, -2.0) + vec3(0.0, 0.0, 1.0);
+
+
+
+
+
+
+ gl_Position = modelmatrix * mpos;
+
+ texcoord0 = vtexcoord0 + texscroll;
+
+
+
+
+
+
+
+
+ vec3 wnormal = modelworld * mnormal;
+ vec3 wtangent = modelworld * mtangent;
+ vec3 wbitangent = cross(wnormal, wtangent) * (vtangent.w < 0.0 ? -1.0 : 1.0);
+ world = mat3(wtangent, wbitangent, wnormal);
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define gcolor gl_FragData[0]
+#define gnormal gl_FragData[1]
+#define gglow gl_FragData[2]
+varying mat3 world;
+
+
+ uniform vec4 colorscale;
+ uniform vec2 fullbright;
+ uniform vec2 maskscale;
+
+ uniform sampler2D tex0;
+ uniform sampler2D tex1;
+
+ uniform sampler2D tex3;
+
+
+ fragdata(0, gcolor, vec4)
+ fragdata(1, gnormal, vec4)
+ fragdata(2, gglow, vec4)
+
+
+
+ varying vec2 texcoord0;
+ uniform float aamask;
+
+ void main(void)
+ {
+ vec4 diffuse = texture2D(tex0, texcoord0);
+
+
+
+ gcolor.rgb = diffuse.rgb*colorscale.rgb;
+
+
+
+
+ vec3 normal = texture2D(tex3, texcoord0).rgb - 0.5;
+
+ normal = normalize(world * normal);
+
+
+ float spec = maskscale.x;
+
+ vec3 masks = texture2D(tex1, texcoord0).rgb;
+ spec *= masks.r;
+
+
+
+ gcolor.a = 0.5*spec;
+
+
+ float glowk = max(maskscale.y*masks.g, fullbright.y), colork = max(fullbright.x-glowk, 0.0);
+
+
+
+ gglow.rgb = gcolor.rgb*glowk;
+ gcolor.rgb *= colork;
+ #define packnorm colorscale.a
+
+
+
+ gnormal.rgb = normal*0.5 + 0.5;
+ #ifdef packnorm
+ gnormal.a = (packnorm);
+ #else
+ gnormal.a = 1.0;
+ #endif
+
+
+
+
+
+
+ }
+
+
diff --git a/shaders/tesseract/261.shader_test b/shaders/tesseract/261.shader_test
new file mode 100644
index 0000000..65be666
--- /dev/null
+++ b/shaders/tesseract/261.shader_test
@@ -0,0 +1,166 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vtangent;
+ attribute vec2 vtexcoord0;
+
+ attribute vec4 vboneweight, vboneindex;
+ #pragma CUBE2_uniform animdata
+ uniform vec4 animdata[192];
+
+ uniform mat4 modelmatrix;
+ uniform mat3 modelworld;
+ uniform vec3 modelcamera;
+ uniform vec2 texscroll;
+
+ varying mat3 world;
+
+
+
+ varying vec2 texcoord0;
+
+ void main(void)
+ {
+
+ int index = int(vboneindex.x);
+
+ vec4 dqreal = animdata[index] * vboneweight.x;
+ vec4 dqdual = animdata[index+1] * vboneweight.x;
+ index = int(vboneindex.y);
+ dqreal += animdata[index] * vboneweight.y;
+ dqdual += animdata[index+1] * vboneweight.y;
+
+ index = int(vboneindex.z);
+ dqreal += animdata[index] * vboneweight.z;
+ dqdual += animdata[index+1] * vboneweight.z;
+
+
+ index = int(vboneindex.w);
+ dqreal += animdata[index] * vboneweight.w;
+ dqdual += animdata[index+1] * vboneweight.w;
+
+ float len = length(dqreal);
+ dqreal /= len;
+ dqdual /= len;
+
+
+ vec4 mpos = vec4((cross(dqreal.xyz, cross(dqreal.xyz, vvertex.xyz) + vvertex.xyz*dqreal.w + dqdual.xyz) + dqdual.xyz*dqreal.w - dqreal.xyz*dqdual.w)*2.0 + vvertex.xyz, vvertex.w);
+
+
+ vec4 mquat = vec4(cross(dqreal.xyz, vtangent.xyz) + dqreal.xyz*vtangent.w + vtangent.xyz*dqreal.w, dqreal.w*vtangent.w - dot(dqreal.xyz, vtangent.xyz));
+
+ vec4 qxyz = mquat.xxyy*mquat.yzyz, qxzw = vec4(mquat.xzw, -mquat.w);
+ vec3 mtangent = (qxzw.yzw*mquat.zzy + qxyz.zxy)*vec3(-2.0, 2.0, 2.0) + vec3(1.0, 0.0, 0.0);
+ vec3 mnormal = (qxzw.zwx*mquat.yxx + qxyz.ywz)*vec3(2.0, 2.0, -2.0) + vec3(0.0, 0.0, 1.0);
+
+
+
+
+
+
+ gl_Position = modelmatrix * mpos;
+
+ texcoord0 = vtexcoord0 + texscroll;
+
+
+
+
+
+
+
+
+ vec3 wnormal = modelworld * mnormal;
+ vec3 wtangent = modelworld * mtangent;
+ vec3 wbitangent = cross(wnormal, wtangent) * (vtangent.w < 0.0 ? -1.0 : 1.0);
+ world = mat3(wtangent, wbitangent, wnormal);
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define gcolor gl_FragData[0]
+#define gnormal gl_FragData[1]
+#define gglow gl_FragData[2]
+varying mat3 world;
+
+
+ uniform vec4 colorscale;
+ uniform vec2 fullbright;
+ uniform vec2 maskscale;
+
+ uniform sampler2D tex0;
+ uniform sampler2D tex1;
+
+ uniform sampler2D tex3;
+
+
+ fragdata(0, gcolor, vec4)
+ fragdata(1, gnormal, vec4)
+ fragdata(2, gglow, vec4)
+
+
+
+ varying vec2 texcoord0;
+ uniform float aamask;
+
+ void main(void)
+ {
+ vec4 diffuse = texture2D(tex0, texcoord0);
+
+
+
+ gcolor.rgb = diffuse.rgb*colorscale.rgb;
+
+
+
+
+ vec3 normal = texture2D(tex3, texcoord0).rgb - 0.5;
+
+ normal = normalize(world * normal);
+
+
+ float spec = maskscale.x;
+
+ vec3 masks = texture2D(tex1, texcoord0).rgb;
+ spec *= masks.r;
+
+
+
+ gcolor.a = 0.5*spec;
+
+
+ float glowk = max(maskscale.y*masks.g, fullbright.y), colork = max(fullbright.x-glowk, 0.0);
+
+
+
+ gglow.rgb = gcolor.rgb*glowk;
+ gcolor.rgb *= colork;
+ #define packnorm colorscale.a
+
+
+
+ gnormal.rgb = normal*0.5 + 0.5;
+ #ifdef packnorm
+ gnormal.a = (packnorm);
+ #else
+ gnormal.a = 1.0;
+ #endif
+
+
+
+
+
+
+ }
+
diff --git a/shaders/tesseract/264.shader_test b/shaders/tesseract/264.shader_test
new file mode 100644
index 0000000..f9ff5c4
--- /dev/null
+++ b/shaders/tesseract/264.shader_test
@@ -0,0 +1,36 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+
+ uniform mat4 modelmatrix;
+
+ void main(void)
+ {
+
+ #define mpos vvertex
+
+
+ gl_Position = modelmatrix * mpos;
+
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+void main(void)
+ {
+
+ }
+
diff --git a/shaders/tesseract/266.shader_test b/shaders/tesseract/266.shader_test
new file mode 100644
index 0000000..d61c10b
--- /dev/null
+++ b/shaders/tesseract/266.shader_test
@@ -0,0 +1,48 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+
+ attribute vec4 vboneweight, vboneindex;
+ #pragma CUBE2_uniform animdata
+ uniform vec4 animdata[192];
+
+ uniform mat4 modelmatrix;
+
+ void main(void)
+ {
+
+ int index = int(vboneindex.x);
+
+ vec4 dqreal = animdata[index];
+ vec4 dqdual = animdata[index+1];
+
+
+ vec4 mpos = vec4((cross(dqreal.xyz, cross(dqreal.xyz, vvertex.xyz) + vvertex.xyz*dqreal.w + dqdual.xyz) + dqdual.xyz*dqreal.w - dqreal.xyz*dqdual.w)*2.0 + vvertex.xyz, vvertex.w);
+
+
+
+
+ gl_Position = modelmatrix * mpos;
+
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+void main(void)
+ {
+
+ }
+
diff --git a/shaders/tesseract/268.shader_test b/shaders/tesseract/268.shader_test
new file mode 100644
index 0000000..4106ca1
--- /dev/null
+++ b/shaders/tesseract/268.shader_test
@@ -0,0 +1,56 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+
+ attribute vec4 vboneweight, vboneindex;
+ #pragma CUBE2_uniform animdata
+ uniform vec4 animdata[192];
+
+ uniform mat4 modelmatrix;
+
+ void main(void)
+ {
+
+ int index = int(vboneindex.x);
+
+ vec4 dqreal = animdata[index] * vboneweight.x;
+ vec4 dqdual = animdata[index+1] * vboneweight.x;
+ index = int(vboneindex.y);
+ dqreal += animdata[index] * vboneweight.y;
+ dqdual += animdata[index+1] * vboneweight.y;
+
+
+ float len = length(dqreal);
+ dqreal /= len;
+ dqdual /= len;
+
+
+ vec4 mpos = vec4((cross(dqreal.xyz, cross(dqreal.xyz, vvertex.xyz) + vvertex.xyz*dqreal.w + dqdual.xyz) + dqdual.xyz*dqreal.w - dqreal.xyz*dqdual.w)*2.0 + vvertex.xyz, vvertex.w);
+
+
+
+
+ gl_Position = modelmatrix * mpos;
+
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+void main(void)
+ {
+
+ }
+
diff --git a/shaders/tesseract/27.shader_test b/shaders/tesseract/27.shader_test
new file mode 100644
index 0000000..fb93e8c
--- /dev/null
+++ b/shaders/tesseract/27.shader_test
@@ -0,0 +1,56 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#pragma CUBE2_fog
+ attribute vec4 vvertex, vcolor;
+ attribute vec2 vtexcoord0;
+ uniform mat4 camprojmatrix;
+ varying vec2 texcoord0;
+ varying vec4 colorscale;
+
+uniform vec2 lineardepthscale;
+varying float lineardepth;
+ void main(void)
+ {
+ gl_Position = camprojmatrix * vvertex;
+ texcoord0 = vtexcoord0;
+ colorscale = vcolor;
+
+lineardepth = dot(lineardepthscale, gl_Position.zw);
+}
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform sampler2D tex0;
+ varying vec2 texcoord0;
+ varying vec4 colorscale;
+ fragdata(0, fragcolor, vec4)
+
+varying float lineardepth;
+
+uniform vec3 fogcolor;
+uniform vec2 fogdensity;
+uniform vec4 radialfogscale;
+#define fogcoord lineardepth*length(vec3(gl_FragCoord.xy*radialfogscale.xy + radialfogscale.zw, 1.0))
+ void main(void)
+ {
+ vec4 color = texture2D(tex0, texcoord0);
+ #pragma CUBE2_swizzle color
+ fragcolor = colorscale * color;
+
+#define FOG_COLOR fogcolor
+fragcolor.rgb = mix((FOG_COLOR).rgb, fragcolor.rgb, clamp(exp2(fogcoord*-fogdensity.x)*fogdensity.y, 0.0, 1.0));
+}
+
diff --git a/shaders/tesseract/270.shader_test b/shaders/tesseract/270.shader_test
new file mode 100644
index 0000000..9cca5bc
--- /dev/null
+++ b/shaders/tesseract/270.shader_test
@@ -0,0 +1,60 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+
+ attribute vec4 vboneweight, vboneindex;
+ #pragma CUBE2_uniform animdata
+ uniform vec4 animdata[192];
+
+ uniform mat4 modelmatrix;
+
+ void main(void)
+ {
+
+ int index = int(vboneindex.x);
+
+ vec4 dqreal = animdata[index] * vboneweight.x;
+ vec4 dqdual = animdata[index+1] * vboneweight.x;
+ index = int(vboneindex.y);
+ dqreal += animdata[index] * vboneweight.y;
+ dqdual += animdata[index+1] * vboneweight.y;
+
+ index = int(vboneindex.z);
+ dqreal += animdata[index] * vboneweight.z;
+ dqdual += animdata[index+1] * vboneweight.z;
+
+
+ float len = length(dqreal);
+ dqreal /= len;
+ dqdual /= len;
+
+
+ vec4 mpos = vec4((cross(dqreal.xyz, cross(dqreal.xyz, vvertex.xyz) + vvertex.xyz*dqreal.w + dqdual.xyz) + dqdual.xyz*dqreal.w - dqreal.xyz*dqdual.w)*2.0 + vvertex.xyz, vvertex.w);
+
+
+
+
+ gl_Position = modelmatrix * mpos;
+
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+void main(void)
+ {
+
+ }
+
diff --git a/shaders/tesseract/272.shader_test b/shaders/tesseract/272.shader_test
new file mode 100644
index 0000000..273fed2
--- /dev/null
+++ b/shaders/tesseract/272.shader_test
@@ -0,0 +1,64 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+
+ attribute vec4 vboneweight, vboneindex;
+ #pragma CUBE2_uniform animdata
+ uniform vec4 animdata[192];
+
+ uniform mat4 modelmatrix;
+
+ void main(void)
+ {
+
+ int index = int(vboneindex.x);
+
+ vec4 dqreal = animdata[index] * vboneweight.x;
+ vec4 dqdual = animdata[index+1] * vboneweight.x;
+ index = int(vboneindex.y);
+ dqreal += animdata[index] * vboneweight.y;
+ dqdual += animdata[index+1] * vboneweight.y;
+
+ index = int(vboneindex.z);
+ dqreal += animdata[index] * vboneweight.z;
+ dqdual += animdata[index+1] * vboneweight.z;
+
+
+ index = int(vboneindex.w);
+ dqreal += animdata[index] * vboneweight.w;
+ dqdual += animdata[index+1] * vboneweight.w;
+
+ float len = length(dqreal);
+ dqreal /= len;
+ dqdual /= len;
+
+
+ vec4 mpos = vec4((cross(dqreal.xyz, cross(dqreal.xyz, vvertex.xyz) + vvertex.xyz*dqreal.w + dqdual.xyz) + dqdual.xyz*dqreal.w - dqreal.xyz*dqdual.w)*2.0 + vvertex.xyz, vvertex.w);
+
+
+
+
+ gl_Position = modelmatrix * mpos;
+
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+void main(void)
+ {
+
+ }
+
diff --git a/shaders/tesseract/275.shader_test b/shaders/tesseract/275.shader_test
new file mode 100644
index 0000000..f12bd13
--- /dev/null
+++ b/shaders/tesseract/275.shader_test
@@ -0,0 +1,152 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vtangent;
+ attribute vec2 vtexcoord0;
+
+ uniform mat4 modelmatrix;
+ uniform mat3 modelworld;
+ uniform vec3 modelcamera;
+ uniform vec2 texscroll;
+
+ varying mat3 world;
+
+
+ varying vec3 camvec;
+
+
+ varying vec2 texcoord0;
+
+ void main(void)
+ {
+
+ #define mpos vvertex
+ #define mquat vtangent
+
+ vec4 qxyz = mquat.xxyy*mquat.yzyz, qxzw = vec4(mquat.xzw, -mquat.w);
+ vec3 mtangent = (qxzw.yzw*mquat.zzy + qxyz.zxy)*vec3(-2.0, 2.0, 2.0) + vec3(1.0, 0.0, 0.0);
+ vec3 mnormal = (qxzw.zwx*mquat.yxx + qxyz.ywz)*vec3(2.0, 2.0, -2.0) + vec3(0.0, 0.0, 1.0);
+
+
+
+
+
+ gl_Position = modelmatrix * mpos;
+
+ texcoord0 = vtexcoord0 + texscroll;
+
+
+
+
+ camvec = modelworld * normalize(modelcamera - mpos.xyz);
+
+
+
+
+
+ vec3 wnormal = modelworld * mnormal;
+ vec3 wtangent = modelworld * mtangent;
+ vec3 wbitangent = cross(wnormal, wtangent) * (vtangent.w < 0.0 ? -1.0 : 1.0);
+ world = mat3(wtangent, wbitangent, wnormal);
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define gcolor gl_FragData[0]
+#define gnormal gl_FragData[1]
+#define gglow gl_FragData[2]
+varying mat3 world;
+
+
+ uniform vec2 envmapscale;
+ varying vec3 camvec;
+
+ uniform vec4 colorscale;
+ uniform vec2 fullbright;
+ uniform vec2 maskscale;
+
+ uniform sampler2D tex0;
+ uniform sampler2D tex1;
+ uniform samplerCube tex2;
+ uniform sampler2D tex3;
+
+
+ fragdata(0, gcolor, vec4)
+ fragdata(1, gnormal, vec4)
+ fragdata(2, gglow, vec4)
+
+
+
+ varying vec2 texcoord0;
+ uniform float aamask;
+
+ void main(void)
+ {
+ vec4 diffuse = texture2D(tex0, texcoord0);
+
+
+
+ gcolor.rgb = diffuse.rgb*colorscale.rgb;
+
+
+
+
+ vec3 normal = texture2D(tex3, texcoord0).rgb - 0.5;
+
+ normal = normalize(world * normal);
+
+
+ float spec = maskscale.x;
+
+ vec3 masks = texture2D(tex1, texcoord0).rgb;
+ spec *= masks.r;
+
+
+ vec3 camn = normalize(camvec);
+ float invfresnel = dot(camn, normal);
+ vec3 rvec = 2.0*invfresnel*normal - camn;
+ float rmod = envmapscale.x*clamp(invfresnel, 0.0, 1.0) + envmapscale.y;
+ vec3 reflect = textureCube(tex2, rvec).rgb;
+ gcolor.rgb = mix(gcolor.rgb, reflect, rmod*masks.b);
+
+
+ gcolor.a = 0.5*spec;
+
+
+ float glowk = max(maskscale.y*masks.g, fullbright.y), colork = max(fullbright.x-glowk, 0.0);
+
+
+
+
+ glowk /= glowk + colork + 1.0e-3;
+ gcolor.rgb = gcolor.rgb * (1.0 - 2.0*glowk*(glowk - 1.0));
+ #define packnorm 1.0-glowk
+
+
+
+ gnormal.rgb = normal*0.5 + 0.5;
+ #ifdef packnorm
+ gnormal.a = (packnorm);
+ #else
+ gnormal.a = 1.0;
+ #endif
+
+
+
+
+
+
+ }
+
diff --git a/shaders/tesseract/277.shader_test b/shaders/tesseract/277.shader_test
new file mode 100644
index 0000000..2dcf939
--- /dev/null
+++ b/shaders/tesseract/277.shader_test
@@ -0,0 +1,165 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vtangent;
+ attribute vec2 vtexcoord0;
+
+ attribute vec4 vboneweight, vboneindex;
+ #pragma CUBE2_uniform animdata
+ uniform vec4 animdata[192];
+
+ uniform mat4 modelmatrix;
+ uniform mat3 modelworld;
+ uniform vec3 modelcamera;
+ uniform vec2 texscroll;
+
+ varying mat3 world;
+
+
+ varying vec3 camvec;
+
+
+ varying vec2 texcoord0;
+
+ void main(void)
+ {
+
+ int index = int(vboneindex.x);
+
+ vec4 dqreal = animdata[index];
+ vec4 dqdual = animdata[index+1];
+
+
+ vec4 mpos = vec4((cross(dqreal.xyz, cross(dqreal.xyz, vvertex.xyz) + vvertex.xyz*dqreal.w + dqdual.xyz) + dqdual.xyz*dqreal.w - dqreal.xyz*dqdual.w)*2.0 + vvertex.xyz, vvertex.w);
+
+
+ vec4 mquat = vec4(cross(dqreal.xyz, vtangent.xyz) + dqreal.xyz*vtangent.w + vtangent.xyz*dqreal.w, dqreal.w*vtangent.w - dot(dqreal.xyz, vtangent.xyz));
+
+ vec4 qxyz = mquat.xxyy*mquat.yzyz, qxzw = vec4(mquat.xzw, -mquat.w);
+ vec3 mtangent = (qxzw.yzw*mquat.zzy + qxyz.zxy)*vec3(-2.0, 2.0, 2.0) + vec3(1.0, 0.0, 0.0);
+ vec3 mnormal = (qxzw.zwx*mquat.yxx + qxyz.ywz)*vec3(2.0, 2.0, -2.0) + vec3(0.0, 0.0, 1.0);
+
+
+
+
+
+
+ gl_Position = modelmatrix * mpos;
+
+ texcoord0 = vtexcoord0 + texscroll;
+
+
+
+
+ camvec = modelworld * normalize(modelcamera - mpos.xyz);
+
+
+
+
+
+ vec3 wnormal = modelworld * mnormal;
+ vec3 wtangent = modelworld * mtangent;
+ vec3 wbitangent = cross(wnormal, wtangent) * (vtangent.w < 0.0 ? -1.0 : 1.0);
+ world = mat3(wtangent, wbitangent, wnormal);
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define gcolor gl_FragData[0]
+#define gnormal gl_FragData[1]
+#define gglow gl_FragData[2]
+varying mat3 world;
+
+
+ uniform vec2 envmapscale;
+ varying vec3 camvec;
+
+ uniform vec4 colorscale;
+ uniform vec2 fullbright;
+ uniform vec2 maskscale;
+
+ uniform sampler2D tex0;
+ uniform sampler2D tex1;
+ uniform samplerCube tex2;
+ uniform sampler2D tex3;
+
+
+ fragdata(0, gcolor, vec4)
+ fragdata(1, gnormal, vec4)
+ fragdata(2, gglow, vec4)
+
+
+
+ varying vec2 texcoord0;
+ uniform float aamask;
+
+ void main(void)
+ {
+ vec4 diffuse = texture2D(tex0, texcoord0);
+
+
+
+ gcolor.rgb = diffuse.rgb*colorscale.rgb;
+
+
+
+
+ vec3 normal = texture2D(tex3, texcoord0).rgb - 0.5;
+
+ normal = normalize(world * normal);
+
+
+ float spec = maskscale.x;
+
+ vec3 masks = texture2D(tex1, texcoord0).rgb;
+ spec *= masks.r;
+
+
+ vec3 camn = normalize(camvec);
+ float invfresnel = dot(camn, normal);
+ vec3 rvec = 2.0*invfresnel*normal - camn;
+ float rmod = envmapscale.x*clamp(invfresnel, 0.0, 1.0) + envmapscale.y;
+ vec3 reflect = textureCube(tex2, rvec).rgb;
+ gcolor.rgb = mix(gcolor.rgb, reflect, rmod*masks.b);
+
+
+ gcolor.a = 0.5*spec;
+
+
+ float glowk = max(maskscale.y*masks.g, fullbright.y), colork = max(fullbright.x-glowk, 0.0);
+
+
+
+
+ glowk /= glowk + colork + 1.0e-3;
+ gcolor.rgb = gcolor.rgb * (1.0 - 2.0*glowk*(glowk - 1.0));
+ #define packnorm 1.0-glowk
+
+
+
+ gnormal.rgb = normal*0.5 + 0.5;
+ #ifdef packnorm
+ gnormal.a = (packnorm);
+ #else
+ gnormal.a = 1.0;
+ #endif
+
+
+
+
+
+
+ }
+
diff --git a/shaders/tesseract/279.shader_test b/shaders/tesseract/279.shader_test
new file mode 100644
index 0000000..187a6bd
--- /dev/null
+++ b/shaders/tesseract/279.shader_test
@@ -0,0 +1,173 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vtangent;
+ attribute vec2 vtexcoord0;
+
+ attribute vec4 vboneweight, vboneindex;
+ #pragma CUBE2_uniform animdata
+ uniform vec4 animdata[192];
+
+ uniform mat4 modelmatrix;
+ uniform mat3 modelworld;
+ uniform vec3 modelcamera;
+ uniform vec2 texscroll;
+
+ varying mat3 world;
+
+
+ varying vec3 camvec;
+
+
+ varying vec2 texcoord0;
+
+ void main(void)
+ {
+
+ int index = int(vboneindex.x);
+
+ vec4 dqreal = animdata[index] * vboneweight.x;
+ vec4 dqdual = animdata[index+1] * vboneweight.x;
+ index = int(vboneindex.y);
+ dqreal += animdata[index] * vboneweight.y;
+ dqdual += animdata[index+1] * vboneweight.y;
+
+
+ float len = length(dqreal);
+ dqreal /= len;
+ dqdual /= len;
+
+
+ vec4 mpos = vec4((cross(dqreal.xyz, cross(dqreal.xyz, vvertex.xyz) + vvertex.xyz*dqreal.w + dqdual.xyz) + dqdual.xyz*dqreal.w - dqreal.xyz*dqdual.w)*2.0 + vvertex.xyz, vvertex.w);
+
+
+ vec4 mquat = vec4(cross(dqreal.xyz, vtangent.xyz) + dqreal.xyz*vtangent.w + vtangent.xyz*dqreal.w, dqreal.w*vtangent.w - dot(dqreal.xyz, vtangent.xyz));
+
+ vec4 qxyz = mquat.xxyy*mquat.yzyz, qxzw = vec4(mquat.xzw, -mquat.w);
+ vec3 mtangent = (qxzw.yzw*mquat.zzy + qxyz.zxy)*vec3(-2.0, 2.0, 2.0) + vec3(1.0, 0.0, 0.0);
+ vec3 mnormal = (qxzw.zwx*mquat.yxx + qxyz.ywz)*vec3(2.0, 2.0, -2.0) + vec3(0.0, 0.0, 1.0);
+
+
+
+
+
+
+ gl_Position = modelmatrix * mpos;
+
+ texcoord0 = vtexcoord0 + texscroll;
+
+
+
+
+ camvec = modelworld * normalize(modelcamera - mpos.xyz);
+
+
+
+
+
+ vec3 wnormal = modelworld * mnormal;
+ vec3 wtangent = modelworld * mtangent;
+ vec3 wbitangent = cross(wnormal, wtangent) * (vtangent.w < 0.0 ? -1.0 : 1.0);
+ world = mat3(wtangent, wbitangent, wnormal);
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define gcolor gl_FragData[0]
+#define gnormal gl_FragData[1]
+#define gglow gl_FragData[2]
+varying mat3 world;
+
+
+ uniform vec2 envmapscale;
+ varying vec3 camvec;
+
+ uniform vec4 colorscale;
+ uniform vec2 fullbright;
+ uniform vec2 maskscale;
+
+ uniform sampler2D tex0;
+ uniform sampler2D tex1;
+ uniform samplerCube tex2;
+ uniform sampler2D tex3;
+
+
+ fragdata(0, gcolor, vec4)
+ fragdata(1, gnormal, vec4)
+ fragdata(2, gglow, vec4)
+
+
+
+ varying vec2 texcoord0;
+ uniform float aamask;
+
+ void main(void)
+ {
+ vec4 diffuse = texture2D(tex0, texcoord0);
+
+
+
+ gcolor.rgb = diffuse.rgb*colorscale.rgb;
+
+
+
+
+ vec3 normal = texture2D(tex3, texcoord0).rgb - 0.5;
+
+ normal = normalize(world * normal);
+
+
+ float spec = maskscale.x;
+
+ vec3 masks = texture2D(tex1, texcoord0).rgb;
+ spec *= masks.r;
+
+
+ vec3 camn = normalize(camvec);
+ float invfresnel = dot(camn, normal);
+ vec3 rvec = 2.0*invfresnel*normal - camn;
+ float rmod = envmapscale.x*clamp(invfresnel, 0.0, 1.0) + envmapscale.y;
+ vec3 reflect = textureCube(tex2, rvec).rgb;
+ gcolor.rgb = mix(gcolor.rgb, reflect, rmod*masks.b);
+
+
+ gcolor.a = 0.5*spec;
+
+
+ float glowk = max(maskscale.y*masks.g, fullbright.y), colork = max(fullbright.x-glowk, 0.0);
+
+
+
+
+ glowk /= glowk + colork + 1.0e-3;
+ gcolor.rgb = gcolor.rgb * (1.0 - 2.0*glowk*(glowk - 1.0));
+ #define packnorm 1.0-glowk
+
+
+
+ gnormal.rgb = normal*0.5 + 0.5;
+ #ifdef packnorm
+ gnormal.a = (packnorm);
+ #else
+ gnormal.a = 1.0;
+ #endif
+
+
+
+
+
+
+ }
+
diff --git a/shaders/tesseract/281.shader_test b/shaders/tesseract/281.shader_test
new file mode 100644
index 0000000..bc71ae7
--- /dev/null
+++ b/shaders/tesseract/281.shader_test
@@ -0,0 +1,177 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vtangent;
+ attribute vec2 vtexcoord0;
+
+ attribute vec4 vboneweight, vboneindex;
+ #pragma CUBE2_uniform animdata
+ uniform vec4 animdata[192];
+
+ uniform mat4 modelmatrix;
+ uniform mat3 modelworld;
+ uniform vec3 modelcamera;
+ uniform vec2 texscroll;
+
+ varying mat3 world;
+
+
+ varying vec3 camvec;
+
+
+ varying vec2 texcoord0;
+
+ void main(void)
+ {
+
+ int index = int(vboneindex.x);
+
+ vec4 dqreal = animdata[index] * vboneweight.x;
+ vec4 dqdual = animdata[index+1] * vboneweight.x;
+ index = int(vboneindex.y);
+ dqreal += animdata[index] * vboneweight.y;
+ dqdual += animdata[index+1] * vboneweight.y;
+
+ index = int(vboneindex.z);
+ dqreal += animdata[index] * vboneweight.z;
+ dqdual += animdata[index+1] * vboneweight.z;
+
+
+ float len = length(dqreal);
+ dqreal /= len;
+ dqdual /= len;
+
+
+ vec4 mpos = vec4((cross(dqreal.xyz, cross(dqreal.xyz, vvertex.xyz) + vvertex.xyz*dqreal.w + dqdual.xyz) + dqdual.xyz*dqreal.w - dqreal.xyz*dqdual.w)*2.0 + vvertex.xyz, vvertex.w);
+
+
+ vec4 mquat = vec4(cross(dqreal.xyz, vtangent.xyz) + dqreal.xyz*vtangent.w + vtangent.xyz*dqreal.w, dqreal.w*vtangent.w - dot(dqreal.xyz, vtangent.xyz));
+
+ vec4 qxyz = mquat.xxyy*mquat.yzyz, qxzw = vec4(mquat.xzw, -mquat.w);
+ vec3 mtangent = (qxzw.yzw*mquat.zzy + qxyz.zxy)*vec3(-2.0, 2.0, 2.0) + vec3(1.0, 0.0, 0.0);
+ vec3 mnormal = (qxzw.zwx*mquat.yxx + qxyz.ywz)*vec3(2.0, 2.0, -2.0) + vec3(0.0, 0.0, 1.0);
+
+
+
+
+
+
+ gl_Position = modelmatrix * mpos;
+
+ texcoord0 = vtexcoord0 + texscroll;
+
+
+
+
+ camvec = modelworld * normalize(modelcamera - mpos.xyz);
+
+
+
+
+
+ vec3 wnormal = modelworld * mnormal;
+ vec3 wtangent = modelworld * mtangent;
+ vec3 wbitangent = cross(wnormal, wtangent) * (vtangent.w < 0.0 ? -1.0 : 1.0);
+ world = mat3(wtangent, wbitangent, wnormal);
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define gcolor gl_FragData[0]
+#define gnormal gl_FragData[1]
+#define gglow gl_FragData[2]
+varying mat3 world;
+
+
+ uniform vec2 envmapscale;
+ varying vec3 camvec;
+
+ uniform vec4 colorscale;
+ uniform vec2 fullbright;
+ uniform vec2 maskscale;
+
+ uniform sampler2D tex0;
+ uniform sampler2D tex1;
+ uniform samplerCube tex2;
+ uniform sampler2D tex3;
+
+
+ fragdata(0, gcolor, vec4)
+ fragdata(1, gnormal, vec4)
+ fragdata(2, gglow, vec4)
+
+
+
+ varying vec2 texcoord0;
+ uniform float aamask;
+
+ void main(void)
+ {
+ vec4 diffuse = texture2D(tex0, texcoord0);
+
+
+
+ gcolor.rgb = diffuse.rgb*colorscale.rgb;
+
+
+
+
+ vec3 normal = texture2D(tex3, texcoord0).rgb - 0.5;
+
+ normal = normalize(world * normal);
+
+
+ float spec = maskscale.x;
+
+ vec3 masks = texture2D(tex1, texcoord0).rgb;
+ spec *= masks.r;
+
+
+ vec3 camn = normalize(camvec);
+ float invfresnel = dot(camn, normal);
+ vec3 rvec = 2.0*invfresnel*normal - camn;
+ float rmod = envmapscale.x*clamp(invfresnel, 0.0, 1.0) + envmapscale.y;
+ vec3 reflect = textureCube(tex2, rvec).rgb;
+ gcolor.rgb = mix(gcolor.rgb, reflect, rmod*masks.b);
+
+
+ gcolor.a = 0.5*spec;
+
+
+ float glowk = max(maskscale.y*masks.g, fullbright.y), colork = max(fullbright.x-glowk, 0.0);
+
+
+
+
+ glowk /= glowk + colork + 1.0e-3;
+ gcolor.rgb = gcolor.rgb * (1.0 - 2.0*glowk*(glowk - 1.0));
+ #define packnorm 1.0-glowk
+
+
+
+ gnormal.rgb = normal*0.5 + 0.5;
+ #ifdef packnorm
+ gnormal.a = (packnorm);
+ #else
+ gnormal.a = 1.0;
+ #endif
+
+
+
+
+
+
+ }
+
diff --git a/shaders/tesseract/283.shader_test b/shaders/tesseract/283.shader_test
new file mode 100644
index 0000000..80a75ba
--- /dev/null
+++ b/shaders/tesseract/283.shader_test
@@ -0,0 +1,181 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vtangent;
+ attribute vec2 vtexcoord0;
+
+ attribute vec4 vboneweight, vboneindex;
+ #pragma CUBE2_uniform animdata
+ uniform vec4 animdata[192];
+
+ uniform mat4 modelmatrix;
+ uniform mat3 modelworld;
+ uniform vec3 modelcamera;
+ uniform vec2 texscroll;
+
+ varying mat3 world;
+
+
+ varying vec3 camvec;
+
+
+ varying vec2 texcoord0;
+
+ void main(void)
+ {
+
+ int index = int(vboneindex.x);
+
+ vec4 dqreal = animdata[index] * vboneweight.x;
+ vec4 dqdual = animdata[index+1] * vboneweight.x;
+ index = int(vboneindex.y);
+ dqreal += animdata[index] * vboneweight.y;
+ dqdual += animdata[index+1] * vboneweight.y;
+
+ index = int(vboneindex.z);
+ dqreal += animdata[index] * vboneweight.z;
+ dqdual += animdata[index+1] * vboneweight.z;
+
+
+ index = int(vboneindex.w);
+ dqreal += animdata[index] * vboneweight.w;
+ dqdual += animdata[index+1] * vboneweight.w;
+
+ float len = length(dqreal);
+ dqreal /= len;
+ dqdual /= len;
+
+
+ vec4 mpos = vec4((cross(dqreal.xyz, cross(dqreal.xyz, vvertex.xyz) + vvertex.xyz*dqreal.w + dqdual.xyz) + dqdual.xyz*dqreal.w - dqreal.xyz*dqdual.w)*2.0 + vvertex.xyz, vvertex.w);
+
+
+ vec4 mquat = vec4(cross(dqreal.xyz, vtangent.xyz) + dqreal.xyz*vtangent.w + vtangent.xyz*dqreal.w, dqreal.w*vtangent.w - dot(dqreal.xyz, vtangent.xyz));
+
+ vec4 qxyz = mquat.xxyy*mquat.yzyz, qxzw = vec4(mquat.xzw, -mquat.w);
+ vec3 mtangent = (qxzw.yzw*mquat.zzy + qxyz.zxy)*vec3(-2.0, 2.0, 2.0) + vec3(1.0, 0.0, 0.0);
+ vec3 mnormal = (qxzw.zwx*mquat.yxx + qxyz.ywz)*vec3(2.0, 2.0, -2.0) + vec3(0.0, 0.0, 1.0);
+
+
+
+
+
+
+ gl_Position = modelmatrix * mpos;
+
+ texcoord0 = vtexcoord0 + texscroll;
+
+
+
+
+ camvec = modelworld * normalize(modelcamera - mpos.xyz);
+
+
+
+
+
+ vec3 wnormal = modelworld * mnormal;
+ vec3 wtangent = modelworld * mtangent;
+ vec3 wbitangent = cross(wnormal, wtangent) * (vtangent.w < 0.0 ? -1.0 : 1.0);
+ world = mat3(wtangent, wbitangent, wnormal);
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define gcolor gl_FragData[0]
+#define gnormal gl_FragData[1]
+#define gglow gl_FragData[2]
+varying mat3 world;
+
+
+ uniform vec2 envmapscale;
+ varying vec3 camvec;
+
+ uniform vec4 colorscale;
+ uniform vec2 fullbright;
+ uniform vec2 maskscale;
+
+ uniform sampler2D tex0;
+ uniform sampler2D tex1;
+ uniform samplerCube tex2;
+ uniform sampler2D tex3;
+
+
+ fragdata(0, gcolor, vec4)
+ fragdata(1, gnormal, vec4)
+ fragdata(2, gglow, vec4)
+
+
+
+ varying vec2 texcoord0;
+ uniform float aamask;
+
+ void main(void)
+ {
+ vec4 diffuse = texture2D(tex0, texcoord0);
+
+
+
+ gcolor.rgb = diffuse.rgb*colorscale.rgb;
+
+
+
+
+ vec3 normal = texture2D(tex3, texcoord0).rgb - 0.5;
+
+ normal = normalize(world * normal);
+
+
+ float spec = maskscale.x;
+
+ vec3 masks = texture2D(tex1, texcoord0).rgb;
+ spec *= masks.r;
+
+
+ vec3 camn = normalize(camvec);
+ float invfresnel = dot(camn, normal);
+ vec3 rvec = 2.0*invfresnel*normal - camn;
+ float rmod = envmapscale.x*clamp(invfresnel, 0.0, 1.0) + envmapscale.y;
+ vec3 reflect = textureCube(tex2, rvec).rgb;
+ gcolor.rgb = mix(gcolor.rgb, reflect, rmod*masks.b);
+
+
+ gcolor.a = 0.5*spec;
+
+
+ float glowk = max(maskscale.y*masks.g, fullbright.y), colork = max(fullbright.x-glowk, 0.0);
+
+
+
+
+ glowk /= glowk + colork + 1.0e-3;
+ gcolor.rgb = gcolor.rgb * (1.0 - 2.0*glowk*(glowk - 1.0));
+ #define packnorm 1.0-glowk
+
+
+
+ gnormal.rgb = normal*0.5 + 0.5;
+ #ifdef packnorm
+ gnormal.a = (packnorm);
+ #else
+ gnormal.a = 1.0;
+ #endif
+
+
+
+
+
+
+ }
+
diff --git a/shaders/tesseract/285.shader_test b/shaders/tesseract/285.shader_test
new file mode 100644
index 0000000..d44fc30
--- /dev/null
+++ b/shaders/tesseract/285.shader_test
@@ -0,0 +1,152 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vtangent;
+ attribute vec2 vtexcoord0;
+
+ uniform mat4 modelmatrix;
+ uniform mat3 modelworld;
+ uniform vec3 modelcamera;
+ uniform vec2 texscroll;
+
+ varying mat3 world;
+
+
+ varying vec3 camvec;
+
+
+ varying vec2 texcoord0;
+
+ void main(void)
+ {
+
+ #define mpos vvertex
+ #define mquat vtangent
+
+ vec4 qxyz = mquat.xxyy*mquat.yzyz, qxzw = vec4(mquat.xzw, -mquat.w);
+ vec3 mtangent = (qxzw.yzw*mquat.zzy + qxyz.zxy)*vec3(-2.0, 2.0, 2.0) + vec3(1.0, 0.0, 0.0);
+ vec3 mnormal = (qxzw.zwx*mquat.yxx + qxyz.ywz)*vec3(2.0, 2.0, -2.0) + vec3(0.0, 0.0, 1.0);
+
+
+
+
+
+ gl_Position = modelmatrix * mpos;
+
+ texcoord0 = vtexcoord0 + texscroll;
+
+
+
+
+ camvec = modelworld * normalize(modelcamera - mpos.xyz);
+
+
+
+
+
+ vec3 wnormal = modelworld * mnormal;
+ vec3 wtangent = modelworld * mtangent;
+ vec3 wbitangent = cross(wnormal, wtangent) * (vtangent.w < 0.0 ? -1.0 : 1.0);
+ world = mat3(wtangent, wbitangent, wnormal);
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define gcolor gl_FragData[0]
+#define gnormal gl_FragData[1]
+#define gglow gl_FragData[2]
+varying mat3 world;
+
+
+ uniform vec2 envmapscale;
+ varying vec3 camvec;
+
+ uniform vec4 colorscale;
+ uniform vec2 fullbright;
+ uniform vec2 maskscale;
+
+ uniform sampler2D tex0;
+ uniform sampler2D tex1;
+ uniform samplerCube tex2;
+ uniform sampler2D tex3;
+
+
+ fragdata(0, gcolor, vec4)
+ fragdata(1, gnormal, vec4)
+ fragdata(2, gglow, vec4)
+
+
+
+ varying vec2 texcoord0;
+ uniform float aamask;
+
+ void main(void)
+ {
+ vec4 diffuse = texture2D(tex0, texcoord0);
+
+
+
+ gcolor.rgb = diffuse.rgb*colorscale.rgb;
+
+
+
+
+ vec3 normal = texture2D(tex3, texcoord0).rgb - 0.5;
+
+ normal = normalize(world * normal);
+
+
+ float spec = maskscale.x;
+
+ vec3 masks = texture2D(tex1, texcoord0).rgb;
+ spec *= masks.r;
+
+
+ vec3 camn = normalize(camvec);
+ float invfresnel = dot(camn, normal);
+ vec3 rvec = 2.0*invfresnel*normal - camn;
+ float rmod = envmapscale.x*clamp(invfresnel, 0.0, 1.0) + envmapscale.y;
+ vec3 reflect = textureCube(tex2, rvec).rgb;
+ gcolor.rgb = mix(gcolor.rgb, reflect, rmod*masks.b);
+
+
+ gcolor.a = 0.5*spec;
+
+
+ float glowk = max(maskscale.y*masks.g, fullbright.y), colork = max(fullbright.x-glowk, 0.0);
+
+
+
+ gglow.rgb = gcolor.rgb*glowk;
+ gcolor.rgb *= colork;
+ #define packnorm colorscale.a
+
+
+
+ gnormal.rgb = normal*0.5 + 0.5;
+ #ifdef packnorm
+ gnormal.a = (packnorm);
+ #else
+ gnormal.a = 1.0;
+ #endif
+
+
+
+
+
+
+ }
+
+
diff --git a/shaders/tesseract/286.shader_test b/shaders/tesseract/286.shader_test
new file mode 100644
index 0000000..f2503d6
--- /dev/null
+++ b/shaders/tesseract/286.shader_test
@@ -0,0 +1,165 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vtangent;
+ attribute vec2 vtexcoord0;
+
+ attribute vec4 vboneweight, vboneindex;
+ #pragma CUBE2_uniform animdata
+ uniform vec4 animdata[192];
+
+ uniform mat4 modelmatrix;
+ uniform mat3 modelworld;
+ uniform vec3 modelcamera;
+ uniform vec2 texscroll;
+
+ varying mat3 world;
+
+
+ varying vec3 camvec;
+
+
+ varying vec2 texcoord0;
+
+ void main(void)
+ {
+
+ int index = int(vboneindex.x);
+
+ vec4 dqreal = animdata[index];
+ vec4 dqdual = animdata[index+1];
+
+
+ vec4 mpos = vec4((cross(dqreal.xyz, cross(dqreal.xyz, vvertex.xyz) + vvertex.xyz*dqreal.w + dqdual.xyz) + dqdual.xyz*dqreal.w - dqreal.xyz*dqdual.w)*2.0 + vvertex.xyz, vvertex.w);
+
+
+ vec4 mquat = vec4(cross(dqreal.xyz, vtangent.xyz) + dqreal.xyz*vtangent.w + vtangent.xyz*dqreal.w, dqreal.w*vtangent.w - dot(dqreal.xyz, vtangent.xyz));
+
+ vec4 qxyz = mquat.xxyy*mquat.yzyz, qxzw = vec4(mquat.xzw, -mquat.w);
+ vec3 mtangent = (qxzw.yzw*mquat.zzy + qxyz.zxy)*vec3(-2.0, 2.0, 2.0) + vec3(1.0, 0.0, 0.0);
+ vec3 mnormal = (qxzw.zwx*mquat.yxx + qxyz.ywz)*vec3(2.0, 2.0, -2.0) + vec3(0.0, 0.0, 1.0);
+
+
+
+
+
+
+ gl_Position = modelmatrix * mpos;
+
+ texcoord0 = vtexcoord0 + texscroll;
+
+
+
+
+ camvec = modelworld * normalize(modelcamera - mpos.xyz);
+
+
+
+
+
+ vec3 wnormal = modelworld * mnormal;
+ vec3 wtangent = modelworld * mtangent;
+ vec3 wbitangent = cross(wnormal, wtangent) * (vtangent.w < 0.0 ? -1.0 : 1.0);
+ world = mat3(wtangent, wbitangent, wnormal);
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define gcolor gl_FragData[0]
+#define gnormal gl_FragData[1]
+#define gglow gl_FragData[2]
+varying mat3 world;
+
+
+ uniform vec2 envmapscale;
+ varying vec3 camvec;
+
+ uniform vec4 colorscale;
+ uniform vec2 fullbright;
+ uniform vec2 maskscale;
+
+ uniform sampler2D tex0;
+ uniform sampler2D tex1;
+ uniform samplerCube tex2;
+ uniform sampler2D tex3;
+
+
+ fragdata(0, gcolor, vec4)
+ fragdata(1, gnormal, vec4)
+ fragdata(2, gglow, vec4)
+
+
+
+ varying vec2 texcoord0;
+ uniform float aamask;
+
+ void main(void)
+ {
+ vec4 diffuse = texture2D(tex0, texcoord0);
+
+
+
+ gcolor.rgb = diffuse.rgb*colorscale.rgb;
+
+
+
+
+ vec3 normal = texture2D(tex3, texcoord0).rgb - 0.5;
+
+ normal = normalize(world * normal);
+
+
+ float spec = maskscale.x;
+
+ vec3 masks = texture2D(tex1, texcoord0).rgb;
+ spec *= masks.r;
+
+
+ vec3 camn = normalize(camvec);
+ float invfresnel = dot(camn, normal);
+ vec3 rvec = 2.0*invfresnel*normal - camn;
+ float rmod = envmapscale.x*clamp(invfresnel, 0.0, 1.0) + envmapscale.y;
+ vec3 reflect = textureCube(tex2, rvec).rgb;
+ gcolor.rgb = mix(gcolor.rgb, reflect, rmod*masks.b);
+
+
+ gcolor.a = 0.5*spec;
+
+
+ float glowk = max(maskscale.y*masks.g, fullbright.y), colork = max(fullbright.x-glowk, 0.0);
+
+
+
+ gglow.rgb = gcolor.rgb*glowk;
+ gcolor.rgb *= colork;
+ #define packnorm colorscale.a
+
+
+
+ gnormal.rgb = normal*0.5 + 0.5;
+ #ifdef packnorm
+ gnormal.a = (packnorm);
+ #else
+ gnormal.a = 1.0;
+ #endif
+
+
+
+
+
+
+ }
+
+
diff --git a/shaders/tesseract/287.shader_test b/shaders/tesseract/287.shader_test
new file mode 100644
index 0000000..46164ca
--- /dev/null
+++ b/shaders/tesseract/287.shader_test
@@ -0,0 +1,173 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vtangent;
+ attribute vec2 vtexcoord0;
+
+ attribute vec4 vboneweight, vboneindex;
+ #pragma CUBE2_uniform animdata
+ uniform vec4 animdata[192];
+
+ uniform mat4 modelmatrix;
+ uniform mat3 modelworld;
+ uniform vec3 modelcamera;
+ uniform vec2 texscroll;
+
+ varying mat3 world;
+
+
+ varying vec3 camvec;
+
+
+ varying vec2 texcoord0;
+
+ void main(void)
+ {
+
+ int index = int(vboneindex.x);
+
+ vec4 dqreal = animdata[index] * vboneweight.x;
+ vec4 dqdual = animdata[index+1] * vboneweight.x;
+ index = int(vboneindex.y);
+ dqreal += animdata[index] * vboneweight.y;
+ dqdual += animdata[index+1] * vboneweight.y;
+
+
+ float len = length(dqreal);
+ dqreal /= len;
+ dqdual /= len;
+
+
+ vec4 mpos = vec4((cross(dqreal.xyz, cross(dqreal.xyz, vvertex.xyz) + vvertex.xyz*dqreal.w + dqdual.xyz) + dqdual.xyz*dqreal.w - dqreal.xyz*dqdual.w)*2.0 + vvertex.xyz, vvertex.w);
+
+
+ vec4 mquat = vec4(cross(dqreal.xyz, vtangent.xyz) + dqreal.xyz*vtangent.w + vtangent.xyz*dqreal.w, dqreal.w*vtangent.w - dot(dqreal.xyz, vtangent.xyz));
+
+ vec4 qxyz = mquat.xxyy*mquat.yzyz, qxzw = vec4(mquat.xzw, -mquat.w);
+ vec3 mtangent = (qxzw.yzw*mquat.zzy + qxyz.zxy)*vec3(-2.0, 2.0, 2.0) + vec3(1.0, 0.0, 0.0);
+ vec3 mnormal = (qxzw.zwx*mquat.yxx + qxyz.ywz)*vec3(2.0, 2.0, -2.0) + vec3(0.0, 0.0, 1.0);
+
+
+
+
+
+
+ gl_Position = modelmatrix * mpos;
+
+ texcoord0 = vtexcoord0 + texscroll;
+
+
+
+
+ camvec = modelworld * normalize(modelcamera - mpos.xyz);
+
+
+
+
+
+ vec3 wnormal = modelworld * mnormal;
+ vec3 wtangent = modelworld * mtangent;
+ vec3 wbitangent = cross(wnormal, wtangent) * (vtangent.w < 0.0 ? -1.0 : 1.0);
+ world = mat3(wtangent, wbitangent, wnormal);
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define gcolor gl_FragData[0]
+#define gnormal gl_FragData[1]
+#define gglow gl_FragData[2]
+varying mat3 world;
+
+
+ uniform vec2 envmapscale;
+ varying vec3 camvec;
+
+ uniform vec4 colorscale;
+ uniform vec2 fullbright;
+ uniform vec2 maskscale;
+
+ uniform sampler2D tex0;
+ uniform sampler2D tex1;
+ uniform samplerCube tex2;
+ uniform sampler2D tex3;
+
+
+ fragdata(0, gcolor, vec4)
+ fragdata(1, gnormal, vec4)
+ fragdata(2, gglow, vec4)
+
+
+
+ varying vec2 texcoord0;
+ uniform float aamask;
+
+ void main(void)
+ {
+ vec4 diffuse = texture2D(tex0, texcoord0);
+
+
+
+ gcolor.rgb = diffuse.rgb*colorscale.rgb;
+
+
+
+
+ vec3 normal = texture2D(tex3, texcoord0).rgb - 0.5;
+
+ normal = normalize(world * normal);
+
+
+ float spec = maskscale.x;
+
+ vec3 masks = texture2D(tex1, texcoord0).rgb;
+ spec *= masks.r;
+
+
+ vec3 camn = normalize(camvec);
+ float invfresnel = dot(camn, normal);
+ vec3 rvec = 2.0*invfresnel*normal - camn;
+ float rmod = envmapscale.x*clamp(invfresnel, 0.0, 1.0) + envmapscale.y;
+ vec3 reflect = textureCube(tex2, rvec).rgb;
+ gcolor.rgb = mix(gcolor.rgb, reflect, rmod*masks.b);
+
+
+ gcolor.a = 0.5*spec;
+
+
+ float glowk = max(maskscale.y*masks.g, fullbright.y), colork = max(fullbright.x-glowk, 0.0);
+
+
+
+ gglow.rgb = gcolor.rgb*glowk;
+ gcolor.rgb *= colork;
+ #define packnorm colorscale.a
+
+
+
+ gnormal.rgb = normal*0.5 + 0.5;
+ #ifdef packnorm
+ gnormal.a = (packnorm);
+ #else
+ gnormal.a = 1.0;
+ #endif
+
+
+
+
+
+
+ }
+
+
diff --git a/shaders/tesseract/288.shader_test b/shaders/tesseract/288.shader_test
new file mode 100644
index 0000000..fe45224
--- /dev/null
+++ b/shaders/tesseract/288.shader_test
@@ -0,0 +1,177 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vtangent;
+ attribute vec2 vtexcoord0;
+
+ attribute vec4 vboneweight, vboneindex;
+ #pragma CUBE2_uniform animdata
+ uniform vec4 animdata[192];
+
+ uniform mat4 modelmatrix;
+ uniform mat3 modelworld;
+ uniform vec3 modelcamera;
+ uniform vec2 texscroll;
+
+ varying mat3 world;
+
+
+ varying vec3 camvec;
+
+
+ varying vec2 texcoord0;
+
+ void main(void)
+ {
+
+ int index = int(vboneindex.x);
+
+ vec4 dqreal = animdata[index] * vboneweight.x;
+ vec4 dqdual = animdata[index+1] * vboneweight.x;
+ index = int(vboneindex.y);
+ dqreal += animdata[index] * vboneweight.y;
+ dqdual += animdata[index+1] * vboneweight.y;
+
+ index = int(vboneindex.z);
+ dqreal += animdata[index] * vboneweight.z;
+ dqdual += animdata[index+1] * vboneweight.z;
+
+
+ float len = length(dqreal);
+ dqreal /= len;
+ dqdual /= len;
+
+
+ vec4 mpos = vec4((cross(dqreal.xyz, cross(dqreal.xyz, vvertex.xyz) + vvertex.xyz*dqreal.w + dqdual.xyz) + dqdual.xyz*dqreal.w - dqreal.xyz*dqdual.w)*2.0 + vvertex.xyz, vvertex.w);
+
+
+ vec4 mquat = vec4(cross(dqreal.xyz, vtangent.xyz) + dqreal.xyz*vtangent.w + vtangent.xyz*dqreal.w, dqreal.w*vtangent.w - dot(dqreal.xyz, vtangent.xyz));
+
+ vec4 qxyz = mquat.xxyy*mquat.yzyz, qxzw = vec4(mquat.xzw, -mquat.w);
+ vec3 mtangent = (qxzw.yzw*mquat.zzy + qxyz.zxy)*vec3(-2.0, 2.0, 2.0) + vec3(1.0, 0.0, 0.0);
+ vec3 mnormal = (qxzw.zwx*mquat.yxx + qxyz.ywz)*vec3(2.0, 2.0, -2.0) + vec3(0.0, 0.0, 1.0);
+
+
+
+
+
+
+ gl_Position = modelmatrix * mpos;
+
+ texcoord0 = vtexcoord0 + texscroll;
+
+
+
+
+ camvec = modelworld * normalize(modelcamera - mpos.xyz);
+
+
+
+
+
+ vec3 wnormal = modelworld * mnormal;
+ vec3 wtangent = modelworld * mtangent;
+ vec3 wbitangent = cross(wnormal, wtangent) * (vtangent.w < 0.0 ? -1.0 : 1.0);
+ world = mat3(wtangent, wbitangent, wnormal);
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define gcolor gl_FragData[0]
+#define gnormal gl_FragData[1]
+#define gglow gl_FragData[2]
+varying mat3 world;
+
+
+ uniform vec2 envmapscale;
+ varying vec3 camvec;
+
+ uniform vec4 colorscale;
+ uniform vec2 fullbright;
+ uniform vec2 maskscale;
+
+ uniform sampler2D tex0;
+ uniform sampler2D tex1;
+ uniform samplerCube tex2;
+ uniform sampler2D tex3;
+
+
+ fragdata(0, gcolor, vec4)
+ fragdata(1, gnormal, vec4)
+ fragdata(2, gglow, vec4)
+
+
+
+ varying vec2 texcoord0;
+ uniform float aamask;
+
+ void main(void)
+ {
+ vec4 diffuse = texture2D(tex0, texcoord0);
+
+
+
+ gcolor.rgb = diffuse.rgb*colorscale.rgb;
+
+
+
+
+ vec3 normal = texture2D(tex3, texcoord0).rgb - 0.5;
+
+ normal = normalize(world * normal);
+
+
+ float spec = maskscale.x;
+
+ vec3 masks = texture2D(tex1, texcoord0).rgb;
+ spec *= masks.r;
+
+
+ vec3 camn = normalize(camvec);
+ float invfresnel = dot(camn, normal);
+ vec3 rvec = 2.0*invfresnel*normal - camn;
+ float rmod = envmapscale.x*clamp(invfresnel, 0.0, 1.0) + envmapscale.y;
+ vec3 reflect = textureCube(tex2, rvec).rgb;
+ gcolor.rgb = mix(gcolor.rgb, reflect, rmod*masks.b);
+
+
+ gcolor.a = 0.5*spec;
+
+
+ float glowk = max(maskscale.y*masks.g, fullbright.y), colork = max(fullbright.x-glowk, 0.0);
+
+
+
+ gglow.rgb = gcolor.rgb*glowk;
+ gcolor.rgb *= colork;
+ #define packnorm colorscale.a
+
+
+
+ gnormal.rgb = normal*0.5 + 0.5;
+ #ifdef packnorm
+ gnormal.a = (packnorm);
+ #else
+ gnormal.a = 1.0;
+ #endif
+
+
+
+
+
+
+ }
+
+
diff --git a/shaders/tesseract/289.shader_test b/shaders/tesseract/289.shader_test
new file mode 100644
index 0000000..719a1ad
--- /dev/null
+++ b/shaders/tesseract/289.shader_test
@@ -0,0 +1,180 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vtangent;
+ attribute vec2 vtexcoord0;
+
+ attribute vec4 vboneweight, vboneindex;
+ #pragma CUBE2_uniform animdata
+ uniform vec4 animdata[192];
+
+ uniform mat4 modelmatrix;
+ uniform mat3 modelworld;
+ uniform vec3 modelcamera;
+ uniform vec2 texscroll;
+
+ varying mat3 world;
+
+
+ varying vec3 camvec;
+
+
+ varying vec2 texcoord0;
+
+ void main(void)
+ {
+
+ int index = int(vboneindex.x);
+
+ vec4 dqreal = animdata[index] * vboneweight.x;
+ vec4 dqdual = animdata[index+1] * vboneweight.x;
+ index = int(vboneindex.y);
+ dqreal += animdata[index] * vboneweight.y;
+ dqdual += animdata[index+1] * vboneweight.y;
+
+ index = int(vboneindex.z);
+ dqreal += animdata[index] * vboneweight.z;
+ dqdual += animdata[index+1] * vboneweight.z;
+
+
+ index = int(vboneindex.w);
+ dqreal += animdata[index] * vboneweight.w;
+ dqdual += animdata[index+1] * vboneweight.w;
+
+ float len = length(dqreal);
+ dqreal /= len;
+ dqdual /= len;
+
+
+ vec4 mpos = vec4((cross(dqreal.xyz, cross(dqreal.xyz, vvertex.xyz) + vvertex.xyz*dqreal.w + dqdual.xyz) + dqdual.xyz*dqreal.w - dqreal.xyz*dqdual.w)*2.0 + vvertex.xyz, vvertex.w);
+
+
+ vec4 mquat = vec4(cross(dqreal.xyz, vtangent.xyz) + dqreal.xyz*vtangent.w + vtangent.xyz*dqreal.w, dqreal.w*vtangent.w - dot(dqreal.xyz, vtangent.xyz));
+
+ vec4 qxyz = mquat.xxyy*mquat.yzyz, qxzw = vec4(mquat.xzw, -mquat.w);
+ vec3 mtangent = (qxzw.yzw*mquat.zzy + qxyz.zxy)*vec3(-2.0, 2.0, 2.0) + vec3(1.0, 0.0, 0.0);
+ vec3 mnormal = (qxzw.zwx*mquat.yxx + qxyz.ywz)*vec3(2.0, 2.0, -2.0) + vec3(0.0, 0.0, 1.0);
+
+
+
+
+
+
+ gl_Position = modelmatrix * mpos;
+
+ texcoord0 = vtexcoord0 + texscroll;
+
+
+
+
+ camvec = modelworld * normalize(modelcamera - mpos.xyz);
+
+
+
+
+
+ vec3 wnormal = modelworld * mnormal;
+ vec3 wtangent = modelworld * mtangent;
+ vec3 wbitangent = cross(wnormal, wtangent) * (vtangent.w < 0.0 ? -1.0 : 1.0);
+ world = mat3(wtangent, wbitangent, wnormal);
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define gcolor gl_FragData[0]
+#define gnormal gl_FragData[1]
+#define gglow gl_FragData[2]
+varying mat3 world;
+
+
+ uniform vec2 envmapscale;
+ varying vec3 camvec;
+
+ uniform vec4 colorscale;
+ uniform vec2 fullbright;
+ uniform vec2 maskscale;
+
+ uniform sampler2D tex0;
+ uniform sampler2D tex1;
+ uniform samplerCube tex2;
+ uniform sampler2D tex3;
+
+
+ fragdata(0, gcolor, vec4)
+ fragdata(1, gnormal, vec4)
+ fragdata(2, gglow, vec4)
+
+
+
+ varying vec2 texcoord0;
+ uniform float aamask;
+
+ void main(void)
+ {
+ vec4 diffuse = texture2D(tex0, texcoord0);
+
+
+
+ gcolor.rgb = diffuse.rgb*colorscale.rgb;
+
+
+
+
+ vec3 normal = texture2D(tex3, texcoord0).rgb - 0.5;
+
+ normal = normalize(world * normal);
+
+
+ float spec = maskscale.x;
+
+ vec3 masks = texture2D(tex1, texcoord0).rgb;
+ spec *= masks.r;
+
+
+ vec3 camn = normalize(camvec);
+ float invfresnel = dot(camn, normal);
+ vec3 rvec = 2.0*invfresnel*normal - camn;
+ float rmod = envmapscale.x*clamp(invfresnel, 0.0, 1.0) + envmapscale.y;
+ vec3 reflect = textureCube(tex2, rvec).rgb;
+ gcolor.rgb = mix(gcolor.rgb, reflect, rmod*masks.b);
+
+
+ gcolor.a = 0.5*spec;
+
+
+ float glowk = max(maskscale.y*masks.g, fullbright.y), colork = max(fullbright.x-glowk, 0.0);
+
+
+
+ gglow.rgb = gcolor.rgb*glowk;
+ gcolor.rgb *= colork;
+ #define packnorm colorscale.a
+
+
+
+ gnormal.rgb = normal*0.5 + 0.5;
+ #ifdef packnorm
+ gnormal.a = (packnorm);
+ #else
+ gnormal.a = 1.0;
+ #endif
+
+
+
+
+
+
+ }
+
diff --git a/shaders/tesseract/292.shader_test b/shaders/tesseract/292.shader_test
new file mode 100644
index 0000000..e41e28c
--- /dev/null
+++ b/shaders/tesseract/292.shader_test
@@ -0,0 +1,123 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vtangent;
+ attribute vec2 vtexcoord0;
+
+ uniform mat4 modelmatrix;
+ uniform mat3 modelworld;
+ uniform vec3 modelcamera;
+ uniform vec2 texscroll;
+
+ varying vec3 nvec;
+
+
+
+ varying vec2 texcoord0;
+
+ void main(void)
+ {
+
+ #define mpos vvertex
+ #define mquat vtangent
+
+ vec3 mnormal = cross(mquat.xyz, vec3(mquat.y, -mquat.x, mquat.w))*2.0 + vec3(0.0, 0.0, 1.0);
+
+
+
+ gl_Position = modelmatrix * mpos;
+
+ texcoord0 = vtexcoord0 + texscroll;
+
+
+
+
+
+
+ nvec = modelworld * mnormal;
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define gcolor gl_FragData[0]
+#define gnormal gl_FragData[1]
+#define gglow gl_FragData[2]
+varying vec3 nvec;
+
+
+ uniform vec4 colorscale;
+ uniform vec2 fullbright;
+ uniform vec2 maskscale;
+
+ uniform sampler2D tex0;
+
+
+
+
+
+ fragdata(0, gcolor, vec4)
+ fragdata(1, gnormal, vec4)
+ fragdata(2, gglow, vec4)
+
+
+
+ varying vec2 texcoord0;
+ uniform float aamask;
+
+ void main(void)
+ {
+ vec4 diffuse = texture2D(tex0, texcoord0);
+
+
+
+ gcolor.rgb = diffuse.rgb*colorscale.rgb;
+
+
+
+
+ vec3 normal = normalize(nvec);
+
+
+
+ float spec = maskscale.x;
+
+ gcolor.a = 0.5*spec;
+
+
+ float glowk = fullbright.y, colork = fullbright.x-fullbright.y;
+
+
+
+
+ glowk /= glowk + colork + 1.0e-3;
+ gcolor.rgb = gcolor.rgb * (1.0 - 2.0*glowk*(glowk - 1.0));
+ #define packnorm 1.0-glowk
+
+
+
+ gnormal.rgb = normal*0.5 + 0.5;
+ #ifdef packnorm
+ gnormal.a = (packnorm);
+ #else
+ gnormal.a = 1.0;
+ #endif
+
+
+
+
+
+
+ }
+
diff --git a/shaders/tesseract/294.shader_test b/shaders/tesseract/294.shader_test
new file mode 100644
index 0000000..4ed7cda
--- /dev/null
+++ b/shaders/tesseract/294.shader_test
@@ -0,0 +1,136 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vtangent;
+ attribute vec2 vtexcoord0;
+
+ attribute vec4 vboneweight, vboneindex;
+ #pragma CUBE2_uniform animdata
+ uniform vec4 animdata[192];
+
+ uniform mat4 modelmatrix;
+ uniform mat3 modelworld;
+ uniform vec3 modelcamera;
+ uniform vec2 texscroll;
+
+ varying vec3 nvec;
+
+
+
+ varying vec2 texcoord0;
+
+ void main(void)
+ {
+
+ int index = int(vboneindex.x);
+
+ vec4 dqreal = animdata[index];
+ vec4 dqdual = animdata[index+1];
+
+
+ vec4 mpos = vec4((cross(dqreal.xyz, cross(dqreal.xyz, vvertex.xyz) + vvertex.xyz*dqreal.w + dqdual.xyz) + dqdual.xyz*dqreal.w - dqreal.xyz*dqdual.w)*2.0 + vvertex.xyz, vvertex.w);
+
+
+ vec4 mquat = vec4(cross(dqreal.xyz, vtangent.xyz) + dqreal.xyz*vtangent.w + vtangent.xyz*dqreal.w, dqreal.w*vtangent.w - dot(dqreal.xyz, vtangent.xyz));
+
+ vec3 mnormal = cross(mquat.xyz, vec3(mquat.y, -mquat.x, mquat.w))*2.0 + vec3(0.0, 0.0, 1.0);
+
+
+
+
+ gl_Position = modelmatrix * mpos;
+
+ texcoord0 = vtexcoord0 + texscroll;
+
+
+
+
+
+
+ nvec = modelworld * mnormal;
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define gcolor gl_FragData[0]
+#define gnormal gl_FragData[1]
+#define gglow gl_FragData[2]
+varying vec3 nvec;
+
+
+ uniform vec4 colorscale;
+ uniform vec2 fullbright;
+ uniform vec2 maskscale;
+
+ uniform sampler2D tex0;
+
+
+
+
+
+ fragdata(0, gcolor, vec4)
+ fragdata(1, gnormal, vec4)
+ fragdata(2, gglow, vec4)
+
+
+
+ varying vec2 texcoord0;
+ uniform float aamask;
+
+ void main(void)
+ {
+ vec4 diffuse = texture2D(tex0, texcoord0);
+
+
+
+ gcolor.rgb = diffuse.rgb*colorscale.rgb;
+
+
+
+
+ vec3 normal = normalize(nvec);
+
+
+
+ float spec = maskscale.x;
+
+ gcolor.a = 0.5*spec;
+
+
+ float glowk = fullbright.y, colork = fullbright.x-fullbright.y;
+
+
+
+
+ glowk /= glowk + colork + 1.0e-3;
+ gcolor.rgb = gcolor.rgb * (1.0 - 2.0*glowk*(glowk - 1.0));
+ #define packnorm 1.0-glowk
+
+
+
+ gnormal.rgb = normal*0.5 + 0.5;
+ #ifdef packnorm
+ gnormal.a = (packnorm);
+ #else
+ gnormal.a = 1.0;
+ #endif
+
+
+
+
+
+
+ }
+
diff --git a/shaders/tesseract/296.shader_test b/shaders/tesseract/296.shader_test
new file mode 100644
index 0000000..1ed40ca
--- /dev/null
+++ b/shaders/tesseract/296.shader_test
@@ -0,0 +1,144 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vtangent;
+ attribute vec2 vtexcoord0;
+
+ attribute vec4 vboneweight, vboneindex;
+ #pragma CUBE2_uniform animdata
+ uniform vec4 animdata[192];
+
+ uniform mat4 modelmatrix;
+ uniform mat3 modelworld;
+ uniform vec3 modelcamera;
+ uniform vec2 texscroll;
+
+ varying vec3 nvec;
+
+
+
+ varying vec2 texcoord0;
+
+ void main(void)
+ {
+
+ int index = int(vboneindex.x);
+
+ vec4 dqreal = animdata[index] * vboneweight.x;
+ vec4 dqdual = animdata[index+1] * vboneweight.x;
+ index = int(vboneindex.y);
+ dqreal += animdata[index] * vboneweight.y;
+ dqdual += animdata[index+1] * vboneweight.y;
+
+
+ float len = length(dqreal);
+ dqreal /= len;
+ dqdual /= len;
+
+
+ vec4 mpos = vec4((cross(dqreal.xyz, cross(dqreal.xyz, vvertex.xyz) + vvertex.xyz*dqreal.w + dqdual.xyz) + dqdual.xyz*dqreal.w - dqreal.xyz*dqdual.w)*2.0 + vvertex.xyz, vvertex.w);
+
+
+ vec4 mquat = vec4(cross(dqreal.xyz, vtangent.xyz) + dqreal.xyz*vtangent.w + vtangent.xyz*dqreal.w, dqreal.w*vtangent.w - dot(dqreal.xyz, vtangent.xyz));
+
+ vec3 mnormal = cross(mquat.xyz, vec3(mquat.y, -mquat.x, mquat.w))*2.0 + vec3(0.0, 0.0, 1.0);
+
+
+
+
+ gl_Position = modelmatrix * mpos;
+
+ texcoord0 = vtexcoord0 + texscroll;
+
+
+
+
+
+
+ nvec = modelworld * mnormal;
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define gcolor gl_FragData[0]
+#define gnormal gl_FragData[1]
+#define gglow gl_FragData[2]
+varying vec3 nvec;
+
+
+ uniform vec4 colorscale;
+ uniform vec2 fullbright;
+ uniform vec2 maskscale;
+
+ uniform sampler2D tex0;
+
+
+
+
+
+ fragdata(0, gcolor, vec4)
+ fragdata(1, gnormal, vec4)
+ fragdata(2, gglow, vec4)
+
+
+
+ varying vec2 texcoord0;
+ uniform float aamask;
+
+ void main(void)
+ {
+ vec4 diffuse = texture2D(tex0, texcoord0);
+
+
+
+ gcolor.rgb = diffuse.rgb*colorscale.rgb;
+
+
+
+
+ vec3 normal = normalize(nvec);
+
+
+
+ float spec = maskscale.x;
+
+ gcolor.a = 0.5*spec;
+
+
+ float glowk = fullbright.y, colork = fullbright.x-fullbright.y;
+
+
+
+
+ glowk /= glowk + colork + 1.0e-3;
+ gcolor.rgb = gcolor.rgb * (1.0 - 2.0*glowk*(glowk - 1.0));
+ #define packnorm 1.0-glowk
+
+
+
+ gnormal.rgb = normal*0.5 + 0.5;
+ #ifdef packnorm
+ gnormal.a = (packnorm);
+ #else
+ gnormal.a = 1.0;
+ #endif
+
+
+
+
+
+
+ }
+
diff --git a/shaders/tesseract/298.shader_test b/shaders/tesseract/298.shader_test
new file mode 100644
index 0000000..8c318a0
--- /dev/null
+++ b/shaders/tesseract/298.shader_test
@@ -0,0 +1,148 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vtangent;
+ attribute vec2 vtexcoord0;
+
+ attribute vec4 vboneweight, vboneindex;
+ #pragma CUBE2_uniform animdata
+ uniform vec4 animdata[192];
+
+ uniform mat4 modelmatrix;
+ uniform mat3 modelworld;
+ uniform vec3 modelcamera;
+ uniform vec2 texscroll;
+
+ varying vec3 nvec;
+
+
+
+ varying vec2 texcoord0;
+
+ void main(void)
+ {
+
+ int index = int(vboneindex.x);
+
+ vec4 dqreal = animdata[index] * vboneweight.x;
+ vec4 dqdual = animdata[index+1] * vboneweight.x;
+ index = int(vboneindex.y);
+ dqreal += animdata[index] * vboneweight.y;
+ dqdual += animdata[index+1] * vboneweight.y;
+
+ index = int(vboneindex.z);
+ dqreal += animdata[index] * vboneweight.z;
+ dqdual += animdata[index+1] * vboneweight.z;
+
+
+ float len = length(dqreal);
+ dqreal /= len;
+ dqdual /= len;
+
+
+ vec4 mpos = vec4((cross(dqreal.xyz, cross(dqreal.xyz, vvertex.xyz) + vvertex.xyz*dqreal.w + dqdual.xyz) + dqdual.xyz*dqreal.w - dqreal.xyz*dqdual.w)*2.0 + vvertex.xyz, vvertex.w);
+
+
+ vec4 mquat = vec4(cross(dqreal.xyz, vtangent.xyz) + dqreal.xyz*vtangent.w + vtangent.xyz*dqreal.w, dqreal.w*vtangent.w - dot(dqreal.xyz, vtangent.xyz));
+
+ vec3 mnormal = cross(mquat.xyz, vec3(mquat.y, -mquat.x, mquat.w))*2.0 + vec3(0.0, 0.0, 1.0);
+
+
+
+
+ gl_Position = modelmatrix * mpos;
+
+ texcoord0 = vtexcoord0 + texscroll;
+
+
+
+
+
+
+ nvec = modelworld * mnormal;
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define gcolor gl_FragData[0]
+#define gnormal gl_FragData[1]
+#define gglow gl_FragData[2]
+varying vec3 nvec;
+
+
+ uniform vec4 colorscale;
+ uniform vec2 fullbright;
+ uniform vec2 maskscale;
+
+ uniform sampler2D tex0;
+
+
+
+
+
+ fragdata(0, gcolor, vec4)
+ fragdata(1, gnormal, vec4)
+ fragdata(2, gglow, vec4)
+
+
+
+ varying vec2 texcoord0;
+ uniform float aamask;
+
+ void main(void)
+ {
+ vec4 diffuse = texture2D(tex0, texcoord0);
+
+
+
+ gcolor.rgb = diffuse.rgb*colorscale.rgb;
+
+
+
+
+ vec3 normal = normalize(nvec);
+
+
+
+ float spec = maskscale.x;
+
+ gcolor.a = 0.5*spec;
+
+
+ float glowk = fullbright.y, colork = fullbright.x-fullbright.y;
+
+
+
+
+ glowk /= glowk + colork + 1.0e-3;
+ gcolor.rgb = gcolor.rgb * (1.0 - 2.0*glowk*(glowk - 1.0));
+ #define packnorm 1.0-glowk
+
+
+
+ gnormal.rgb = normal*0.5 + 0.5;
+ #ifdef packnorm
+ gnormal.a = (packnorm);
+ #else
+ gnormal.a = 1.0;
+ #endif
+
+
+
+
+
+
+ }
+
diff --git a/shaders/tesseract/3.shader_test b/shaders/tesseract/3.shader_test
new file mode 100644
index 0000000..4560575
--- /dev/null
+++ b/shaders/tesseract/3.shader_test
@@ -0,0 +1,27 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+void main(void) {
+ gl_Position = vvertex;
+}
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+fragdata(0, fragcolor, vec4)
+void main(void) {
+ fragcolor = vec4(1.0, 0.0, 1.0, 1.0);
+}
+
diff --git a/shaders/tesseract/30.shader_test b/shaders/tesseract/30.shader_test
new file mode 100644
index 0000000..efe71b5
--- /dev/null
+++ b/shaders/tesseract/30.shader_test
@@ -0,0 +1,49 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#pragma CUBE2_fog
+ attribute vec4 vvertex, vcolor;
+ uniform mat4 camprojmatrix;
+ varying vec4 color;
+
+uniform vec2 lineardepthscale;
+varying float lineardepth;
+ void main(void)
+ {
+ gl_Position = camprojmatrix * vvertex;
+ color = vcolor;
+
+lineardepth = dot(lineardepthscale, gl_Position.zw);
+}
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+varying vec4 color;
+ fragdata(0, fragcolor, vec4)
+
+varying float lineardepth;
+
+uniform vec3 fogcolor;
+uniform vec2 fogdensity;
+uniform vec4 radialfogscale;
+#define fogcoord lineardepth*length(vec3(gl_FragCoord.xy*radialfogscale.xy + radialfogscale.zw, 1.0))
+ void main(void)
+ {
+ fragcolor = color;
+
+#define FOG_COLOR fogcolor
+fragcolor.rgb = mix((FOG_COLOR).rgb, fragcolor.rgb, clamp(exp2(fogcoord*-fogdensity.x)*fogdensity.y, 0.0, 1.0));
+}
+
diff --git a/shaders/tesseract/300.shader_test b/shaders/tesseract/300.shader_test
new file mode 100644
index 0000000..f6699b6
--- /dev/null
+++ b/shaders/tesseract/300.shader_test
@@ -0,0 +1,152 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vtangent;
+ attribute vec2 vtexcoord0;
+
+ attribute vec4 vboneweight, vboneindex;
+ #pragma CUBE2_uniform animdata
+ uniform vec4 animdata[192];
+
+ uniform mat4 modelmatrix;
+ uniform mat3 modelworld;
+ uniform vec3 modelcamera;
+ uniform vec2 texscroll;
+
+ varying vec3 nvec;
+
+
+
+ varying vec2 texcoord0;
+
+ void main(void)
+ {
+
+ int index = int(vboneindex.x);
+
+ vec4 dqreal = animdata[index] * vboneweight.x;
+ vec4 dqdual = animdata[index+1] * vboneweight.x;
+ index = int(vboneindex.y);
+ dqreal += animdata[index] * vboneweight.y;
+ dqdual += animdata[index+1] * vboneweight.y;
+
+ index = int(vboneindex.z);
+ dqreal += animdata[index] * vboneweight.z;
+ dqdual += animdata[index+1] * vboneweight.z;
+
+
+ index = int(vboneindex.w);
+ dqreal += animdata[index] * vboneweight.w;
+ dqdual += animdata[index+1] * vboneweight.w;
+
+ float len = length(dqreal);
+ dqreal /= len;
+ dqdual /= len;
+
+
+ vec4 mpos = vec4((cross(dqreal.xyz, cross(dqreal.xyz, vvertex.xyz) + vvertex.xyz*dqreal.w + dqdual.xyz) + dqdual.xyz*dqreal.w - dqreal.xyz*dqdual.w)*2.0 + vvertex.xyz, vvertex.w);
+
+
+ vec4 mquat = vec4(cross(dqreal.xyz, vtangent.xyz) + dqreal.xyz*vtangent.w + vtangent.xyz*dqreal.w, dqreal.w*vtangent.w - dot(dqreal.xyz, vtangent.xyz));
+
+ vec3 mnormal = cross(mquat.xyz, vec3(mquat.y, -mquat.x, mquat.w))*2.0 + vec3(0.0, 0.0, 1.0);
+
+
+
+
+ gl_Position = modelmatrix * mpos;
+
+ texcoord0 = vtexcoord0 + texscroll;
+
+
+
+
+
+
+ nvec = modelworld * mnormal;
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define gcolor gl_FragData[0]
+#define gnormal gl_FragData[1]
+#define gglow gl_FragData[2]
+varying vec3 nvec;
+
+
+ uniform vec4 colorscale;
+ uniform vec2 fullbright;
+ uniform vec2 maskscale;
+
+ uniform sampler2D tex0;
+
+
+
+
+
+ fragdata(0, gcolor, vec4)
+ fragdata(1, gnormal, vec4)
+ fragdata(2, gglow, vec4)
+
+
+
+ varying vec2 texcoord0;
+ uniform float aamask;
+
+ void main(void)
+ {
+ vec4 diffuse = texture2D(tex0, texcoord0);
+
+
+
+ gcolor.rgb = diffuse.rgb*colorscale.rgb;
+
+
+
+
+ vec3 normal = normalize(nvec);
+
+
+
+ float spec = maskscale.x;
+
+ gcolor.a = 0.5*spec;
+
+
+ float glowk = fullbright.y, colork = fullbright.x-fullbright.y;
+
+
+
+
+ glowk /= glowk + colork + 1.0e-3;
+ gcolor.rgb = gcolor.rgb * (1.0 - 2.0*glowk*(glowk - 1.0));
+ #define packnorm 1.0-glowk
+
+
+
+ gnormal.rgb = normal*0.5 + 0.5;
+ #ifdef packnorm
+ gnormal.a = (packnorm);
+ #else
+ gnormal.a = 1.0;
+ #endif
+
+
+
+
+
+
+ }
+
diff --git a/shaders/tesseract/302.shader_test b/shaders/tesseract/302.shader_test
new file mode 100644
index 0000000..2f84511
--- /dev/null
+++ b/shaders/tesseract/302.shader_test
@@ -0,0 +1,123 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vtangent;
+ attribute vec2 vtexcoord0;
+
+ uniform mat4 modelmatrix;
+ uniform mat3 modelworld;
+ uniform vec3 modelcamera;
+ uniform vec2 texscroll;
+
+ varying vec3 nvec;
+
+
+
+ varying vec2 texcoord0;
+
+ void main(void)
+ {
+
+ #define mpos vvertex
+ #define mquat vtangent
+
+ vec3 mnormal = cross(mquat.xyz, vec3(mquat.y, -mquat.x, mquat.w))*2.0 + vec3(0.0, 0.0, 1.0);
+
+
+
+ gl_Position = modelmatrix * mpos;
+
+ texcoord0 = vtexcoord0 + texscroll;
+
+
+
+
+
+
+ nvec = modelworld * mnormal;
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define gcolor gl_FragData[0]
+#define gnormal gl_FragData[1]
+#define gglow gl_FragData[2]
+varying vec3 nvec;
+
+
+ uniform vec4 colorscale;
+ uniform vec2 fullbright;
+ uniform vec2 maskscale;
+
+ uniform sampler2D tex0;
+
+
+
+
+
+ fragdata(0, gcolor, vec4)
+ fragdata(1, gnormal, vec4)
+ fragdata(2, gglow, vec4)
+
+
+
+ varying vec2 texcoord0;
+ uniform float aamask;
+
+ void main(void)
+ {
+ vec4 diffuse = texture2D(tex0, texcoord0);
+
+
+
+ gcolor.rgb = diffuse.rgb*colorscale.rgb;
+
+
+
+
+ vec3 normal = normalize(nvec);
+
+
+
+ float spec = maskscale.x;
+
+ gcolor.a = 0.5*spec;
+
+
+ float glowk = fullbright.y, colork = fullbright.x-fullbright.y;
+
+
+
+ gglow.rgb = gcolor.rgb*glowk;
+ gcolor.rgb *= colork;
+ #define packnorm colorscale.a
+
+
+
+ gnormal.rgb = normal*0.5 + 0.5;
+ #ifdef packnorm
+ gnormal.a = (packnorm);
+ #else
+ gnormal.a = 1.0;
+ #endif
+
+
+
+
+
+
+ }
+
+
diff --git a/shaders/tesseract/303.shader_test b/shaders/tesseract/303.shader_test
new file mode 100644
index 0000000..db180cb
--- /dev/null
+++ b/shaders/tesseract/303.shader_test
@@ -0,0 +1,136 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vtangent;
+ attribute vec2 vtexcoord0;
+
+ attribute vec4 vboneweight, vboneindex;
+ #pragma CUBE2_uniform animdata
+ uniform vec4 animdata[192];
+
+ uniform mat4 modelmatrix;
+ uniform mat3 modelworld;
+ uniform vec3 modelcamera;
+ uniform vec2 texscroll;
+
+ varying vec3 nvec;
+
+
+
+ varying vec2 texcoord0;
+
+ void main(void)
+ {
+
+ int index = int(vboneindex.x);
+
+ vec4 dqreal = animdata[index];
+ vec4 dqdual = animdata[index+1];
+
+
+ vec4 mpos = vec4((cross(dqreal.xyz, cross(dqreal.xyz, vvertex.xyz) + vvertex.xyz*dqreal.w + dqdual.xyz) + dqdual.xyz*dqreal.w - dqreal.xyz*dqdual.w)*2.0 + vvertex.xyz, vvertex.w);
+
+
+ vec4 mquat = vec4(cross(dqreal.xyz, vtangent.xyz) + dqreal.xyz*vtangent.w + vtangent.xyz*dqreal.w, dqreal.w*vtangent.w - dot(dqreal.xyz, vtangent.xyz));
+
+ vec3 mnormal = cross(mquat.xyz, vec3(mquat.y, -mquat.x, mquat.w))*2.0 + vec3(0.0, 0.0, 1.0);
+
+
+
+
+ gl_Position = modelmatrix * mpos;
+
+ texcoord0 = vtexcoord0 + texscroll;
+
+
+
+
+
+
+ nvec = modelworld * mnormal;
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define gcolor gl_FragData[0]
+#define gnormal gl_FragData[1]
+#define gglow gl_FragData[2]
+varying vec3 nvec;
+
+
+ uniform vec4 colorscale;
+ uniform vec2 fullbright;
+ uniform vec2 maskscale;
+
+ uniform sampler2D tex0;
+
+
+
+
+
+ fragdata(0, gcolor, vec4)
+ fragdata(1, gnormal, vec4)
+ fragdata(2, gglow, vec4)
+
+
+
+ varying vec2 texcoord0;
+ uniform float aamask;
+
+ void main(void)
+ {
+ vec4 diffuse = texture2D(tex0, texcoord0);
+
+
+
+ gcolor.rgb = diffuse.rgb*colorscale.rgb;
+
+
+
+
+ vec3 normal = normalize(nvec);
+
+
+
+ float spec = maskscale.x;
+
+ gcolor.a = 0.5*spec;
+
+
+ float glowk = fullbright.y, colork = fullbright.x-fullbright.y;
+
+
+
+ gglow.rgb = gcolor.rgb*glowk;
+ gcolor.rgb *= colork;
+ #define packnorm colorscale.a
+
+
+
+ gnormal.rgb = normal*0.5 + 0.5;
+ #ifdef packnorm
+ gnormal.a = (packnorm);
+ #else
+ gnormal.a = 1.0;
+ #endif
+
+
+
+
+
+
+ }
+
+
diff --git a/shaders/tesseract/304.shader_test b/shaders/tesseract/304.shader_test
new file mode 100644
index 0000000..88ef6a4
--- /dev/null
+++ b/shaders/tesseract/304.shader_test
@@ -0,0 +1,144 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vtangent;
+ attribute vec2 vtexcoord0;
+
+ attribute vec4 vboneweight, vboneindex;
+ #pragma CUBE2_uniform animdata
+ uniform vec4 animdata[192];
+
+ uniform mat4 modelmatrix;
+ uniform mat3 modelworld;
+ uniform vec3 modelcamera;
+ uniform vec2 texscroll;
+
+ varying vec3 nvec;
+
+
+
+ varying vec2 texcoord0;
+
+ void main(void)
+ {
+
+ int index = int(vboneindex.x);
+
+ vec4 dqreal = animdata[index] * vboneweight.x;
+ vec4 dqdual = animdata[index+1] * vboneweight.x;
+ index = int(vboneindex.y);
+ dqreal += animdata[index] * vboneweight.y;
+ dqdual += animdata[index+1] * vboneweight.y;
+
+
+ float len = length(dqreal);
+ dqreal /= len;
+ dqdual /= len;
+
+
+ vec4 mpos = vec4((cross(dqreal.xyz, cross(dqreal.xyz, vvertex.xyz) + vvertex.xyz*dqreal.w + dqdual.xyz) + dqdual.xyz*dqreal.w - dqreal.xyz*dqdual.w)*2.0 + vvertex.xyz, vvertex.w);
+
+
+ vec4 mquat = vec4(cross(dqreal.xyz, vtangent.xyz) + dqreal.xyz*vtangent.w + vtangent.xyz*dqreal.w, dqreal.w*vtangent.w - dot(dqreal.xyz, vtangent.xyz));
+
+ vec3 mnormal = cross(mquat.xyz, vec3(mquat.y, -mquat.x, mquat.w))*2.0 + vec3(0.0, 0.0, 1.0);
+
+
+
+
+ gl_Position = modelmatrix * mpos;
+
+ texcoord0 = vtexcoord0 + texscroll;
+
+
+
+
+
+
+ nvec = modelworld * mnormal;
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define gcolor gl_FragData[0]
+#define gnormal gl_FragData[1]
+#define gglow gl_FragData[2]
+varying vec3 nvec;
+
+
+ uniform vec4 colorscale;
+ uniform vec2 fullbright;
+ uniform vec2 maskscale;
+
+ uniform sampler2D tex0;
+
+
+
+
+
+ fragdata(0, gcolor, vec4)
+ fragdata(1, gnormal, vec4)
+ fragdata(2, gglow, vec4)
+
+
+
+ varying vec2 texcoord0;
+ uniform float aamask;
+
+ void main(void)
+ {
+ vec4 diffuse = texture2D(tex0, texcoord0);
+
+
+
+ gcolor.rgb = diffuse.rgb*colorscale.rgb;
+
+
+
+
+ vec3 normal = normalize(nvec);
+
+
+
+ float spec = maskscale.x;
+
+ gcolor.a = 0.5*spec;
+
+
+ float glowk = fullbright.y, colork = fullbright.x-fullbright.y;
+
+
+
+ gglow.rgb = gcolor.rgb*glowk;
+ gcolor.rgb *= colork;
+ #define packnorm colorscale.a
+
+
+
+ gnormal.rgb = normal*0.5 + 0.5;
+ #ifdef packnorm
+ gnormal.a = (packnorm);
+ #else
+ gnormal.a = 1.0;
+ #endif
+
+
+
+
+
+
+ }
+
+
diff --git a/shaders/tesseract/305.shader_test b/shaders/tesseract/305.shader_test
new file mode 100644
index 0000000..2791e8c
--- /dev/null
+++ b/shaders/tesseract/305.shader_test
@@ -0,0 +1,148 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vtangent;
+ attribute vec2 vtexcoord0;
+
+ attribute vec4 vboneweight, vboneindex;
+ #pragma CUBE2_uniform animdata
+ uniform vec4 animdata[192];
+
+ uniform mat4 modelmatrix;
+ uniform mat3 modelworld;
+ uniform vec3 modelcamera;
+ uniform vec2 texscroll;
+
+ varying vec3 nvec;
+
+
+
+ varying vec2 texcoord0;
+
+ void main(void)
+ {
+
+ int index = int(vboneindex.x);
+
+ vec4 dqreal = animdata[index] * vboneweight.x;
+ vec4 dqdual = animdata[index+1] * vboneweight.x;
+ index = int(vboneindex.y);
+ dqreal += animdata[index] * vboneweight.y;
+ dqdual += animdata[index+1] * vboneweight.y;
+
+ index = int(vboneindex.z);
+ dqreal += animdata[index] * vboneweight.z;
+ dqdual += animdata[index+1] * vboneweight.z;
+
+
+ float len = length(dqreal);
+ dqreal /= len;
+ dqdual /= len;
+
+
+ vec4 mpos = vec4((cross(dqreal.xyz, cross(dqreal.xyz, vvertex.xyz) + vvertex.xyz*dqreal.w + dqdual.xyz) + dqdual.xyz*dqreal.w - dqreal.xyz*dqdual.w)*2.0 + vvertex.xyz, vvertex.w);
+
+
+ vec4 mquat = vec4(cross(dqreal.xyz, vtangent.xyz) + dqreal.xyz*vtangent.w + vtangent.xyz*dqreal.w, dqreal.w*vtangent.w - dot(dqreal.xyz, vtangent.xyz));
+
+ vec3 mnormal = cross(mquat.xyz, vec3(mquat.y, -mquat.x, mquat.w))*2.0 + vec3(0.0, 0.0, 1.0);
+
+
+
+
+ gl_Position = modelmatrix * mpos;
+
+ texcoord0 = vtexcoord0 + texscroll;
+
+
+
+
+
+
+ nvec = modelworld * mnormal;
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define gcolor gl_FragData[0]
+#define gnormal gl_FragData[1]
+#define gglow gl_FragData[2]
+varying vec3 nvec;
+
+
+ uniform vec4 colorscale;
+ uniform vec2 fullbright;
+ uniform vec2 maskscale;
+
+ uniform sampler2D tex0;
+
+
+
+
+
+ fragdata(0, gcolor, vec4)
+ fragdata(1, gnormal, vec4)
+ fragdata(2, gglow, vec4)
+
+
+
+ varying vec2 texcoord0;
+ uniform float aamask;
+
+ void main(void)
+ {
+ vec4 diffuse = texture2D(tex0, texcoord0);
+
+
+
+ gcolor.rgb = diffuse.rgb*colorscale.rgb;
+
+
+
+
+ vec3 normal = normalize(nvec);
+
+
+
+ float spec = maskscale.x;
+
+ gcolor.a = 0.5*spec;
+
+
+ float glowk = fullbright.y, colork = fullbright.x-fullbright.y;
+
+
+
+ gglow.rgb = gcolor.rgb*glowk;
+ gcolor.rgb *= colork;
+ #define packnorm colorscale.a
+
+
+
+ gnormal.rgb = normal*0.5 + 0.5;
+ #ifdef packnorm
+ gnormal.a = (packnorm);
+ #else
+ gnormal.a = 1.0;
+ #endif
+
+
+
+
+
+
+ }
+
+
diff --git a/shaders/tesseract/306.shader_test b/shaders/tesseract/306.shader_test
new file mode 100644
index 0000000..f4d0cca
--- /dev/null
+++ b/shaders/tesseract/306.shader_test
@@ -0,0 +1,151 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vtangent;
+ attribute vec2 vtexcoord0;
+
+ attribute vec4 vboneweight, vboneindex;
+ #pragma CUBE2_uniform animdata
+ uniform vec4 animdata[192];
+
+ uniform mat4 modelmatrix;
+ uniform mat3 modelworld;
+ uniform vec3 modelcamera;
+ uniform vec2 texscroll;
+
+ varying vec3 nvec;
+
+
+
+ varying vec2 texcoord0;
+
+ void main(void)
+ {
+
+ int index = int(vboneindex.x);
+
+ vec4 dqreal = animdata[index] * vboneweight.x;
+ vec4 dqdual = animdata[index+1] * vboneweight.x;
+ index = int(vboneindex.y);
+ dqreal += animdata[index] * vboneweight.y;
+ dqdual += animdata[index+1] * vboneweight.y;
+
+ index = int(vboneindex.z);
+ dqreal += animdata[index] * vboneweight.z;
+ dqdual += animdata[index+1] * vboneweight.z;
+
+
+ index = int(vboneindex.w);
+ dqreal += animdata[index] * vboneweight.w;
+ dqdual += animdata[index+1] * vboneweight.w;
+
+ float len = length(dqreal);
+ dqreal /= len;
+ dqdual /= len;
+
+
+ vec4 mpos = vec4((cross(dqreal.xyz, cross(dqreal.xyz, vvertex.xyz) + vvertex.xyz*dqreal.w + dqdual.xyz) + dqdual.xyz*dqreal.w - dqreal.xyz*dqdual.w)*2.0 + vvertex.xyz, vvertex.w);
+
+
+ vec4 mquat = vec4(cross(dqreal.xyz, vtangent.xyz) + dqreal.xyz*vtangent.w + vtangent.xyz*dqreal.w, dqreal.w*vtangent.w - dot(dqreal.xyz, vtangent.xyz));
+
+ vec3 mnormal = cross(mquat.xyz, vec3(mquat.y, -mquat.x, mquat.w))*2.0 + vec3(0.0, 0.0, 1.0);
+
+
+
+
+ gl_Position = modelmatrix * mpos;
+
+ texcoord0 = vtexcoord0 + texscroll;
+
+
+
+
+
+
+ nvec = modelworld * mnormal;
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define gcolor gl_FragData[0]
+#define gnormal gl_FragData[1]
+#define gglow gl_FragData[2]
+varying vec3 nvec;
+
+
+ uniform vec4 colorscale;
+ uniform vec2 fullbright;
+ uniform vec2 maskscale;
+
+ uniform sampler2D tex0;
+
+
+
+
+
+ fragdata(0, gcolor, vec4)
+ fragdata(1, gnormal, vec4)
+ fragdata(2, gglow, vec4)
+
+
+
+ varying vec2 texcoord0;
+ uniform float aamask;
+
+ void main(void)
+ {
+ vec4 diffuse = texture2D(tex0, texcoord0);
+
+
+
+ gcolor.rgb = diffuse.rgb*colorscale.rgb;
+
+
+
+
+ vec3 normal = normalize(nvec);
+
+
+
+ float spec = maskscale.x;
+
+ gcolor.a = 0.5*spec;
+
+
+ float glowk = fullbright.y, colork = fullbright.x-fullbright.y;
+
+
+
+ gglow.rgb = gcolor.rgb*glowk;
+ gcolor.rgb *= colork;
+ #define packnorm colorscale.a
+
+
+
+ gnormal.rgb = normal*0.5 + 0.5;
+ #ifdef packnorm
+ gnormal.a = (packnorm);
+ #else
+ gnormal.a = 1.0;
+ #endif
+
+
+
+
+
+
+ }
+
diff --git a/shaders/tesseract/309.shader_test b/shaders/tesseract/309.shader_test
new file mode 100644
index 0000000..96da870
--- /dev/null
+++ b/shaders/tesseract/309.shader_test
@@ -0,0 +1,155 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vtangent;
+ attribute vec2 vtexcoord0;
+
+ uniform mat4 modelmatrix;
+ uniform mat3 modelworld;
+ uniform vec3 modelcamera;
+ uniform vec2 texscroll;
+
+ varying mat3 world;
+
+
+ varying vec3 camvec;
+
+
+ varying vec2 texcoord0;
+
+ void main(void)
+ {
+
+ #define mpos vvertex
+ #define mquat vtangent
+
+ vec4 qxyz = mquat.xxyy*mquat.yzyz, qxzw = vec4(mquat.xzw, -mquat.w);
+ vec3 mtangent = (qxzw.yzw*mquat.zzy + qxyz.zxy)*vec3(-2.0, 2.0, 2.0) + vec3(1.0, 0.0, 0.0);
+ vec3 mnormal = (qxzw.zwx*mquat.yxx + qxyz.ywz)*vec3(2.0, 2.0, -2.0) + vec3(0.0, 0.0, 1.0);
+
+
+
+
+
+ gl_Position = modelmatrix * mpos;
+
+ texcoord0 = vtexcoord0 + texscroll;
+
+
+
+
+ camvec = modelworld * normalize(modelcamera - mpos.xyz);
+
+
+
+
+
+ vec3 wnormal = modelworld * mnormal;
+ vec3 wtangent = modelworld * mtangent;
+ vec3 wbitangent = cross(wnormal, wtangent) * (vtangent.w < 0.0 ? -1.0 : 1.0);
+ world = mat3(wtangent, wbitangent, wnormal);
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define gcolor gl_FragData[0]
+#define gnormal gl_FragData[1]
+#define gglow gl_FragData[2]
+varying mat3 world;
+
+
+ uniform vec2 envmapscale;
+ varying vec3 camvec;
+
+ uniform vec4 colorscale;
+ uniform vec2 fullbright;
+ uniform vec2 maskscale;
+ uniform float alphatest;
+ uniform sampler2D tex0;
+ uniform sampler2D tex1;
+ uniform samplerCube tex2;
+ uniform sampler2D tex3;
+
+
+ fragdata(0, gcolor, vec4)
+ fragdata(1, gnormal, vec4)
+ fragdata(2, gglow, vec4)
+
+
+
+ varying vec2 texcoord0;
+ uniform float aamask;
+
+ void main(void)
+ {
+ vec4 diffuse = texture2D(tex0, texcoord0);
+
+
+ if(diffuse.a <= alphatest)
+ discard;
+
+
+ gcolor.rgb = diffuse.rgb*colorscale.rgb;
+
+
+
+
+ vec3 normal = texture2D(tex3, texcoord0).rgb - 0.5;
+
+ normal = normalize(world * normal);
+
+
+ float spec = maskscale.x;
+
+ vec3 masks = texture2D(tex1, texcoord0).rgb;
+ spec *= masks.r;
+
+
+ vec3 camn = normalize(camvec);
+ float invfresnel = dot(camn, normal);
+ vec3 rvec = 2.0*invfresnel*normal - camn;
+ float rmod = envmapscale.x*clamp(invfresnel, 0.0, 1.0) + envmapscale.y;
+ vec3 reflect = textureCube(tex2, rvec).rgb;
+ gcolor.rgb = mix(gcolor.rgb, reflect, rmod*masks.b);
+
+
+ gcolor.a = 0.5*spec;
+
+
+ float glowk = max(maskscale.y*masks.g, fullbright.y), colork = max(fullbright.x-glowk, 0.0);
+
+
+
+
+ glowk /= glowk + colork + 1.0e-3;
+ gcolor.rgb = gcolor.rgb * (1.0 - 2.0*glowk*(glowk - 1.0));
+ #define packnorm 1.0-glowk
+
+
+
+ gnormal.rgb = normal*0.5 + 0.5;
+ #ifdef packnorm
+ gnormal.a = (packnorm);
+ #else
+ gnormal.a = 1.0;
+ #endif
+
+
+
+
+
+
+ }
+
diff --git a/shaders/tesseract/311.shader_test b/shaders/tesseract/311.shader_test
new file mode 100644
index 0000000..1629f07
--- /dev/null
+++ b/shaders/tesseract/311.shader_test
@@ -0,0 +1,168 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vtangent;
+ attribute vec2 vtexcoord0;
+
+ attribute vec4 vboneweight, vboneindex;
+ #pragma CUBE2_uniform animdata
+ uniform vec4 animdata[192];
+
+ uniform mat4 modelmatrix;
+ uniform mat3 modelworld;
+ uniform vec3 modelcamera;
+ uniform vec2 texscroll;
+
+ varying mat3 world;
+
+
+ varying vec3 camvec;
+
+
+ varying vec2 texcoord0;
+
+ void main(void)
+ {
+
+ int index = int(vboneindex.x);
+
+ vec4 dqreal = animdata[index];
+ vec4 dqdual = animdata[index+1];
+
+
+ vec4 mpos = vec4((cross(dqreal.xyz, cross(dqreal.xyz, vvertex.xyz) + vvertex.xyz*dqreal.w + dqdual.xyz) + dqdual.xyz*dqreal.w - dqreal.xyz*dqdual.w)*2.0 + vvertex.xyz, vvertex.w);
+
+
+ vec4 mquat = vec4(cross(dqreal.xyz, vtangent.xyz) + dqreal.xyz*vtangent.w + vtangent.xyz*dqreal.w, dqreal.w*vtangent.w - dot(dqreal.xyz, vtangent.xyz));
+
+ vec4 qxyz = mquat.xxyy*mquat.yzyz, qxzw = vec4(mquat.xzw, -mquat.w);
+ vec3 mtangent = (qxzw.yzw*mquat.zzy + qxyz.zxy)*vec3(-2.0, 2.0, 2.0) + vec3(1.0, 0.0, 0.0);
+ vec3 mnormal = (qxzw.zwx*mquat.yxx + qxyz.ywz)*vec3(2.0, 2.0, -2.0) + vec3(0.0, 0.0, 1.0);
+
+
+
+
+
+
+ gl_Position = modelmatrix * mpos;
+
+ texcoord0 = vtexcoord0 + texscroll;
+
+
+
+
+ camvec = modelworld * normalize(modelcamera - mpos.xyz);
+
+
+
+
+
+ vec3 wnormal = modelworld * mnormal;
+ vec3 wtangent = modelworld * mtangent;
+ vec3 wbitangent = cross(wnormal, wtangent) * (vtangent.w < 0.0 ? -1.0 : 1.0);
+ world = mat3(wtangent, wbitangent, wnormal);
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define gcolor gl_FragData[0]
+#define gnormal gl_FragData[1]
+#define gglow gl_FragData[2]
+varying mat3 world;
+
+
+ uniform vec2 envmapscale;
+ varying vec3 camvec;
+
+ uniform vec4 colorscale;
+ uniform vec2 fullbright;
+ uniform vec2 maskscale;
+ uniform float alphatest;
+ uniform sampler2D tex0;
+ uniform sampler2D tex1;
+ uniform samplerCube tex2;
+ uniform sampler2D tex3;
+
+
+ fragdata(0, gcolor, vec4)
+ fragdata(1, gnormal, vec4)
+ fragdata(2, gglow, vec4)
+
+
+
+ varying vec2 texcoord0;
+ uniform float aamask;
+
+ void main(void)
+ {
+ vec4 diffuse = texture2D(tex0, texcoord0);
+
+
+ if(diffuse.a <= alphatest)
+ discard;
+
+
+ gcolor.rgb = diffuse.rgb*colorscale.rgb;
+
+
+
+
+ vec3 normal = texture2D(tex3, texcoord0).rgb - 0.5;
+
+ normal = normalize(world * normal);
+
+
+ float spec = maskscale.x;
+
+ vec3 masks = texture2D(tex1, texcoord0).rgb;
+ spec *= masks.r;
+
+
+ vec3 camn = normalize(camvec);
+ float invfresnel = dot(camn, normal);
+ vec3 rvec = 2.0*invfresnel*normal - camn;
+ float rmod = envmapscale.x*clamp(invfresnel, 0.0, 1.0) + envmapscale.y;
+ vec3 reflect = textureCube(tex2, rvec).rgb;
+ gcolor.rgb = mix(gcolor.rgb, reflect, rmod*masks.b);
+
+
+ gcolor.a = 0.5*spec;
+
+
+ float glowk = max(maskscale.y*masks.g, fullbright.y), colork = max(fullbright.x-glowk, 0.0);
+
+
+
+
+ glowk /= glowk + colork + 1.0e-3;
+ gcolor.rgb = gcolor.rgb * (1.0 - 2.0*glowk*(glowk - 1.0));
+ #define packnorm 1.0-glowk
+
+
+
+ gnormal.rgb = normal*0.5 + 0.5;
+ #ifdef packnorm
+ gnormal.a = (packnorm);
+ #else
+ gnormal.a = 1.0;
+ #endif
+
+
+
+
+
+
+ }
+
diff --git a/shaders/tesseract/313.shader_test b/shaders/tesseract/313.shader_test
new file mode 100644
index 0000000..c5f4593
--- /dev/null
+++ b/shaders/tesseract/313.shader_test
@@ -0,0 +1,176 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vtangent;
+ attribute vec2 vtexcoord0;
+
+ attribute vec4 vboneweight, vboneindex;
+ #pragma CUBE2_uniform animdata
+ uniform vec4 animdata[192];
+
+ uniform mat4 modelmatrix;
+ uniform mat3 modelworld;
+ uniform vec3 modelcamera;
+ uniform vec2 texscroll;
+
+ varying mat3 world;
+
+
+ varying vec3 camvec;
+
+
+ varying vec2 texcoord0;
+
+ void main(void)
+ {
+
+ int index = int(vboneindex.x);
+
+ vec4 dqreal = animdata[index] * vboneweight.x;
+ vec4 dqdual = animdata[index+1] * vboneweight.x;
+ index = int(vboneindex.y);
+ dqreal += animdata[index] * vboneweight.y;
+ dqdual += animdata[index+1] * vboneweight.y;
+
+
+ float len = length(dqreal);
+ dqreal /= len;
+ dqdual /= len;
+
+
+ vec4 mpos = vec4((cross(dqreal.xyz, cross(dqreal.xyz, vvertex.xyz) + vvertex.xyz*dqreal.w + dqdual.xyz) + dqdual.xyz*dqreal.w - dqreal.xyz*dqdual.w)*2.0 + vvertex.xyz, vvertex.w);
+
+
+ vec4 mquat = vec4(cross(dqreal.xyz, vtangent.xyz) + dqreal.xyz*vtangent.w + vtangent.xyz*dqreal.w, dqreal.w*vtangent.w - dot(dqreal.xyz, vtangent.xyz));
+
+ vec4 qxyz = mquat.xxyy*mquat.yzyz, qxzw = vec4(mquat.xzw, -mquat.w);
+ vec3 mtangent = (qxzw.yzw*mquat.zzy + qxyz.zxy)*vec3(-2.0, 2.0, 2.0) + vec3(1.0, 0.0, 0.0);
+ vec3 mnormal = (qxzw.zwx*mquat.yxx + qxyz.ywz)*vec3(2.0, 2.0, -2.0) + vec3(0.0, 0.0, 1.0);
+
+
+
+
+
+
+ gl_Position = modelmatrix * mpos;
+
+ texcoord0 = vtexcoord0 + texscroll;
+
+
+
+
+ camvec = modelworld * normalize(modelcamera - mpos.xyz);
+
+
+
+
+
+ vec3 wnormal = modelworld * mnormal;
+ vec3 wtangent = modelworld * mtangent;
+ vec3 wbitangent = cross(wnormal, wtangent) * (vtangent.w < 0.0 ? -1.0 : 1.0);
+ world = mat3(wtangent, wbitangent, wnormal);
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define gcolor gl_FragData[0]
+#define gnormal gl_FragData[1]
+#define gglow gl_FragData[2]
+varying mat3 world;
+
+
+ uniform vec2 envmapscale;
+ varying vec3 camvec;
+
+ uniform vec4 colorscale;
+ uniform vec2 fullbright;
+ uniform vec2 maskscale;
+ uniform float alphatest;
+ uniform sampler2D tex0;
+ uniform sampler2D tex1;
+ uniform samplerCube tex2;
+ uniform sampler2D tex3;
+
+
+ fragdata(0, gcolor, vec4)
+ fragdata(1, gnormal, vec4)
+ fragdata(2, gglow, vec4)
+
+
+
+ varying vec2 texcoord0;
+ uniform float aamask;
+
+ void main(void)
+ {
+ vec4 diffuse = texture2D(tex0, texcoord0);
+
+
+ if(diffuse.a <= alphatest)
+ discard;
+
+
+ gcolor.rgb = diffuse.rgb*colorscale.rgb;
+
+
+
+
+ vec3 normal = texture2D(tex3, texcoord0).rgb - 0.5;
+
+ normal = normalize(world * normal);
+
+
+ float spec = maskscale.x;
+
+ vec3 masks = texture2D(tex1, texcoord0).rgb;
+ spec *= masks.r;
+
+
+ vec3 camn = normalize(camvec);
+ float invfresnel = dot(camn, normal);
+ vec3 rvec = 2.0*invfresnel*normal - camn;
+ float rmod = envmapscale.x*clamp(invfresnel, 0.0, 1.0) + envmapscale.y;
+ vec3 reflect = textureCube(tex2, rvec).rgb;
+ gcolor.rgb = mix(gcolor.rgb, reflect, rmod*masks.b);
+
+
+ gcolor.a = 0.5*spec;
+
+
+ float glowk = max(maskscale.y*masks.g, fullbright.y), colork = max(fullbright.x-glowk, 0.0);
+
+
+
+
+ glowk /= glowk + colork + 1.0e-3;
+ gcolor.rgb = gcolor.rgb * (1.0 - 2.0*glowk*(glowk - 1.0));
+ #define packnorm 1.0-glowk
+
+
+
+ gnormal.rgb = normal*0.5 + 0.5;
+ #ifdef packnorm
+ gnormal.a = (packnorm);
+ #else
+ gnormal.a = 1.0;
+ #endif
+
+
+
+
+
+
+ }
+
diff --git a/shaders/tesseract/315.shader_test b/shaders/tesseract/315.shader_test
new file mode 100644
index 0000000..a30bd81
--- /dev/null
+++ b/shaders/tesseract/315.shader_test
@@ -0,0 +1,180 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vtangent;
+ attribute vec2 vtexcoord0;
+
+ attribute vec4 vboneweight, vboneindex;
+ #pragma CUBE2_uniform animdata
+ uniform vec4 animdata[192];
+
+ uniform mat4 modelmatrix;
+ uniform mat3 modelworld;
+ uniform vec3 modelcamera;
+ uniform vec2 texscroll;
+
+ varying mat3 world;
+
+
+ varying vec3 camvec;
+
+
+ varying vec2 texcoord0;
+
+ void main(void)
+ {
+
+ int index = int(vboneindex.x);
+
+ vec4 dqreal = animdata[index] * vboneweight.x;
+ vec4 dqdual = animdata[index+1] * vboneweight.x;
+ index = int(vboneindex.y);
+ dqreal += animdata[index] * vboneweight.y;
+ dqdual += animdata[index+1] * vboneweight.y;
+
+ index = int(vboneindex.z);
+ dqreal += animdata[index] * vboneweight.z;
+ dqdual += animdata[index+1] * vboneweight.z;
+
+
+ float len = length(dqreal);
+ dqreal /= len;
+ dqdual /= len;
+
+
+ vec4 mpos = vec4((cross(dqreal.xyz, cross(dqreal.xyz, vvertex.xyz) + vvertex.xyz*dqreal.w + dqdual.xyz) + dqdual.xyz*dqreal.w - dqreal.xyz*dqdual.w)*2.0 + vvertex.xyz, vvertex.w);
+
+
+ vec4 mquat = vec4(cross(dqreal.xyz, vtangent.xyz) + dqreal.xyz*vtangent.w + vtangent.xyz*dqreal.w, dqreal.w*vtangent.w - dot(dqreal.xyz, vtangent.xyz));
+
+ vec4 qxyz = mquat.xxyy*mquat.yzyz, qxzw = vec4(mquat.xzw, -mquat.w);
+ vec3 mtangent = (qxzw.yzw*mquat.zzy + qxyz.zxy)*vec3(-2.0, 2.0, 2.0) + vec3(1.0, 0.0, 0.0);
+ vec3 mnormal = (qxzw.zwx*mquat.yxx + qxyz.ywz)*vec3(2.0, 2.0, -2.0) + vec3(0.0, 0.0, 1.0);
+
+
+
+
+
+
+ gl_Position = modelmatrix * mpos;
+
+ texcoord0 = vtexcoord0 + texscroll;
+
+
+
+
+ camvec = modelworld * normalize(modelcamera - mpos.xyz);
+
+
+
+
+
+ vec3 wnormal = modelworld * mnormal;
+ vec3 wtangent = modelworld * mtangent;
+ vec3 wbitangent = cross(wnormal, wtangent) * (vtangent.w < 0.0 ? -1.0 : 1.0);
+ world = mat3(wtangent, wbitangent, wnormal);
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define gcolor gl_FragData[0]
+#define gnormal gl_FragData[1]
+#define gglow gl_FragData[2]
+varying mat3 world;
+
+
+ uniform vec2 envmapscale;
+ varying vec3 camvec;
+
+ uniform vec4 colorscale;
+ uniform vec2 fullbright;
+ uniform vec2 maskscale;
+ uniform float alphatest;
+ uniform sampler2D tex0;
+ uniform sampler2D tex1;
+ uniform samplerCube tex2;
+ uniform sampler2D tex3;
+
+
+ fragdata(0, gcolor, vec4)
+ fragdata(1, gnormal, vec4)
+ fragdata(2, gglow, vec4)
+
+
+
+ varying vec2 texcoord0;
+ uniform float aamask;
+
+ void main(void)
+ {
+ vec4 diffuse = texture2D(tex0, texcoord0);
+
+
+ if(diffuse.a <= alphatest)
+ discard;
+
+
+ gcolor.rgb = diffuse.rgb*colorscale.rgb;
+
+
+
+
+ vec3 normal = texture2D(tex3, texcoord0).rgb - 0.5;
+
+ normal = normalize(world * normal);
+
+
+ float spec = maskscale.x;
+
+ vec3 masks = texture2D(tex1, texcoord0).rgb;
+ spec *= masks.r;
+
+
+ vec3 camn = normalize(camvec);
+ float invfresnel = dot(camn, normal);
+ vec3 rvec = 2.0*invfresnel*normal - camn;
+ float rmod = envmapscale.x*clamp(invfresnel, 0.0, 1.0) + envmapscale.y;
+ vec3 reflect = textureCube(tex2, rvec).rgb;
+ gcolor.rgb = mix(gcolor.rgb, reflect, rmod*masks.b);
+
+
+ gcolor.a = 0.5*spec;
+
+
+ float glowk = max(maskscale.y*masks.g, fullbright.y), colork = max(fullbright.x-glowk, 0.0);
+
+
+
+
+ glowk /= glowk + colork + 1.0e-3;
+ gcolor.rgb = gcolor.rgb * (1.0 - 2.0*glowk*(glowk - 1.0));
+ #define packnorm 1.0-glowk
+
+
+
+ gnormal.rgb = normal*0.5 + 0.5;
+ #ifdef packnorm
+ gnormal.a = (packnorm);
+ #else
+ gnormal.a = 1.0;
+ #endif
+
+
+
+
+
+
+ }
+
diff --git a/shaders/tesseract/317.shader_test b/shaders/tesseract/317.shader_test
new file mode 100644
index 0000000..f160716
--- /dev/null
+++ b/shaders/tesseract/317.shader_test
@@ -0,0 +1,184 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vtangent;
+ attribute vec2 vtexcoord0;
+
+ attribute vec4 vboneweight, vboneindex;
+ #pragma CUBE2_uniform animdata
+ uniform vec4 animdata[192];
+
+ uniform mat4 modelmatrix;
+ uniform mat3 modelworld;
+ uniform vec3 modelcamera;
+ uniform vec2 texscroll;
+
+ varying mat3 world;
+
+
+ varying vec3 camvec;
+
+
+ varying vec2 texcoord0;
+
+ void main(void)
+ {
+
+ int index = int(vboneindex.x);
+
+ vec4 dqreal = animdata[index] * vboneweight.x;
+ vec4 dqdual = animdata[index+1] * vboneweight.x;
+ index = int(vboneindex.y);
+ dqreal += animdata[index] * vboneweight.y;
+ dqdual += animdata[index+1] * vboneweight.y;
+
+ index = int(vboneindex.z);
+ dqreal += animdata[index] * vboneweight.z;
+ dqdual += animdata[index+1] * vboneweight.z;
+
+
+ index = int(vboneindex.w);
+ dqreal += animdata[index] * vboneweight.w;
+ dqdual += animdata[index+1] * vboneweight.w;
+
+ float len = length(dqreal);
+ dqreal /= len;
+ dqdual /= len;
+
+
+ vec4 mpos = vec4((cross(dqreal.xyz, cross(dqreal.xyz, vvertex.xyz) + vvertex.xyz*dqreal.w + dqdual.xyz) + dqdual.xyz*dqreal.w - dqreal.xyz*dqdual.w)*2.0 + vvertex.xyz, vvertex.w);
+
+
+ vec4 mquat = vec4(cross(dqreal.xyz, vtangent.xyz) + dqreal.xyz*vtangent.w + vtangent.xyz*dqreal.w, dqreal.w*vtangent.w - dot(dqreal.xyz, vtangent.xyz));
+
+ vec4 qxyz = mquat.xxyy*mquat.yzyz, qxzw = vec4(mquat.xzw, -mquat.w);
+ vec3 mtangent = (qxzw.yzw*mquat.zzy + qxyz.zxy)*vec3(-2.0, 2.0, 2.0) + vec3(1.0, 0.0, 0.0);
+ vec3 mnormal = (qxzw.zwx*mquat.yxx + qxyz.ywz)*vec3(2.0, 2.0, -2.0) + vec3(0.0, 0.0, 1.0);
+
+
+
+
+
+
+ gl_Position = modelmatrix * mpos;
+
+ texcoord0 = vtexcoord0 + texscroll;
+
+
+
+
+ camvec = modelworld * normalize(modelcamera - mpos.xyz);
+
+
+
+
+
+ vec3 wnormal = modelworld * mnormal;
+ vec3 wtangent = modelworld * mtangent;
+ vec3 wbitangent = cross(wnormal, wtangent) * (vtangent.w < 0.0 ? -1.0 : 1.0);
+ world = mat3(wtangent, wbitangent, wnormal);
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define gcolor gl_FragData[0]
+#define gnormal gl_FragData[1]
+#define gglow gl_FragData[2]
+varying mat3 world;
+
+
+ uniform vec2 envmapscale;
+ varying vec3 camvec;
+
+ uniform vec4 colorscale;
+ uniform vec2 fullbright;
+ uniform vec2 maskscale;
+ uniform float alphatest;
+ uniform sampler2D tex0;
+ uniform sampler2D tex1;
+ uniform samplerCube tex2;
+ uniform sampler2D tex3;
+
+
+ fragdata(0, gcolor, vec4)
+ fragdata(1, gnormal, vec4)
+ fragdata(2, gglow, vec4)
+
+
+
+ varying vec2 texcoord0;
+ uniform float aamask;
+
+ void main(void)
+ {
+ vec4 diffuse = texture2D(tex0, texcoord0);
+
+
+ if(diffuse.a <= alphatest)
+ discard;
+
+
+ gcolor.rgb = diffuse.rgb*colorscale.rgb;
+
+
+
+
+ vec3 normal = texture2D(tex3, texcoord0).rgb - 0.5;
+
+ normal = normalize(world * normal);
+
+
+ float spec = maskscale.x;
+
+ vec3 masks = texture2D(tex1, texcoord0).rgb;
+ spec *= masks.r;
+
+
+ vec3 camn = normalize(camvec);
+ float invfresnel = dot(camn, normal);
+ vec3 rvec = 2.0*invfresnel*normal - camn;
+ float rmod = envmapscale.x*clamp(invfresnel, 0.0, 1.0) + envmapscale.y;
+ vec3 reflect = textureCube(tex2, rvec).rgb;
+ gcolor.rgb = mix(gcolor.rgb, reflect, rmod*masks.b);
+
+
+ gcolor.a = 0.5*spec;
+
+
+ float glowk = max(maskscale.y*masks.g, fullbright.y), colork = max(fullbright.x-glowk, 0.0);
+
+
+
+
+ glowk /= glowk + colork + 1.0e-3;
+ gcolor.rgb = gcolor.rgb * (1.0 - 2.0*glowk*(glowk - 1.0));
+ #define packnorm 1.0-glowk
+
+
+
+ gnormal.rgb = normal*0.5 + 0.5;
+ #ifdef packnorm
+ gnormal.a = (packnorm);
+ #else
+ gnormal.a = 1.0;
+ #endif
+
+
+
+
+
+
+ }
+
diff --git a/shaders/tesseract/319.shader_test b/shaders/tesseract/319.shader_test
new file mode 100644
index 0000000..4d98fd8
--- /dev/null
+++ b/shaders/tesseract/319.shader_test
@@ -0,0 +1,155 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vtangent;
+ attribute vec2 vtexcoord0;
+
+ uniform mat4 modelmatrix;
+ uniform mat3 modelworld;
+ uniform vec3 modelcamera;
+ uniform vec2 texscroll;
+
+ varying mat3 world;
+
+
+ varying vec3 camvec;
+
+
+ varying vec2 texcoord0;
+
+ void main(void)
+ {
+
+ #define mpos vvertex
+ #define mquat vtangent
+
+ vec4 qxyz = mquat.xxyy*mquat.yzyz, qxzw = vec4(mquat.xzw, -mquat.w);
+ vec3 mtangent = (qxzw.yzw*mquat.zzy + qxyz.zxy)*vec3(-2.0, 2.0, 2.0) + vec3(1.0, 0.0, 0.0);
+ vec3 mnormal = (qxzw.zwx*mquat.yxx + qxyz.ywz)*vec3(2.0, 2.0, -2.0) + vec3(0.0, 0.0, 1.0);
+
+
+
+
+
+ gl_Position = modelmatrix * mpos;
+
+ texcoord0 = vtexcoord0 + texscroll;
+
+
+
+
+ camvec = modelworld * normalize(modelcamera - mpos.xyz);
+
+
+
+
+
+ vec3 wnormal = modelworld * mnormal;
+ vec3 wtangent = modelworld * mtangent;
+ vec3 wbitangent = cross(wnormal, wtangent) * (vtangent.w < 0.0 ? -1.0 : 1.0);
+ world = mat3(wtangent, wbitangent, wnormal);
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define gcolor gl_FragData[0]
+#define gnormal gl_FragData[1]
+#define gglow gl_FragData[2]
+varying mat3 world;
+
+
+ uniform vec2 envmapscale;
+ varying vec3 camvec;
+
+ uniform vec4 colorscale;
+ uniform vec2 fullbright;
+ uniform vec2 maskscale;
+ uniform float alphatest;
+ uniform sampler2D tex0;
+ uniform sampler2D tex1;
+ uniform samplerCube tex2;
+ uniform sampler2D tex3;
+
+
+ fragdata(0, gcolor, vec4)
+ fragdata(1, gnormal, vec4)
+ fragdata(2, gglow, vec4)
+
+
+
+ varying vec2 texcoord0;
+ uniform float aamask;
+
+ void main(void)
+ {
+ vec4 diffuse = texture2D(tex0, texcoord0);
+
+
+ if(diffuse.a <= alphatest)
+ discard;
+
+
+ gcolor.rgb = diffuse.rgb*colorscale.rgb;
+
+
+
+
+ vec3 normal = texture2D(tex3, texcoord0).rgb - 0.5;
+
+ normal = normalize(world * normal);
+
+
+ float spec = maskscale.x;
+
+ vec3 masks = texture2D(tex1, texcoord0).rgb;
+ spec *= masks.r;
+
+
+ vec3 camn = normalize(camvec);
+ float invfresnel = dot(camn, normal);
+ vec3 rvec = 2.0*invfresnel*normal - camn;
+ float rmod = envmapscale.x*clamp(invfresnel, 0.0, 1.0) + envmapscale.y;
+ vec3 reflect = textureCube(tex2, rvec).rgb;
+ gcolor.rgb = mix(gcolor.rgb, reflect, rmod*masks.b);
+
+
+ gcolor.a = 0.5*spec;
+
+
+ float glowk = max(maskscale.y*masks.g, fullbright.y), colork = max(fullbright.x-glowk, 0.0);
+
+
+
+ gglow.rgb = gcolor.rgb*glowk;
+ gcolor.rgb *= colork;
+ #define packnorm colorscale.a
+
+
+
+ gnormal.rgb = normal*0.5 + 0.5;
+ #ifdef packnorm
+ gnormal.a = (packnorm);
+ #else
+ gnormal.a = 1.0;
+ #endif
+
+
+
+
+
+
+ }
+
+
diff --git a/shaders/tesseract/320.shader_test b/shaders/tesseract/320.shader_test
new file mode 100644
index 0000000..bb740b6
--- /dev/null
+++ b/shaders/tesseract/320.shader_test
@@ -0,0 +1,168 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vtangent;
+ attribute vec2 vtexcoord0;
+
+ attribute vec4 vboneweight, vboneindex;
+ #pragma CUBE2_uniform animdata
+ uniform vec4 animdata[192];
+
+ uniform mat4 modelmatrix;
+ uniform mat3 modelworld;
+ uniform vec3 modelcamera;
+ uniform vec2 texscroll;
+
+ varying mat3 world;
+
+
+ varying vec3 camvec;
+
+
+ varying vec2 texcoord0;
+
+ void main(void)
+ {
+
+ int index = int(vboneindex.x);
+
+ vec4 dqreal = animdata[index];
+ vec4 dqdual = animdata[index+1];
+
+
+ vec4 mpos = vec4((cross(dqreal.xyz, cross(dqreal.xyz, vvertex.xyz) + vvertex.xyz*dqreal.w + dqdual.xyz) + dqdual.xyz*dqreal.w - dqreal.xyz*dqdual.w)*2.0 + vvertex.xyz, vvertex.w);
+
+
+ vec4 mquat = vec4(cross(dqreal.xyz, vtangent.xyz) + dqreal.xyz*vtangent.w + vtangent.xyz*dqreal.w, dqreal.w*vtangent.w - dot(dqreal.xyz, vtangent.xyz));
+
+ vec4 qxyz = mquat.xxyy*mquat.yzyz, qxzw = vec4(mquat.xzw, -mquat.w);
+ vec3 mtangent = (qxzw.yzw*mquat.zzy + qxyz.zxy)*vec3(-2.0, 2.0, 2.0) + vec3(1.0, 0.0, 0.0);
+ vec3 mnormal = (qxzw.zwx*mquat.yxx + qxyz.ywz)*vec3(2.0, 2.0, -2.0) + vec3(0.0, 0.0, 1.0);
+
+
+
+
+
+
+ gl_Position = modelmatrix * mpos;
+
+ texcoord0 = vtexcoord0 + texscroll;
+
+
+
+
+ camvec = modelworld * normalize(modelcamera - mpos.xyz);
+
+
+
+
+
+ vec3 wnormal = modelworld * mnormal;
+ vec3 wtangent = modelworld * mtangent;
+ vec3 wbitangent = cross(wnormal, wtangent) * (vtangent.w < 0.0 ? -1.0 : 1.0);
+ world = mat3(wtangent, wbitangent, wnormal);
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define gcolor gl_FragData[0]
+#define gnormal gl_FragData[1]
+#define gglow gl_FragData[2]
+varying mat3 world;
+
+
+ uniform vec2 envmapscale;
+ varying vec3 camvec;
+
+ uniform vec4 colorscale;
+ uniform vec2 fullbright;
+ uniform vec2 maskscale;
+ uniform float alphatest;
+ uniform sampler2D tex0;
+ uniform sampler2D tex1;
+ uniform samplerCube tex2;
+ uniform sampler2D tex3;
+
+
+ fragdata(0, gcolor, vec4)
+ fragdata(1, gnormal, vec4)
+ fragdata(2, gglow, vec4)
+
+
+
+ varying vec2 texcoord0;
+ uniform float aamask;
+
+ void main(void)
+ {
+ vec4 diffuse = texture2D(tex0, texcoord0);
+
+
+ if(diffuse.a <= alphatest)
+ discard;
+
+
+ gcolor.rgb = diffuse.rgb*colorscale.rgb;
+
+
+
+
+ vec3 normal = texture2D(tex3, texcoord0).rgb - 0.5;
+
+ normal = normalize(world * normal);
+
+
+ float spec = maskscale.x;
+
+ vec3 masks = texture2D(tex1, texcoord0).rgb;
+ spec *= masks.r;
+
+
+ vec3 camn = normalize(camvec);
+ float invfresnel = dot(camn, normal);
+ vec3 rvec = 2.0*invfresnel*normal - camn;
+ float rmod = envmapscale.x*clamp(invfresnel, 0.0, 1.0) + envmapscale.y;
+ vec3 reflect = textureCube(tex2, rvec).rgb;
+ gcolor.rgb = mix(gcolor.rgb, reflect, rmod*masks.b);
+
+
+ gcolor.a = 0.5*spec;
+
+
+ float glowk = max(maskscale.y*masks.g, fullbright.y), colork = max(fullbright.x-glowk, 0.0);
+
+
+
+ gglow.rgb = gcolor.rgb*glowk;
+ gcolor.rgb *= colork;
+ #define packnorm colorscale.a
+
+
+
+ gnormal.rgb = normal*0.5 + 0.5;
+ #ifdef packnorm
+ gnormal.a = (packnorm);
+ #else
+ gnormal.a = 1.0;
+ #endif
+
+
+
+
+
+
+ }
+
+
diff --git a/shaders/tesseract/321.shader_test b/shaders/tesseract/321.shader_test
new file mode 100644
index 0000000..ec6dcb1
--- /dev/null
+++ b/shaders/tesseract/321.shader_test
@@ -0,0 +1,176 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vtangent;
+ attribute vec2 vtexcoord0;
+
+ attribute vec4 vboneweight, vboneindex;
+ #pragma CUBE2_uniform animdata
+ uniform vec4 animdata[192];
+
+ uniform mat4 modelmatrix;
+ uniform mat3 modelworld;
+ uniform vec3 modelcamera;
+ uniform vec2 texscroll;
+
+ varying mat3 world;
+
+
+ varying vec3 camvec;
+
+
+ varying vec2 texcoord0;
+
+ void main(void)
+ {
+
+ int index = int(vboneindex.x);
+
+ vec4 dqreal = animdata[index] * vboneweight.x;
+ vec4 dqdual = animdata[index+1] * vboneweight.x;
+ index = int(vboneindex.y);
+ dqreal += animdata[index] * vboneweight.y;
+ dqdual += animdata[index+1] * vboneweight.y;
+
+
+ float len = length(dqreal);
+ dqreal /= len;
+ dqdual /= len;
+
+
+ vec4 mpos = vec4((cross(dqreal.xyz, cross(dqreal.xyz, vvertex.xyz) + vvertex.xyz*dqreal.w + dqdual.xyz) + dqdual.xyz*dqreal.w - dqreal.xyz*dqdual.w)*2.0 + vvertex.xyz, vvertex.w);
+
+
+ vec4 mquat = vec4(cross(dqreal.xyz, vtangent.xyz) + dqreal.xyz*vtangent.w + vtangent.xyz*dqreal.w, dqreal.w*vtangent.w - dot(dqreal.xyz, vtangent.xyz));
+
+ vec4 qxyz = mquat.xxyy*mquat.yzyz, qxzw = vec4(mquat.xzw, -mquat.w);
+ vec3 mtangent = (qxzw.yzw*mquat.zzy + qxyz.zxy)*vec3(-2.0, 2.0, 2.0) + vec3(1.0, 0.0, 0.0);
+ vec3 mnormal = (qxzw.zwx*mquat.yxx + qxyz.ywz)*vec3(2.0, 2.0, -2.0) + vec3(0.0, 0.0, 1.0);
+
+
+
+
+
+
+ gl_Position = modelmatrix * mpos;
+
+ texcoord0 = vtexcoord0 + texscroll;
+
+
+
+
+ camvec = modelworld * normalize(modelcamera - mpos.xyz);
+
+
+
+
+
+ vec3 wnormal = modelworld * mnormal;
+ vec3 wtangent = modelworld * mtangent;
+ vec3 wbitangent = cross(wnormal, wtangent) * (vtangent.w < 0.0 ? -1.0 : 1.0);
+ world = mat3(wtangent, wbitangent, wnormal);
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define gcolor gl_FragData[0]
+#define gnormal gl_FragData[1]
+#define gglow gl_FragData[2]
+varying mat3 world;
+
+
+ uniform vec2 envmapscale;
+ varying vec3 camvec;
+
+ uniform vec4 colorscale;
+ uniform vec2 fullbright;
+ uniform vec2 maskscale;
+ uniform float alphatest;
+ uniform sampler2D tex0;
+ uniform sampler2D tex1;
+ uniform samplerCube tex2;
+ uniform sampler2D tex3;
+
+
+ fragdata(0, gcolor, vec4)
+ fragdata(1, gnormal, vec4)
+ fragdata(2, gglow, vec4)
+
+
+
+ varying vec2 texcoord0;
+ uniform float aamask;
+
+ void main(void)
+ {
+ vec4 diffuse = texture2D(tex0, texcoord0);
+
+
+ if(diffuse.a <= alphatest)
+ discard;
+
+
+ gcolor.rgb = diffuse.rgb*colorscale.rgb;
+
+
+
+
+ vec3 normal = texture2D(tex3, texcoord0).rgb - 0.5;
+
+ normal = normalize(world * normal);
+
+
+ float spec = maskscale.x;
+
+ vec3 masks = texture2D(tex1, texcoord0).rgb;
+ spec *= masks.r;
+
+
+ vec3 camn = normalize(camvec);
+ float invfresnel = dot(camn, normal);
+ vec3 rvec = 2.0*invfresnel*normal - camn;
+ float rmod = envmapscale.x*clamp(invfresnel, 0.0, 1.0) + envmapscale.y;
+ vec3 reflect = textureCube(tex2, rvec).rgb;
+ gcolor.rgb = mix(gcolor.rgb, reflect, rmod*masks.b);
+
+
+ gcolor.a = 0.5*spec;
+
+
+ float glowk = max(maskscale.y*masks.g, fullbright.y), colork = max(fullbright.x-glowk, 0.0);
+
+
+
+ gglow.rgb = gcolor.rgb*glowk;
+ gcolor.rgb *= colork;
+ #define packnorm colorscale.a
+
+
+
+ gnormal.rgb = normal*0.5 + 0.5;
+ #ifdef packnorm
+ gnormal.a = (packnorm);
+ #else
+ gnormal.a = 1.0;
+ #endif
+
+
+
+
+
+
+ }
+
+
diff --git a/shaders/tesseract/322.shader_test b/shaders/tesseract/322.shader_test
new file mode 100644
index 0000000..237e7e5
--- /dev/null
+++ b/shaders/tesseract/322.shader_test
@@ -0,0 +1,180 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vtangent;
+ attribute vec2 vtexcoord0;
+
+ attribute vec4 vboneweight, vboneindex;
+ #pragma CUBE2_uniform animdata
+ uniform vec4 animdata[192];
+
+ uniform mat4 modelmatrix;
+ uniform mat3 modelworld;
+ uniform vec3 modelcamera;
+ uniform vec2 texscroll;
+
+ varying mat3 world;
+
+
+ varying vec3 camvec;
+
+
+ varying vec2 texcoord0;
+
+ void main(void)
+ {
+
+ int index = int(vboneindex.x);
+
+ vec4 dqreal = animdata[index] * vboneweight.x;
+ vec4 dqdual = animdata[index+1] * vboneweight.x;
+ index = int(vboneindex.y);
+ dqreal += animdata[index] * vboneweight.y;
+ dqdual += animdata[index+1] * vboneweight.y;
+
+ index = int(vboneindex.z);
+ dqreal += animdata[index] * vboneweight.z;
+ dqdual += animdata[index+1] * vboneweight.z;
+
+
+ float len = length(dqreal);
+ dqreal /= len;
+ dqdual /= len;
+
+
+ vec4 mpos = vec4((cross(dqreal.xyz, cross(dqreal.xyz, vvertex.xyz) + vvertex.xyz*dqreal.w + dqdual.xyz) + dqdual.xyz*dqreal.w - dqreal.xyz*dqdual.w)*2.0 + vvertex.xyz, vvertex.w);
+
+
+ vec4 mquat = vec4(cross(dqreal.xyz, vtangent.xyz) + dqreal.xyz*vtangent.w + vtangent.xyz*dqreal.w, dqreal.w*vtangent.w - dot(dqreal.xyz, vtangent.xyz));
+
+ vec4 qxyz = mquat.xxyy*mquat.yzyz, qxzw = vec4(mquat.xzw, -mquat.w);
+ vec3 mtangent = (qxzw.yzw*mquat.zzy + qxyz.zxy)*vec3(-2.0, 2.0, 2.0) + vec3(1.0, 0.0, 0.0);
+ vec3 mnormal = (qxzw.zwx*mquat.yxx + qxyz.ywz)*vec3(2.0, 2.0, -2.0) + vec3(0.0, 0.0, 1.0);
+
+
+
+
+
+
+ gl_Position = modelmatrix * mpos;
+
+ texcoord0 = vtexcoord0 + texscroll;
+
+
+
+
+ camvec = modelworld * normalize(modelcamera - mpos.xyz);
+
+
+
+
+
+ vec3 wnormal = modelworld * mnormal;
+ vec3 wtangent = modelworld * mtangent;
+ vec3 wbitangent = cross(wnormal, wtangent) * (vtangent.w < 0.0 ? -1.0 : 1.0);
+ world = mat3(wtangent, wbitangent, wnormal);
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define gcolor gl_FragData[0]
+#define gnormal gl_FragData[1]
+#define gglow gl_FragData[2]
+varying mat3 world;
+
+
+ uniform vec2 envmapscale;
+ varying vec3 camvec;
+
+ uniform vec4 colorscale;
+ uniform vec2 fullbright;
+ uniform vec2 maskscale;
+ uniform float alphatest;
+ uniform sampler2D tex0;
+ uniform sampler2D tex1;
+ uniform samplerCube tex2;
+ uniform sampler2D tex3;
+
+
+ fragdata(0, gcolor, vec4)
+ fragdata(1, gnormal, vec4)
+ fragdata(2, gglow, vec4)
+
+
+
+ varying vec2 texcoord0;
+ uniform float aamask;
+
+ void main(void)
+ {
+ vec4 diffuse = texture2D(tex0, texcoord0);
+
+
+ if(diffuse.a <= alphatest)
+ discard;
+
+
+ gcolor.rgb = diffuse.rgb*colorscale.rgb;
+
+
+
+
+ vec3 normal = texture2D(tex3, texcoord0).rgb - 0.5;
+
+ normal = normalize(world * normal);
+
+
+ float spec = maskscale.x;
+
+ vec3 masks = texture2D(tex1, texcoord0).rgb;
+ spec *= masks.r;
+
+
+ vec3 camn = normalize(camvec);
+ float invfresnel = dot(camn, normal);
+ vec3 rvec = 2.0*invfresnel*normal - camn;
+ float rmod = envmapscale.x*clamp(invfresnel, 0.0, 1.0) + envmapscale.y;
+ vec3 reflect = textureCube(tex2, rvec).rgb;
+ gcolor.rgb = mix(gcolor.rgb, reflect, rmod*masks.b);
+
+
+ gcolor.a = 0.5*spec;
+
+
+ float glowk = max(maskscale.y*masks.g, fullbright.y), colork = max(fullbright.x-glowk, 0.0);
+
+
+
+ gglow.rgb = gcolor.rgb*glowk;
+ gcolor.rgb *= colork;
+ #define packnorm colorscale.a
+
+
+
+ gnormal.rgb = normal*0.5 + 0.5;
+ #ifdef packnorm
+ gnormal.a = (packnorm);
+ #else
+ gnormal.a = 1.0;
+ #endif
+
+
+
+
+
+
+ }
+
+
diff --git a/shaders/tesseract/323.shader_test b/shaders/tesseract/323.shader_test
new file mode 100644
index 0000000..6638ab4
--- /dev/null
+++ b/shaders/tesseract/323.shader_test
@@ -0,0 +1,183 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vtangent;
+ attribute vec2 vtexcoord0;
+
+ attribute vec4 vboneweight, vboneindex;
+ #pragma CUBE2_uniform animdata
+ uniform vec4 animdata[192];
+
+ uniform mat4 modelmatrix;
+ uniform mat3 modelworld;
+ uniform vec3 modelcamera;
+ uniform vec2 texscroll;
+
+ varying mat3 world;
+
+
+ varying vec3 camvec;
+
+
+ varying vec2 texcoord0;
+
+ void main(void)
+ {
+
+ int index = int(vboneindex.x);
+
+ vec4 dqreal = animdata[index] * vboneweight.x;
+ vec4 dqdual = animdata[index+1] * vboneweight.x;
+ index = int(vboneindex.y);
+ dqreal += animdata[index] * vboneweight.y;
+ dqdual += animdata[index+1] * vboneweight.y;
+
+ index = int(vboneindex.z);
+ dqreal += animdata[index] * vboneweight.z;
+ dqdual += animdata[index+1] * vboneweight.z;
+
+
+ index = int(vboneindex.w);
+ dqreal += animdata[index] * vboneweight.w;
+ dqdual += animdata[index+1] * vboneweight.w;
+
+ float len = length(dqreal);
+ dqreal /= len;
+ dqdual /= len;
+
+
+ vec4 mpos = vec4((cross(dqreal.xyz, cross(dqreal.xyz, vvertex.xyz) + vvertex.xyz*dqreal.w + dqdual.xyz) + dqdual.xyz*dqreal.w - dqreal.xyz*dqdual.w)*2.0 + vvertex.xyz, vvertex.w);
+
+
+ vec4 mquat = vec4(cross(dqreal.xyz, vtangent.xyz) + dqreal.xyz*vtangent.w + vtangent.xyz*dqreal.w, dqreal.w*vtangent.w - dot(dqreal.xyz, vtangent.xyz));
+
+ vec4 qxyz = mquat.xxyy*mquat.yzyz, qxzw = vec4(mquat.xzw, -mquat.w);
+ vec3 mtangent = (qxzw.yzw*mquat.zzy + qxyz.zxy)*vec3(-2.0, 2.0, 2.0) + vec3(1.0, 0.0, 0.0);
+ vec3 mnormal = (qxzw.zwx*mquat.yxx + qxyz.ywz)*vec3(2.0, 2.0, -2.0) + vec3(0.0, 0.0, 1.0);
+
+
+
+
+
+
+ gl_Position = modelmatrix * mpos;
+
+ texcoord0 = vtexcoord0 + texscroll;
+
+
+
+
+ camvec = modelworld * normalize(modelcamera - mpos.xyz);
+
+
+
+
+
+ vec3 wnormal = modelworld * mnormal;
+ vec3 wtangent = modelworld * mtangent;
+ vec3 wbitangent = cross(wnormal, wtangent) * (vtangent.w < 0.0 ? -1.0 : 1.0);
+ world = mat3(wtangent, wbitangent, wnormal);
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define gcolor gl_FragData[0]
+#define gnormal gl_FragData[1]
+#define gglow gl_FragData[2]
+varying mat3 world;
+
+
+ uniform vec2 envmapscale;
+ varying vec3 camvec;
+
+ uniform vec4 colorscale;
+ uniform vec2 fullbright;
+ uniform vec2 maskscale;
+ uniform float alphatest;
+ uniform sampler2D tex0;
+ uniform sampler2D tex1;
+ uniform samplerCube tex2;
+ uniform sampler2D tex3;
+
+
+ fragdata(0, gcolor, vec4)
+ fragdata(1, gnormal, vec4)
+ fragdata(2, gglow, vec4)
+
+
+
+ varying vec2 texcoord0;
+ uniform float aamask;
+
+ void main(void)
+ {
+ vec4 diffuse = texture2D(tex0, texcoord0);
+
+
+ if(diffuse.a <= alphatest)
+ discard;
+
+
+ gcolor.rgb = diffuse.rgb*colorscale.rgb;
+
+
+
+
+ vec3 normal = texture2D(tex3, texcoord0).rgb - 0.5;
+
+ normal = normalize(world * normal);
+
+
+ float spec = maskscale.x;
+
+ vec3 masks = texture2D(tex1, texcoord0).rgb;
+ spec *= masks.r;
+
+
+ vec3 camn = normalize(camvec);
+ float invfresnel = dot(camn, normal);
+ vec3 rvec = 2.0*invfresnel*normal - camn;
+ float rmod = envmapscale.x*clamp(invfresnel, 0.0, 1.0) + envmapscale.y;
+ vec3 reflect = textureCube(tex2, rvec).rgb;
+ gcolor.rgb = mix(gcolor.rgb, reflect, rmod*masks.b);
+
+
+ gcolor.a = 0.5*spec;
+
+
+ float glowk = max(maskscale.y*masks.g, fullbright.y), colork = max(fullbright.x-glowk, 0.0);
+
+
+
+ gglow.rgb = gcolor.rgb*glowk;
+ gcolor.rgb *= colork;
+ #define packnorm colorscale.a
+
+
+
+ gnormal.rgb = normal*0.5 + 0.5;
+ #ifdef packnorm
+ gnormal.a = (packnorm);
+ #else
+ gnormal.a = 1.0;
+ #endif
+
+
+
+
+
+
+ }
+
diff --git a/shaders/tesseract/326.shader_test b/shaders/tesseract/326.shader_test
new file mode 100644
index 0000000..1a8384c
--- /dev/null
+++ b/shaders/tesseract/326.shader_test
@@ -0,0 +1,157 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vtangent;
+ attribute vec2 vtexcoord0;
+
+ uniform mat4 modelmatrix;
+ uniform mat3 modelworld;
+ uniform vec3 modelcamera;
+ uniform vec2 texscroll;
+
+ varying mat3 world;
+
+
+ varying vec3 camvec;
+
+
+ varying vec2 texcoord0;
+
+ void main(void)
+ {
+
+ #define mpos vvertex
+ #define mquat vtangent
+
+ vec4 qxyz = mquat.xxyy*mquat.yzyz, qxzw = vec4(mquat.xzw, -mquat.w);
+ vec3 mtangent = (qxzw.yzw*mquat.zzy + qxyz.zxy)*vec3(-2.0, 2.0, 2.0) + vec3(1.0, 0.0, 0.0);
+ vec3 mnormal = (qxzw.zwx*mquat.yxx + qxyz.ywz)*vec3(2.0, 2.0, -2.0) + vec3(0.0, 0.0, 1.0);
+
+
+
+
+
+ gl_Position = modelmatrix * mpos;
+
+ texcoord0 = vtexcoord0 + texscroll;
+
+
+
+
+ camvec = modelworld * normalize(modelcamera - mpos.xyz);
+
+
+
+
+
+ vec3 wnormal = modelworld * mnormal;
+ vec3 wtangent = modelworld * mtangent;
+ vec3 wbitangent = cross(wnormal, wtangent) * (vtangent.w < 0.0 ? -1.0 : 1.0);
+ world = mat3(wtangent, wbitangent, wnormal);
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define gcolor gl_FragData[0]
+#define gnormal gl_FragData[1]
+#define gglow gl_FragData[2]
+varying mat3 world;
+
+
+ uniform vec2 envmapscale;
+ varying vec3 camvec;
+
+ uniform vec4 colorscale;
+ uniform vec2 fullbright;
+ uniform vec2 maskscale;
+
+ uniform sampler2D tex0;
+ uniform sampler2D tex1;
+ uniform samplerCube tex2;
+ uniform sampler2D tex3;
+ uniform sampler2D tex4;
+
+ fragdata(0, gcolor, vec4)
+ fragdata(1, gnormal, vec4)
+ fragdata(2, gglow, vec4)
+
+
+
+ varying vec2 texcoord0;
+ uniform float aamask;
+
+ void main(void)
+ {
+ vec4 diffuse = texture2D(tex0, texcoord0);
+
+
+
+ gcolor.rgb = diffuse.rgb*colorscale.rgb;
+
+
+ vec4 decal = texture2D(tex4, texcoord0);
+
+ gcolor.rgb = mix(gcolor.rgb, decal.rgb, decal.a);
+
+
+
+
+ vec3 normal = texture2D(tex3, texcoord0).rgb - 0.5;
+
+ normal = normalize(world * normal);
+
+
+ float spec = maskscale.x;
+
+ vec3 masks = texture2D(tex1, texcoord0).rgb;
+ spec *= masks.r;
+
+
+ vec3 camn = normalize(camvec);
+ float invfresnel = dot(camn, normal);
+ vec3 rvec = 2.0*invfresnel*normal - camn;
+ float rmod = envmapscale.x*clamp(invfresnel, 0.0, 1.0) + envmapscale.y;
+ vec3 reflect = textureCube(tex2, rvec).rgb;
+ gcolor.rgb = mix(gcolor.rgb, reflect, rmod*masks.b);
+
+
+ gcolor.a = 0.5*spec;
+
+
+ float glowk = max(maskscale.y*masks.g, fullbright.y), colork = max(fullbright.x-glowk, 0.0);
+
+
+
+
+ glowk /= glowk + colork + 1.0e-3;
+ gcolor.rgb = gcolor.rgb * (1.0 - 2.0*glowk*(glowk - 1.0));
+ #define packnorm 1.0-glowk
+
+
+
+ gnormal.rgb = normal*0.5 + 0.5;
+ #ifdef packnorm
+ gnormal.a = (packnorm);
+ #else
+ gnormal.a = 1.0;
+ #endif
+
+
+
+
+
+
+ }
+
diff --git a/shaders/tesseract/328.shader_test b/shaders/tesseract/328.shader_test
new file mode 100644
index 0000000..ee87eb0
--- /dev/null
+++ b/shaders/tesseract/328.shader_test
@@ -0,0 +1,170 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vtangent;
+ attribute vec2 vtexcoord0;
+
+ attribute vec4 vboneweight, vboneindex;
+ #pragma CUBE2_uniform animdata
+ uniform vec4 animdata[192];
+
+ uniform mat4 modelmatrix;
+ uniform mat3 modelworld;
+ uniform vec3 modelcamera;
+ uniform vec2 texscroll;
+
+ varying mat3 world;
+
+
+ varying vec3 camvec;
+
+
+ varying vec2 texcoord0;
+
+ void main(void)
+ {
+
+ int index = int(vboneindex.x);
+
+ vec4 dqreal = animdata[index];
+ vec4 dqdual = animdata[index+1];
+
+
+ vec4 mpos = vec4((cross(dqreal.xyz, cross(dqreal.xyz, vvertex.xyz) + vvertex.xyz*dqreal.w + dqdual.xyz) + dqdual.xyz*dqreal.w - dqreal.xyz*dqdual.w)*2.0 + vvertex.xyz, vvertex.w);
+
+
+ vec4 mquat = vec4(cross(dqreal.xyz, vtangent.xyz) + dqreal.xyz*vtangent.w + vtangent.xyz*dqreal.w, dqreal.w*vtangent.w - dot(dqreal.xyz, vtangent.xyz));
+
+ vec4 qxyz = mquat.xxyy*mquat.yzyz, qxzw = vec4(mquat.xzw, -mquat.w);
+ vec3 mtangent = (qxzw.yzw*mquat.zzy + qxyz.zxy)*vec3(-2.0, 2.0, 2.0) + vec3(1.0, 0.0, 0.0);
+ vec3 mnormal = (qxzw.zwx*mquat.yxx + qxyz.ywz)*vec3(2.0, 2.0, -2.0) + vec3(0.0, 0.0, 1.0);
+
+
+
+
+
+
+ gl_Position = modelmatrix * mpos;
+
+ texcoord0 = vtexcoord0 + texscroll;
+
+
+
+
+ camvec = modelworld * normalize(modelcamera - mpos.xyz);
+
+
+
+
+
+ vec3 wnormal = modelworld * mnormal;
+ vec3 wtangent = modelworld * mtangent;
+ vec3 wbitangent = cross(wnormal, wtangent) * (vtangent.w < 0.0 ? -1.0 : 1.0);
+ world = mat3(wtangent, wbitangent, wnormal);
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define gcolor gl_FragData[0]
+#define gnormal gl_FragData[1]
+#define gglow gl_FragData[2]
+varying mat3 world;
+
+
+ uniform vec2 envmapscale;
+ varying vec3 camvec;
+
+ uniform vec4 colorscale;
+ uniform vec2 fullbright;
+ uniform vec2 maskscale;
+
+ uniform sampler2D tex0;
+ uniform sampler2D tex1;
+ uniform samplerCube tex2;
+ uniform sampler2D tex3;
+ uniform sampler2D tex4;
+
+ fragdata(0, gcolor, vec4)
+ fragdata(1, gnormal, vec4)
+ fragdata(2, gglow, vec4)
+
+
+
+ varying vec2 texcoord0;
+ uniform float aamask;
+
+ void main(void)
+ {
+ vec4 diffuse = texture2D(tex0, texcoord0);
+
+
+
+ gcolor.rgb = diffuse.rgb*colorscale.rgb;
+
+
+ vec4 decal = texture2D(tex4, texcoord0);
+
+ gcolor.rgb = mix(gcolor.rgb, decal.rgb, decal.a);
+
+
+
+
+ vec3 normal = texture2D(tex3, texcoord0).rgb - 0.5;
+
+ normal = normalize(world * normal);
+
+
+ float spec = maskscale.x;
+
+ vec3 masks = texture2D(tex1, texcoord0).rgb;
+ spec *= masks.r;
+
+
+ vec3 camn = normalize(camvec);
+ float invfresnel = dot(camn, normal);
+ vec3 rvec = 2.0*invfresnel*normal - camn;
+ float rmod = envmapscale.x*clamp(invfresnel, 0.0, 1.0) + envmapscale.y;
+ vec3 reflect = textureCube(tex2, rvec).rgb;
+ gcolor.rgb = mix(gcolor.rgb, reflect, rmod*masks.b);
+
+
+ gcolor.a = 0.5*spec;
+
+
+ float glowk = max(maskscale.y*masks.g, fullbright.y), colork = max(fullbright.x-glowk, 0.0);
+
+
+
+
+ glowk /= glowk + colork + 1.0e-3;
+ gcolor.rgb = gcolor.rgb * (1.0 - 2.0*glowk*(glowk - 1.0));
+ #define packnorm 1.0-glowk
+
+
+
+ gnormal.rgb = normal*0.5 + 0.5;
+ #ifdef packnorm
+ gnormal.a = (packnorm);
+ #else
+ gnormal.a = 1.0;
+ #endif
+
+
+
+
+
+
+ }
+
diff --git a/shaders/tesseract/33.shader_test b/shaders/tesseract/33.shader_test
new file mode 100644
index 0000000..cdf508c
--- /dev/null
+++ b/shaders/tesseract/33.shader_test
@@ -0,0 +1,32 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vcolor;
+ varying vec4 color;
+ void main(void)
+ {
+ gl_Position = vvertex;
+ color = vcolor;
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+varying vec4 color;
+ fragdata(0, fragcolor, vec4)
+ void main(void)
+ {
+ fragcolor = color;
+ }
+
diff --git a/shaders/tesseract/330.shader_test b/shaders/tesseract/330.shader_test
new file mode 100644
index 0000000..eac9954
--- /dev/null
+++ b/shaders/tesseract/330.shader_test
@@ -0,0 +1,178 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vtangent;
+ attribute vec2 vtexcoord0;
+
+ attribute vec4 vboneweight, vboneindex;
+ #pragma CUBE2_uniform animdata
+ uniform vec4 animdata[192];
+
+ uniform mat4 modelmatrix;
+ uniform mat3 modelworld;
+ uniform vec3 modelcamera;
+ uniform vec2 texscroll;
+
+ varying mat3 world;
+
+
+ varying vec3 camvec;
+
+
+ varying vec2 texcoord0;
+
+ void main(void)
+ {
+
+ int index = int(vboneindex.x);
+
+ vec4 dqreal = animdata[index] * vboneweight.x;
+ vec4 dqdual = animdata[index+1] * vboneweight.x;
+ index = int(vboneindex.y);
+ dqreal += animdata[index] * vboneweight.y;
+ dqdual += animdata[index+1] * vboneweight.y;
+
+
+ float len = length(dqreal);
+ dqreal /= len;
+ dqdual /= len;
+
+
+ vec4 mpos = vec4((cross(dqreal.xyz, cross(dqreal.xyz, vvertex.xyz) + vvertex.xyz*dqreal.w + dqdual.xyz) + dqdual.xyz*dqreal.w - dqreal.xyz*dqdual.w)*2.0 + vvertex.xyz, vvertex.w);
+
+
+ vec4 mquat = vec4(cross(dqreal.xyz, vtangent.xyz) + dqreal.xyz*vtangent.w + vtangent.xyz*dqreal.w, dqreal.w*vtangent.w - dot(dqreal.xyz, vtangent.xyz));
+
+ vec4 qxyz = mquat.xxyy*mquat.yzyz, qxzw = vec4(mquat.xzw, -mquat.w);
+ vec3 mtangent = (qxzw.yzw*mquat.zzy + qxyz.zxy)*vec3(-2.0, 2.0, 2.0) + vec3(1.0, 0.0, 0.0);
+ vec3 mnormal = (qxzw.zwx*mquat.yxx + qxyz.ywz)*vec3(2.0, 2.0, -2.0) + vec3(0.0, 0.0, 1.0);
+
+
+
+
+
+
+ gl_Position = modelmatrix * mpos;
+
+ texcoord0 = vtexcoord0 + texscroll;
+
+
+
+
+ camvec = modelworld * normalize(modelcamera - mpos.xyz);
+
+
+
+
+
+ vec3 wnormal = modelworld * mnormal;
+ vec3 wtangent = modelworld * mtangent;
+ vec3 wbitangent = cross(wnormal, wtangent) * (vtangent.w < 0.0 ? -1.0 : 1.0);
+ world = mat3(wtangent, wbitangent, wnormal);
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define gcolor gl_FragData[0]
+#define gnormal gl_FragData[1]
+#define gglow gl_FragData[2]
+varying mat3 world;
+
+
+ uniform vec2 envmapscale;
+ varying vec3 camvec;
+
+ uniform vec4 colorscale;
+ uniform vec2 fullbright;
+ uniform vec2 maskscale;
+
+ uniform sampler2D tex0;
+ uniform sampler2D tex1;
+ uniform samplerCube tex2;
+ uniform sampler2D tex3;
+ uniform sampler2D tex4;
+
+ fragdata(0, gcolor, vec4)
+ fragdata(1, gnormal, vec4)
+ fragdata(2, gglow, vec4)
+
+
+
+ varying vec2 texcoord0;
+ uniform float aamask;
+
+ void main(void)
+ {
+ vec4 diffuse = texture2D(tex0, texcoord0);
+
+
+
+ gcolor.rgb = diffuse.rgb*colorscale.rgb;
+
+
+ vec4 decal = texture2D(tex4, texcoord0);
+
+ gcolor.rgb = mix(gcolor.rgb, decal.rgb, decal.a);
+
+
+
+
+ vec3 normal = texture2D(tex3, texcoord0).rgb - 0.5;
+
+ normal = normalize(world * normal);
+
+
+ float spec = maskscale.x;
+
+ vec3 masks = texture2D(tex1, texcoord0).rgb;
+ spec *= masks.r;
+
+
+ vec3 camn = normalize(camvec);
+ float invfresnel = dot(camn, normal);
+ vec3 rvec = 2.0*invfresnel*normal - camn;
+ float rmod = envmapscale.x*clamp(invfresnel, 0.0, 1.0) + envmapscale.y;
+ vec3 reflect = textureCube(tex2, rvec).rgb;
+ gcolor.rgb = mix(gcolor.rgb, reflect, rmod*masks.b);
+
+
+ gcolor.a = 0.5*spec;
+
+
+ float glowk = max(maskscale.y*masks.g, fullbright.y), colork = max(fullbright.x-glowk, 0.0);
+
+
+
+
+ glowk /= glowk + colork + 1.0e-3;
+ gcolor.rgb = gcolor.rgb * (1.0 - 2.0*glowk*(glowk - 1.0));
+ #define packnorm 1.0-glowk
+
+
+
+ gnormal.rgb = normal*0.5 + 0.5;
+ #ifdef packnorm
+ gnormal.a = (packnorm);
+ #else
+ gnormal.a = 1.0;
+ #endif
+
+
+
+
+
+
+ }
+
diff --git a/shaders/tesseract/332.shader_test b/shaders/tesseract/332.shader_test
new file mode 100644
index 0000000..de5d491
--- /dev/null
+++ b/shaders/tesseract/332.shader_test
@@ -0,0 +1,182 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vtangent;
+ attribute vec2 vtexcoord0;
+
+ attribute vec4 vboneweight, vboneindex;
+ #pragma CUBE2_uniform animdata
+ uniform vec4 animdata[192];
+
+ uniform mat4 modelmatrix;
+ uniform mat3 modelworld;
+ uniform vec3 modelcamera;
+ uniform vec2 texscroll;
+
+ varying mat3 world;
+
+
+ varying vec3 camvec;
+
+
+ varying vec2 texcoord0;
+
+ void main(void)
+ {
+
+ int index = int(vboneindex.x);
+
+ vec4 dqreal = animdata[index] * vboneweight.x;
+ vec4 dqdual = animdata[index+1] * vboneweight.x;
+ index = int(vboneindex.y);
+ dqreal += animdata[index] * vboneweight.y;
+ dqdual += animdata[index+1] * vboneweight.y;
+
+ index = int(vboneindex.z);
+ dqreal += animdata[index] * vboneweight.z;
+ dqdual += animdata[index+1] * vboneweight.z;
+
+
+ float len = length(dqreal);
+ dqreal /= len;
+ dqdual /= len;
+
+
+ vec4 mpos = vec4((cross(dqreal.xyz, cross(dqreal.xyz, vvertex.xyz) + vvertex.xyz*dqreal.w + dqdual.xyz) + dqdual.xyz*dqreal.w - dqreal.xyz*dqdual.w)*2.0 + vvertex.xyz, vvertex.w);
+
+
+ vec4 mquat = vec4(cross(dqreal.xyz, vtangent.xyz) + dqreal.xyz*vtangent.w + vtangent.xyz*dqreal.w, dqreal.w*vtangent.w - dot(dqreal.xyz, vtangent.xyz));
+
+ vec4 qxyz = mquat.xxyy*mquat.yzyz, qxzw = vec4(mquat.xzw, -mquat.w);
+ vec3 mtangent = (qxzw.yzw*mquat.zzy + qxyz.zxy)*vec3(-2.0, 2.0, 2.0) + vec3(1.0, 0.0, 0.0);
+ vec3 mnormal = (qxzw.zwx*mquat.yxx + qxyz.ywz)*vec3(2.0, 2.0, -2.0) + vec3(0.0, 0.0, 1.0);
+
+
+
+
+
+
+ gl_Position = modelmatrix * mpos;
+
+ texcoord0 = vtexcoord0 + texscroll;
+
+
+
+
+ camvec = modelworld * normalize(modelcamera - mpos.xyz);
+
+
+
+
+
+ vec3 wnormal = modelworld * mnormal;
+ vec3 wtangent = modelworld * mtangent;
+ vec3 wbitangent = cross(wnormal, wtangent) * (vtangent.w < 0.0 ? -1.0 : 1.0);
+ world = mat3(wtangent, wbitangent, wnormal);
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define gcolor gl_FragData[0]
+#define gnormal gl_FragData[1]
+#define gglow gl_FragData[2]
+varying mat3 world;
+
+
+ uniform vec2 envmapscale;
+ varying vec3 camvec;
+
+ uniform vec4 colorscale;
+ uniform vec2 fullbright;
+ uniform vec2 maskscale;
+
+ uniform sampler2D tex0;
+ uniform sampler2D tex1;
+ uniform samplerCube tex2;
+ uniform sampler2D tex3;
+ uniform sampler2D tex4;
+
+ fragdata(0, gcolor, vec4)
+ fragdata(1, gnormal, vec4)
+ fragdata(2, gglow, vec4)
+
+
+
+ varying vec2 texcoord0;
+ uniform float aamask;
+
+ void main(void)
+ {
+ vec4 diffuse = texture2D(tex0, texcoord0);
+
+
+
+ gcolor.rgb = diffuse.rgb*colorscale.rgb;
+
+
+ vec4 decal = texture2D(tex4, texcoord0);
+
+ gcolor.rgb = mix(gcolor.rgb, decal.rgb, decal.a);
+
+
+
+
+ vec3 normal = texture2D(tex3, texcoord0).rgb - 0.5;
+
+ normal = normalize(world * normal);
+
+
+ float spec = maskscale.x;
+
+ vec3 masks = texture2D(tex1, texcoord0).rgb;
+ spec *= masks.r;
+
+
+ vec3 camn = normalize(camvec);
+ float invfresnel = dot(camn, normal);
+ vec3 rvec = 2.0*invfresnel*normal - camn;
+ float rmod = envmapscale.x*clamp(invfresnel, 0.0, 1.0) + envmapscale.y;
+ vec3 reflect = textureCube(tex2, rvec).rgb;
+ gcolor.rgb = mix(gcolor.rgb, reflect, rmod*masks.b);
+
+
+ gcolor.a = 0.5*spec;
+
+
+ float glowk = max(maskscale.y*masks.g, fullbright.y), colork = max(fullbright.x-glowk, 0.0);
+
+
+
+
+ glowk /= glowk + colork + 1.0e-3;
+ gcolor.rgb = gcolor.rgb * (1.0 - 2.0*glowk*(glowk - 1.0));
+ #define packnorm 1.0-glowk
+
+
+
+ gnormal.rgb = normal*0.5 + 0.5;
+ #ifdef packnorm
+ gnormal.a = (packnorm);
+ #else
+ gnormal.a = 1.0;
+ #endif
+
+
+
+
+
+
+ }
+
diff --git a/shaders/tesseract/334.shader_test b/shaders/tesseract/334.shader_test
new file mode 100644
index 0000000..cde862c
--- /dev/null
+++ b/shaders/tesseract/334.shader_test
@@ -0,0 +1,186 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vtangent;
+ attribute vec2 vtexcoord0;
+
+ attribute vec4 vboneweight, vboneindex;
+ #pragma CUBE2_uniform animdata
+ uniform vec4 animdata[192];
+
+ uniform mat4 modelmatrix;
+ uniform mat3 modelworld;
+ uniform vec3 modelcamera;
+ uniform vec2 texscroll;
+
+ varying mat3 world;
+
+
+ varying vec3 camvec;
+
+
+ varying vec2 texcoord0;
+
+ void main(void)
+ {
+
+ int index = int(vboneindex.x);
+
+ vec4 dqreal = animdata[index] * vboneweight.x;
+ vec4 dqdual = animdata[index+1] * vboneweight.x;
+ index = int(vboneindex.y);
+ dqreal += animdata[index] * vboneweight.y;
+ dqdual += animdata[index+1] * vboneweight.y;
+
+ index = int(vboneindex.z);
+ dqreal += animdata[index] * vboneweight.z;
+ dqdual += animdata[index+1] * vboneweight.z;
+
+
+ index = int(vboneindex.w);
+ dqreal += animdata[index] * vboneweight.w;
+ dqdual += animdata[index+1] * vboneweight.w;
+
+ float len = length(dqreal);
+ dqreal /= len;
+ dqdual /= len;
+
+
+ vec4 mpos = vec4((cross(dqreal.xyz, cross(dqreal.xyz, vvertex.xyz) + vvertex.xyz*dqreal.w + dqdual.xyz) + dqdual.xyz*dqreal.w - dqreal.xyz*dqdual.w)*2.0 + vvertex.xyz, vvertex.w);
+
+
+ vec4 mquat = vec4(cross(dqreal.xyz, vtangent.xyz) + dqreal.xyz*vtangent.w + vtangent.xyz*dqreal.w, dqreal.w*vtangent.w - dot(dqreal.xyz, vtangent.xyz));
+
+ vec4 qxyz = mquat.xxyy*mquat.yzyz, qxzw = vec4(mquat.xzw, -mquat.w);
+ vec3 mtangent = (qxzw.yzw*mquat.zzy + qxyz.zxy)*vec3(-2.0, 2.0, 2.0) + vec3(1.0, 0.0, 0.0);
+ vec3 mnormal = (qxzw.zwx*mquat.yxx + qxyz.ywz)*vec3(2.0, 2.0, -2.0) + vec3(0.0, 0.0, 1.0);
+
+
+
+
+
+
+ gl_Position = modelmatrix * mpos;
+
+ texcoord0 = vtexcoord0 + texscroll;
+
+
+
+
+ camvec = modelworld * normalize(modelcamera - mpos.xyz);
+
+
+
+
+
+ vec3 wnormal = modelworld * mnormal;
+ vec3 wtangent = modelworld * mtangent;
+ vec3 wbitangent = cross(wnormal, wtangent) * (vtangent.w < 0.0 ? -1.0 : 1.0);
+ world = mat3(wtangent, wbitangent, wnormal);
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define gcolor gl_FragData[0]
+#define gnormal gl_FragData[1]
+#define gglow gl_FragData[2]
+varying mat3 world;
+
+
+ uniform vec2 envmapscale;
+ varying vec3 camvec;
+
+ uniform vec4 colorscale;
+ uniform vec2 fullbright;
+ uniform vec2 maskscale;
+
+ uniform sampler2D tex0;
+ uniform sampler2D tex1;
+ uniform samplerCube tex2;
+ uniform sampler2D tex3;
+ uniform sampler2D tex4;
+
+ fragdata(0, gcolor, vec4)
+ fragdata(1, gnormal, vec4)
+ fragdata(2, gglow, vec4)
+
+
+
+ varying vec2 texcoord0;
+ uniform float aamask;
+
+ void main(void)
+ {
+ vec4 diffuse = texture2D(tex0, texcoord0);
+
+
+
+ gcolor.rgb = diffuse.rgb*colorscale.rgb;
+
+
+ vec4 decal = texture2D(tex4, texcoord0);
+
+ gcolor.rgb = mix(gcolor.rgb, decal.rgb, decal.a);
+
+
+
+
+ vec3 normal = texture2D(tex3, texcoord0).rgb - 0.5;
+
+ normal = normalize(world * normal);
+
+
+ float spec = maskscale.x;
+
+ vec3 masks = texture2D(tex1, texcoord0).rgb;
+ spec *= masks.r;
+
+
+ vec3 camn = normalize(camvec);
+ float invfresnel = dot(camn, normal);
+ vec3 rvec = 2.0*invfresnel*normal - camn;
+ float rmod = envmapscale.x*clamp(invfresnel, 0.0, 1.0) + envmapscale.y;
+ vec3 reflect = textureCube(tex2, rvec).rgb;
+ gcolor.rgb = mix(gcolor.rgb, reflect, rmod*masks.b);
+
+
+ gcolor.a = 0.5*spec;
+
+
+ float glowk = max(maskscale.y*masks.g, fullbright.y), colork = max(fullbright.x-glowk, 0.0);
+
+
+
+
+ glowk /= glowk + colork + 1.0e-3;
+ gcolor.rgb = gcolor.rgb * (1.0 - 2.0*glowk*(glowk - 1.0));
+ #define packnorm 1.0-glowk
+
+
+
+ gnormal.rgb = normal*0.5 + 0.5;
+ #ifdef packnorm
+ gnormal.a = (packnorm);
+ #else
+ gnormal.a = 1.0;
+ #endif
+
+
+
+
+
+
+ }
+
diff --git a/shaders/tesseract/336.shader_test b/shaders/tesseract/336.shader_test
new file mode 100644
index 0000000..b8544ca
--- /dev/null
+++ b/shaders/tesseract/336.shader_test
@@ -0,0 +1,157 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vtangent;
+ attribute vec2 vtexcoord0;
+
+ uniform mat4 modelmatrix;
+ uniform mat3 modelworld;
+ uniform vec3 modelcamera;
+ uniform vec2 texscroll;
+
+ varying mat3 world;
+
+
+ varying vec3 camvec;
+
+
+ varying vec2 texcoord0;
+
+ void main(void)
+ {
+
+ #define mpos vvertex
+ #define mquat vtangent
+
+ vec4 qxyz = mquat.xxyy*mquat.yzyz, qxzw = vec4(mquat.xzw, -mquat.w);
+ vec3 mtangent = (qxzw.yzw*mquat.zzy + qxyz.zxy)*vec3(-2.0, 2.0, 2.0) + vec3(1.0, 0.0, 0.0);
+ vec3 mnormal = (qxzw.zwx*mquat.yxx + qxyz.ywz)*vec3(2.0, 2.0, -2.0) + vec3(0.0, 0.0, 1.0);
+
+
+
+
+
+ gl_Position = modelmatrix * mpos;
+
+ texcoord0 = vtexcoord0 + texscroll;
+
+
+
+
+ camvec = modelworld * normalize(modelcamera - mpos.xyz);
+
+
+
+
+
+ vec3 wnormal = modelworld * mnormal;
+ vec3 wtangent = modelworld * mtangent;
+ vec3 wbitangent = cross(wnormal, wtangent) * (vtangent.w < 0.0 ? -1.0 : 1.0);
+ world = mat3(wtangent, wbitangent, wnormal);
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define gcolor gl_FragData[0]
+#define gnormal gl_FragData[1]
+#define gglow gl_FragData[2]
+varying mat3 world;
+
+
+ uniform vec2 envmapscale;
+ varying vec3 camvec;
+
+ uniform vec4 colorscale;
+ uniform vec2 fullbright;
+ uniform vec2 maskscale;
+
+ uniform sampler2D tex0;
+ uniform sampler2D tex1;
+ uniform samplerCube tex2;
+ uniform sampler2D tex3;
+ uniform sampler2D tex4;
+
+ fragdata(0, gcolor, vec4)
+ fragdata(1, gnormal, vec4)
+ fragdata(2, gglow, vec4)
+
+
+
+ varying vec2 texcoord0;
+ uniform float aamask;
+
+ void main(void)
+ {
+ vec4 diffuse = texture2D(tex0, texcoord0);
+
+
+
+ gcolor.rgb = diffuse.rgb*colorscale.rgb;
+
+
+ vec4 decal = texture2D(tex4, texcoord0);
+
+ gcolor.rgb = mix(gcolor.rgb, decal.rgb, decal.a);
+
+
+
+
+ vec3 normal = texture2D(tex3, texcoord0).rgb - 0.5;
+
+ normal = normalize(world * normal);
+
+
+ float spec = maskscale.x;
+
+ vec3 masks = texture2D(tex1, texcoord0).rgb;
+ spec *= masks.r;
+
+
+ vec3 camn = normalize(camvec);
+ float invfresnel = dot(camn, normal);
+ vec3 rvec = 2.0*invfresnel*normal - camn;
+ float rmod = envmapscale.x*clamp(invfresnel, 0.0, 1.0) + envmapscale.y;
+ vec3 reflect = textureCube(tex2, rvec).rgb;
+ gcolor.rgb = mix(gcolor.rgb, reflect, rmod*masks.b);
+
+
+ gcolor.a = 0.5*spec;
+
+
+ float glowk = max(maskscale.y*masks.g, fullbright.y), colork = max(fullbright.x-glowk, 0.0);
+
+
+
+ gglow.rgb = gcolor.rgb*glowk;
+ gcolor.rgb *= colork;
+ #define packnorm colorscale.a
+
+
+
+ gnormal.rgb = normal*0.5 + 0.5;
+ #ifdef packnorm
+ gnormal.a = (packnorm);
+ #else
+ gnormal.a = 1.0;
+ #endif
+
+
+
+
+
+
+ }
+
+
diff --git a/shaders/tesseract/337.shader_test b/shaders/tesseract/337.shader_test
new file mode 100644
index 0000000..c4cea1f
--- /dev/null
+++ b/shaders/tesseract/337.shader_test
@@ -0,0 +1,170 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vtangent;
+ attribute vec2 vtexcoord0;
+
+ attribute vec4 vboneweight, vboneindex;
+ #pragma CUBE2_uniform animdata
+ uniform vec4 animdata[192];
+
+ uniform mat4 modelmatrix;
+ uniform mat3 modelworld;
+ uniform vec3 modelcamera;
+ uniform vec2 texscroll;
+
+ varying mat3 world;
+
+
+ varying vec3 camvec;
+
+
+ varying vec2 texcoord0;
+
+ void main(void)
+ {
+
+ int index = int(vboneindex.x);
+
+ vec4 dqreal = animdata[index];
+ vec4 dqdual = animdata[index+1];
+
+
+ vec4 mpos = vec4((cross(dqreal.xyz, cross(dqreal.xyz, vvertex.xyz) + vvertex.xyz*dqreal.w + dqdual.xyz) + dqdual.xyz*dqreal.w - dqreal.xyz*dqdual.w)*2.0 + vvertex.xyz, vvertex.w);
+
+
+ vec4 mquat = vec4(cross(dqreal.xyz, vtangent.xyz) + dqreal.xyz*vtangent.w + vtangent.xyz*dqreal.w, dqreal.w*vtangent.w - dot(dqreal.xyz, vtangent.xyz));
+
+ vec4 qxyz = mquat.xxyy*mquat.yzyz, qxzw = vec4(mquat.xzw, -mquat.w);
+ vec3 mtangent = (qxzw.yzw*mquat.zzy + qxyz.zxy)*vec3(-2.0, 2.0, 2.0) + vec3(1.0, 0.0, 0.0);
+ vec3 mnormal = (qxzw.zwx*mquat.yxx + qxyz.ywz)*vec3(2.0, 2.0, -2.0) + vec3(0.0, 0.0, 1.0);
+
+
+
+
+
+
+ gl_Position = modelmatrix * mpos;
+
+ texcoord0 = vtexcoord0 + texscroll;
+
+
+
+
+ camvec = modelworld * normalize(modelcamera - mpos.xyz);
+
+
+
+
+
+ vec3 wnormal = modelworld * mnormal;
+ vec3 wtangent = modelworld * mtangent;
+ vec3 wbitangent = cross(wnormal, wtangent) * (vtangent.w < 0.0 ? -1.0 : 1.0);
+ world = mat3(wtangent, wbitangent, wnormal);
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define gcolor gl_FragData[0]
+#define gnormal gl_FragData[1]
+#define gglow gl_FragData[2]
+varying mat3 world;
+
+
+ uniform vec2 envmapscale;
+ varying vec3 camvec;
+
+ uniform vec4 colorscale;
+ uniform vec2 fullbright;
+ uniform vec2 maskscale;
+
+ uniform sampler2D tex0;
+ uniform sampler2D tex1;
+ uniform samplerCube tex2;
+ uniform sampler2D tex3;
+ uniform sampler2D tex4;
+
+ fragdata(0, gcolor, vec4)
+ fragdata(1, gnormal, vec4)
+ fragdata(2, gglow, vec4)
+
+
+
+ varying vec2 texcoord0;
+ uniform float aamask;
+
+ void main(void)
+ {
+ vec4 diffuse = texture2D(tex0, texcoord0);
+
+
+
+ gcolor.rgb = diffuse.rgb*colorscale.rgb;
+
+
+ vec4 decal = texture2D(tex4, texcoord0);
+
+ gcolor.rgb = mix(gcolor.rgb, decal.rgb, decal.a);
+
+
+
+
+ vec3 normal = texture2D(tex3, texcoord0).rgb - 0.5;
+
+ normal = normalize(world * normal);
+
+
+ float spec = maskscale.x;
+
+ vec3 masks = texture2D(tex1, texcoord0).rgb;
+ spec *= masks.r;
+
+
+ vec3 camn = normalize(camvec);
+ float invfresnel = dot(camn, normal);
+ vec3 rvec = 2.0*invfresnel*normal - camn;
+ float rmod = envmapscale.x*clamp(invfresnel, 0.0, 1.0) + envmapscale.y;
+ vec3 reflect = textureCube(tex2, rvec).rgb;
+ gcolor.rgb = mix(gcolor.rgb, reflect, rmod*masks.b);
+
+
+ gcolor.a = 0.5*spec;
+
+
+ float glowk = max(maskscale.y*masks.g, fullbright.y), colork = max(fullbright.x-glowk, 0.0);
+
+
+
+ gglow.rgb = gcolor.rgb*glowk;
+ gcolor.rgb *= colork;
+ #define packnorm colorscale.a
+
+
+
+ gnormal.rgb = normal*0.5 + 0.5;
+ #ifdef packnorm
+ gnormal.a = (packnorm);
+ #else
+ gnormal.a = 1.0;
+ #endif
+
+
+
+
+
+
+ }
+
+
diff --git a/shaders/tesseract/338.shader_test b/shaders/tesseract/338.shader_test
new file mode 100644
index 0000000..47778bf
--- /dev/null
+++ b/shaders/tesseract/338.shader_test
@@ -0,0 +1,178 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vtangent;
+ attribute vec2 vtexcoord0;
+
+ attribute vec4 vboneweight, vboneindex;
+ #pragma CUBE2_uniform animdata
+ uniform vec4 animdata[192];
+
+ uniform mat4 modelmatrix;
+ uniform mat3 modelworld;
+ uniform vec3 modelcamera;
+ uniform vec2 texscroll;
+
+ varying mat3 world;
+
+
+ varying vec3 camvec;
+
+
+ varying vec2 texcoord0;
+
+ void main(void)
+ {
+
+ int index = int(vboneindex.x);
+
+ vec4 dqreal = animdata[index] * vboneweight.x;
+ vec4 dqdual = animdata[index+1] * vboneweight.x;
+ index = int(vboneindex.y);
+ dqreal += animdata[index] * vboneweight.y;
+ dqdual += animdata[index+1] * vboneweight.y;
+
+
+ float len = length(dqreal);
+ dqreal /= len;
+ dqdual /= len;
+
+
+ vec4 mpos = vec4((cross(dqreal.xyz, cross(dqreal.xyz, vvertex.xyz) + vvertex.xyz*dqreal.w + dqdual.xyz) + dqdual.xyz*dqreal.w - dqreal.xyz*dqdual.w)*2.0 + vvertex.xyz, vvertex.w);
+
+
+ vec4 mquat = vec4(cross(dqreal.xyz, vtangent.xyz) + dqreal.xyz*vtangent.w + vtangent.xyz*dqreal.w, dqreal.w*vtangent.w - dot(dqreal.xyz, vtangent.xyz));
+
+ vec4 qxyz = mquat.xxyy*mquat.yzyz, qxzw = vec4(mquat.xzw, -mquat.w);
+ vec3 mtangent = (qxzw.yzw*mquat.zzy + qxyz.zxy)*vec3(-2.0, 2.0, 2.0) + vec3(1.0, 0.0, 0.0);
+ vec3 mnormal = (qxzw.zwx*mquat.yxx + qxyz.ywz)*vec3(2.0, 2.0, -2.0) + vec3(0.0, 0.0, 1.0);
+
+
+
+
+
+
+ gl_Position = modelmatrix * mpos;
+
+ texcoord0 = vtexcoord0 + texscroll;
+
+
+
+
+ camvec = modelworld * normalize(modelcamera - mpos.xyz);
+
+
+
+
+
+ vec3 wnormal = modelworld * mnormal;
+ vec3 wtangent = modelworld * mtangent;
+ vec3 wbitangent = cross(wnormal, wtangent) * (vtangent.w < 0.0 ? -1.0 : 1.0);
+ world = mat3(wtangent, wbitangent, wnormal);
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define gcolor gl_FragData[0]
+#define gnormal gl_FragData[1]
+#define gglow gl_FragData[2]
+varying mat3 world;
+
+
+ uniform vec2 envmapscale;
+ varying vec3 camvec;
+
+ uniform vec4 colorscale;
+ uniform vec2 fullbright;
+ uniform vec2 maskscale;
+
+ uniform sampler2D tex0;
+ uniform sampler2D tex1;
+ uniform samplerCube tex2;
+ uniform sampler2D tex3;
+ uniform sampler2D tex4;
+
+ fragdata(0, gcolor, vec4)
+ fragdata(1, gnormal, vec4)
+ fragdata(2, gglow, vec4)
+
+
+
+ varying vec2 texcoord0;
+ uniform float aamask;
+
+ void main(void)
+ {
+ vec4 diffuse = texture2D(tex0, texcoord0);
+
+
+
+ gcolor.rgb = diffuse.rgb*colorscale.rgb;
+
+
+ vec4 decal = texture2D(tex4, texcoord0);
+
+ gcolor.rgb = mix(gcolor.rgb, decal.rgb, decal.a);
+
+
+
+
+ vec3 normal = texture2D(tex3, texcoord0).rgb - 0.5;
+
+ normal = normalize(world * normal);
+
+
+ float spec = maskscale.x;
+
+ vec3 masks = texture2D(tex1, texcoord0).rgb;
+ spec *= masks.r;
+
+
+ vec3 camn = normalize(camvec);
+ float invfresnel = dot(camn, normal);
+ vec3 rvec = 2.0*invfresnel*normal - camn;
+ float rmod = envmapscale.x*clamp(invfresnel, 0.0, 1.0) + envmapscale.y;
+ vec3 reflect = textureCube(tex2, rvec).rgb;
+ gcolor.rgb = mix(gcolor.rgb, reflect, rmod*masks.b);
+
+
+ gcolor.a = 0.5*spec;
+
+
+ float glowk = max(maskscale.y*masks.g, fullbright.y), colork = max(fullbright.x-glowk, 0.0);
+
+
+
+ gglow.rgb = gcolor.rgb*glowk;
+ gcolor.rgb *= colork;
+ #define packnorm colorscale.a
+
+
+
+ gnormal.rgb = normal*0.5 + 0.5;
+ #ifdef packnorm
+ gnormal.a = (packnorm);
+ #else
+ gnormal.a = 1.0;
+ #endif
+
+
+
+
+
+
+ }
+
+
diff --git a/shaders/tesseract/339.shader_test b/shaders/tesseract/339.shader_test
new file mode 100644
index 0000000..479ffbf
--- /dev/null
+++ b/shaders/tesseract/339.shader_test
@@ -0,0 +1,182 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vtangent;
+ attribute vec2 vtexcoord0;
+
+ attribute vec4 vboneweight, vboneindex;
+ #pragma CUBE2_uniform animdata
+ uniform vec4 animdata[192];
+
+ uniform mat4 modelmatrix;
+ uniform mat3 modelworld;
+ uniform vec3 modelcamera;
+ uniform vec2 texscroll;
+
+ varying mat3 world;
+
+
+ varying vec3 camvec;
+
+
+ varying vec2 texcoord0;
+
+ void main(void)
+ {
+
+ int index = int(vboneindex.x);
+
+ vec4 dqreal = animdata[index] * vboneweight.x;
+ vec4 dqdual = animdata[index+1] * vboneweight.x;
+ index = int(vboneindex.y);
+ dqreal += animdata[index] * vboneweight.y;
+ dqdual += animdata[index+1] * vboneweight.y;
+
+ index = int(vboneindex.z);
+ dqreal += animdata[index] * vboneweight.z;
+ dqdual += animdata[index+1] * vboneweight.z;
+
+
+ float len = length(dqreal);
+ dqreal /= len;
+ dqdual /= len;
+
+
+ vec4 mpos = vec4((cross(dqreal.xyz, cross(dqreal.xyz, vvertex.xyz) + vvertex.xyz*dqreal.w + dqdual.xyz) + dqdual.xyz*dqreal.w - dqreal.xyz*dqdual.w)*2.0 + vvertex.xyz, vvertex.w);
+
+
+ vec4 mquat = vec4(cross(dqreal.xyz, vtangent.xyz) + dqreal.xyz*vtangent.w + vtangent.xyz*dqreal.w, dqreal.w*vtangent.w - dot(dqreal.xyz, vtangent.xyz));
+
+ vec4 qxyz = mquat.xxyy*mquat.yzyz, qxzw = vec4(mquat.xzw, -mquat.w);
+ vec3 mtangent = (qxzw.yzw*mquat.zzy + qxyz.zxy)*vec3(-2.0, 2.0, 2.0) + vec3(1.0, 0.0, 0.0);
+ vec3 mnormal = (qxzw.zwx*mquat.yxx + qxyz.ywz)*vec3(2.0, 2.0, -2.0) + vec3(0.0, 0.0, 1.0);
+
+
+
+
+
+
+ gl_Position = modelmatrix * mpos;
+
+ texcoord0 = vtexcoord0 + texscroll;
+
+
+
+
+ camvec = modelworld * normalize(modelcamera - mpos.xyz);
+
+
+
+
+
+ vec3 wnormal = modelworld * mnormal;
+ vec3 wtangent = modelworld * mtangent;
+ vec3 wbitangent = cross(wnormal, wtangent) * (vtangent.w < 0.0 ? -1.0 : 1.0);
+ world = mat3(wtangent, wbitangent, wnormal);
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define gcolor gl_FragData[0]
+#define gnormal gl_FragData[1]
+#define gglow gl_FragData[2]
+varying mat3 world;
+
+
+ uniform vec2 envmapscale;
+ varying vec3 camvec;
+
+ uniform vec4 colorscale;
+ uniform vec2 fullbright;
+ uniform vec2 maskscale;
+
+ uniform sampler2D tex0;
+ uniform sampler2D tex1;
+ uniform samplerCube tex2;
+ uniform sampler2D tex3;
+ uniform sampler2D tex4;
+
+ fragdata(0, gcolor, vec4)
+ fragdata(1, gnormal, vec4)
+ fragdata(2, gglow, vec4)
+
+
+
+ varying vec2 texcoord0;
+ uniform float aamask;
+
+ void main(void)
+ {
+ vec4 diffuse = texture2D(tex0, texcoord0);
+
+
+
+ gcolor.rgb = diffuse.rgb*colorscale.rgb;
+
+
+ vec4 decal = texture2D(tex4, texcoord0);
+
+ gcolor.rgb = mix(gcolor.rgb, decal.rgb, decal.a);
+
+
+
+
+ vec3 normal = texture2D(tex3, texcoord0).rgb - 0.5;
+
+ normal = normalize(world * normal);
+
+
+ float spec = maskscale.x;
+
+ vec3 masks = texture2D(tex1, texcoord0).rgb;
+ spec *= masks.r;
+
+
+ vec3 camn = normalize(camvec);
+ float invfresnel = dot(camn, normal);
+ vec3 rvec = 2.0*invfresnel*normal - camn;
+ float rmod = envmapscale.x*clamp(invfresnel, 0.0, 1.0) + envmapscale.y;
+ vec3 reflect = textureCube(tex2, rvec).rgb;
+ gcolor.rgb = mix(gcolor.rgb, reflect, rmod*masks.b);
+
+
+ gcolor.a = 0.5*spec;
+
+
+ float glowk = max(maskscale.y*masks.g, fullbright.y), colork = max(fullbright.x-glowk, 0.0);
+
+
+
+ gglow.rgb = gcolor.rgb*glowk;
+ gcolor.rgb *= colork;
+ #define packnorm colorscale.a
+
+
+
+ gnormal.rgb = normal*0.5 + 0.5;
+ #ifdef packnorm
+ gnormal.a = (packnorm);
+ #else
+ gnormal.a = 1.0;
+ #endif
+
+
+
+
+
+
+ }
+
+
diff --git a/shaders/tesseract/340.shader_test b/shaders/tesseract/340.shader_test
new file mode 100644
index 0000000..57bbb93
--- /dev/null
+++ b/shaders/tesseract/340.shader_test
@@ -0,0 +1,185 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vtangent;
+ attribute vec2 vtexcoord0;
+
+ attribute vec4 vboneweight, vboneindex;
+ #pragma CUBE2_uniform animdata
+ uniform vec4 animdata[192];
+
+ uniform mat4 modelmatrix;
+ uniform mat3 modelworld;
+ uniform vec3 modelcamera;
+ uniform vec2 texscroll;
+
+ varying mat3 world;
+
+
+ varying vec3 camvec;
+
+
+ varying vec2 texcoord0;
+
+ void main(void)
+ {
+
+ int index = int(vboneindex.x);
+
+ vec4 dqreal = animdata[index] * vboneweight.x;
+ vec4 dqdual = animdata[index+1] * vboneweight.x;
+ index = int(vboneindex.y);
+ dqreal += animdata[index] * vboneweight.y;
+ dqdual += animdata[index+1] * vboneweight.y;
+
+ index = int(vboneindex.z);
+ dqreal += animdata[index] * vboneweight.z;
+ dqdual += animdata[index+1] * vboneweight.z;
+
+
+ index = int(vboneindex.w);
+ dqreal += animdata[index] * vboneweight.w;
+ dqdual += animdata[index+1] * vboneweight.w;
+
+ float len = length(dqreal);
+ dqreal /= len;
+ dqdual /= len;
+
+
+ vec4 mpos = vec4((cross(dqreal.xyz, cross(dqreal.xyz, vvertex.xyz) + vvertex.xyz*dqreal.w + dqdual.xyz) + dqdual.xyz*dqreal.w - dqreal.xyz*dqdual.w)*2.0 + vvertex.xyz, vvertex.w);
+
+
+ vec4 mquat = vec4(cross(dqreal.xyz, vtangent.xyz) + dqreal.xyz*vtangent.w + vtangent.xyz*dqreal.w, dqreal.w*vtangent.w - dot(dqreal.xyz, vtangent.xyz));
+
+ vec4 qxyz = mquat.xxyy*mquat.yzyz, qxzw = vec4(mquat.xzw, -mquat.w);
+ vec3 mtangent = (qxzw.yzw*mquat.zzy + qxyz.zxy)*vec3(-2.0, 2.0, 2.0) + vec3(1.0, 0.0, 0.0);
+ vec3 mnormal = (qxzw.zwx*mquat.yxx + qxyz.ywz)*vec3(2.0, 2.0, -2.0) + vec3(0.0, 0.0, 1.0);
+
+
+
+
+
+
+ gl_Position = modelmatrix * mpos;
+
+ texcoord0 = vtexcoord0 + texscroll;
+
+
+
+
+ camvec = modelworld * normalize(modelcamera - mpos.xyz);
+
+
+
+
+
+ vec3 wnormal = modelworld * mnormal;
+ vec3 wtangent = modelworld * mtangent;
+ vec3 wbitangent = cross(wnormal, wtangent) * (vtangent.w < 0.0 ? -1.0 : 1.0);
+ world = mat3(wtangent, wbitangent, wnormal);
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define gcolor gl_FragData[0]
+#define gnormal gl_FragData[1]
+#define gglow gl_FragData[2]
+varying mat3 world;
+
+
+ uniform vec2 envmapscale;
+ varying vec3 camvec;
+
+ uniform vec4 colorscale;
+ uniform vec2 fullbright;
+ uniform vec2 maskscale;
+
+ uniform sampler2D tex0;
+ uniform sampler2D tex1;
+ uniform samplerCube tex2;
+ uniform sampler2D tex3;
+ uniform sampler2D tex4;
+
+ fragdata(0, gcolor, vec4)
+ fragdata(1, gnormal, vec4)
+ fragdata(2, gglow, vec4)
+
+
+
+ varying vec2 texcoord0;
+ uniform float aamask;
+
+ void main(void)
+ {
+ vec4 diffuse = texture2D(tex0, texcoord0);
+
+
+
+ gcolor.rgb = diffuse.rgb*colorscale.rgb;
+
+
+ vec4 decal = texture2D(tex4, texcoord0);
+
+ gcolor.rgb = mix(gcolor.rgb, decal.rgb, decal.a);
+
+
+
+
+ vec3 normal = texture2D(tex3, texcoord0).rgb - 0.5;
+
+ normal = normalize(world * normal);
+
+
+ float spec = maskscale.x;
+
+ vec3 masks = texture2D(tex1, texcoord0).rgb;
+ spec *= masks.r;
+
+
+ vec3 camn = normalize(camvec);
+ float invfresnel = dot(camn, normal);
+ vec3 rvec = 2.0*invfresnel*normal - camn;
+ float rmod = envmapscale.x*clamp(invfresnel, 0.0, 1.0) + envmapscale.y;
+ vec3 reflect = textureCube(tex2, rvec).rgb;
+ gcolor.rgb = mix(gcolor.rgb, reflect, rmod*masks.b);
+
+
+ gcolor.a = 0.5*spec;
+
+
+ float glowk = max(maskscale.y*masks.g, fullbright.y), colork = max(fullbright.x-glowk, 0.0);
+
+
+
+ gglow.rgb = gcolor.rgb*glowk;
+ gcolor.rgb *= colork;
+ #define packnorm colorscale.a
+
+
+
+ gnormal.rgb = normal*0.5 + 0.5;
+ #ifdef packnorm
+ gnormal.a = (packnorm);
+ #else
+ gnormal.a = 1.0;
+ #endif
+
+
+
+
+
+
+ }
+
diff --git a/shaders/tesseract/343.shader_test b/shaders/tesseract/343.shader_test
new file mode 100644
index 0000000..c6d38c6
--- /dev/null
+++ b/shaders/tesseract/343.shader_test
@@ -0,0 +1,240 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ uniform mat4 lightmatrix;
+ void main(void)
+ {
+ gl_Position = lightmatrix * vvertex;
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform sampler2DRect tex0, tex1, tex3 ;
+
+
+ uniform sampler2DRectShadow tex4;
+
+
+
+ uniform vec3 splitcenter[3];
+ uniform vec3 splitbounds[3];
+ uniform vec3 splitscale[3];
+ uniform vec3 splitoffset[3];
+
+
+ uniform mat3 csmmatrix;
+ uniform vec3 sunlightdir;
+ uniform vec3 sunlightcolor;
+
+ uniform vec3 skylightcolor;
+ uniform float giscale, rhnudge;
+ uniform vec4 rhbb[2];
+ uniform vec3 rhscale[2];
+ uniform vec3 rhoffset[2];
+ uniform sampler3D tex6, tex7, tex8, tex9;
+
+
+ uniform vec3 camera;
+ uniform mat4 worldmatrix;
+ uniform vec4 fogdir;
+ uniform vec3 fogcolor;
+ uniform vec2 fogdensity;
+ uniform vec4 radialfogscale;
+ uniform vec2 shadowatlasscale;
+ uniform vec4 lightscale;
+ uniform sampler2DRect tex5; uniform vec2 aoscale; uniform vec4 aoparams;
+
+ uniform vec3 gdepthscale;
+ uniform vec3 gdepthunpackparams;
+
+ fragdata(0, fragcolor, vec4)
+
+
+
+
+ #define shadowval(center, xoff, yoff) float(shadow2DRect(tex4, center + vec3(xoff, yoff, 0.0)))
+ float filtershadow(vec3 shadowtc)
+ {
+ vec2 offset = fract(shadowtc.xy - 0.5);
+ vec3 center = shadowtc;
+
+
+
+
+
+
+
+ center.xy -= offset*0.5;
+ vec4 size = vec4(offset + 1.0, 2.0 - offset);
+ return (1.0/9.0)*dot(size.zxzx*size.wwyy,
+ vec4(shadowval(center, -0.5, -0.5),
+ shadowval(center, 1.0, -0.5),
+ shadowval(center, -0.5, 1.0),
+ shadowval(center, 1.0, 1.0)));
+ }
+
+
+
+ vec3 getcsmtc(vec3 pos, float distbias)
+ {
+ pos = csmmatrix * pos;
+ pos.z -= distbias;
+
+ if(all(lessThan(abs(pos - splitcenter[0]), splitbounds[0])))
+ pos = pos*splitscale[0] + splitoffset[0];
+ else
+
+ if(all(lessThan(abs(pos - splitcenter[1]), splitbounds[1])))
+ pos = pos*splitscale[1] + splitoffset[1];
+ else
+
+ if(all(lessThan(abs(pos.xy - splitcenter[2].xy), splitbounds[2].xy)))
+ pos = pos*splitscale[2] + splitoffset[2];
+ else pos = vec3(-1.0);
+ return pos;
+ }
+
+
+ vec4 getrhlight(vec3 pos, vec3 norm)
+ {
+ vec3 tc;
+ pos += norm*rhnudge;
+
+ if(all(lessThan(abs(pos - rhbb[0].xyz), vec3(rhbb[0].w))))
+ tc = pos*rhscale[0] + rhoffset[0];
+ else
+
+ if(all(lessThan(abs(pos - rhbb[1].xyz), vec3(rhbb[1].w))))
+ tc = pos*rhscale[1] + rhoffset[1];
+ else
+
+ tc = vec3(-1.0);
+ vec4 shr = texture3D(tex6, tc), shg = texture3D(tex7, tc), shb = texture3D(tex8, tc), sha = texture3D(tex9, tc);
+ shr.rgb -= 0.5;
+ shg.rgb -= 0.5;
+ shb.rgb -= 0.5;
+ sha.rgb -= 0.5;
+ vec4 basis = vec4(norm*-(1.023326*0.488603/3.14159*2.0), (0.886226*0.282095/3.14159));
+ return clamp(vec4(dot(basis, shr), dot(basis, shg), dot(basis, shb), min(dot(basis, sha), norm.z + 1.0)), 0.0, 1.0);
+ }
+
+
+
+ void main(void)
+ {
+
+ #define gfetch(sampler, coords) texture2DRect(sampler, coords)
+
+ #define accumlight(light) fragcolor.rgb = light
+ #define accumalpha(alpha) fragcolor.a = alpha
+
+
+
+ vec4 normal = gfetch(tex1, gl_FragCoord.xy);
+
+
+
+ float alpha = float(normal.x + normal.y != 0.0);
+
+
+ normal.xyz = normal.xyz*2.0 - 1.0;
+
+ #define glowscale normal.a
+
+
+ vec4 diffuse = gfetch(tex0, gl_FragCoord.xy);
+
+ vec3 glow = diffuse.rgb * (1.0 - glowscale);
+
+ diffuse.rgb *= glowscale;
+
+
+
+
+
+ #define depthvals gfetch(tex3, gl_FragCoord.xy)
+
+
+ float depth = depthvals.r;
+
+ vec4 pos = worldmatrix * vec4(gl_FragCoord.xy, depth, 1.0);
+ pos.xyz /= pos.w;
+
+
+
+ float fogcoord = length(camera - pos.xyz);
+
+
+
+
+
+
+ vec3 light = lightscale.rgb;
+
+ vec4 rhlight = getrhlight(pos.xyz, normal.xyz);
+ light += rhlight.a * skylightcolor;
+
+ light *= diffuse.rgb;
+
+ float ao = texture2DRect(tex5, gl_FragCoord.xy*aoscale).r;
+ light *= aoparams.x + ao*aoparams.y;
+
+ light += glow * lightscale.a;
+
+
+
+
+ vec3 sunlight = rhlight.rgb * giscale * diffuse.rgb;
+
+ float sunfacing = dot(sunlightdir, normal.xyz);
+ if(sunfacing > 0.0)
+ {
+
+ #define distbias 0.0
+
+ vec3 csmtc = getcsmtc(pos.xyz, distbias);
+ float sunoccluded = sunfacing * filtershadow(csmtc);
+
+
+ vec3 camdir = normalize(camera - pos.xyz);
+ float facing = 2.0*dot(normal.xyz, camdir);
+
+ float sunspec = pow(clamp(sunfacing*facing - dot(camdir, sunlightdir), 0.0, 1.0), 16.0) * diffuse.a;
+
+ sunlight += (diffuse.rgb + sunspec) * sunoccluded;
+
+
+ }
+
+
+ sunlight *= aoparams.z + ao*aoparams.w;
+
+ light += sunlight * sunlightcolor;
+
+
+
+
+
+ float foglerp = clamp(exp2(fogcoord*fogdensity.x)*fogdensity.y, 0.0, 1.0);
+
+ accumlight(mix(fogcolor*alpha, light, foglerp));
+ accumalpha(alpha);
+
+
+
+
+ }
+
diff --git a/shaders/tesseract/345.shader_test b/shaders/tesseract/345.shader_test
new file mode 100644
index 0000000..71b2e50
--- /dev/null
+++ b/shaders/tesseract/345.shader_test
@@ -0,0 +1,237 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ uniform mat4 lightmatrix;
+ void main(void)
+ {
+ gl_Position = lightmatrix * vvertex;
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform sampler2DRect tex0, tex1, tex3 , tex2;
+
+
+ uniform sampler2DRectShadow tex4;
+
+
+
+ uniform vec3 splitcenter[3];
+ uniform vec3 splitbounds[3];
+ uniform vec3 splitscale[3];
+ uniform vec3 splitoffset[3];
+
+
+ uniform mat3 csmmatrix;
+ uniform vec3 sunlightdir;
+ uniform vec3 sunlightcolor;
+
+ uniform vec3 skylightcolor;
+ uniform float giscale, rhnudge;
+ uniform vec4 rhbb[2];
+ uniform vec3 rhscale[2];
+ uniform vec3 rhoffset[2];
+ uniform sampler3D tex6, tex7, tex8, tex9;
+
+
+ uniform vec3 camera;
+ uniform mat4 worldmatrix;
+ uniform vec4 fogdir;
+ uniform vec3 fogcolor;
+ uniform vec2 fogdensity;
+ uniform vec4 radialfogscale;
+ uniform vec2 shadowatlasscale;
+ uniform vec4 lightscale;
+ uniform sampler2DRect tex5; uniform vec2 aoscale; uniform vec4 aoparams;
+
+ uniform vec3 gdepthscale;
+ uniform vec3 gdepthunpackparams;
+
+ fragdata(0, fragcolor, vec4)
+
+
+
+
+ #define shadowval(center, xoff, yoff) float(shadow2DRect(tex4, center + vec3(xoff, yoff, 0.0)))
+ float filtershadow(vec3 shadowtc)
+ {
+ vec2 offset = fract(shadowtc.xy - 0.5);
+ vec3 center = shadowtc;
+
+
+
+
+
+
+
+ center.xy -= offset*0.5;
+ vec4 size = vec4(offset + 1.0, 2.0 - offset);
+ return (1.0/9.0)*dot(size.zxzx*size.wwyy,
+ vec4(shadowval(center, -0.5, -0.5),
+ shadowval(center, 1.0, -0.5),
+ shadowval(center, -0.5, 1.0),
+ shadowval(center, 1.0, 1.0)));
+ }
+
+
+
+ vec3 getcsmtc(vec3 pos, float distbias)
+ {
+ pos = csmmatrix * pos;
+ pos.z -= distbias;
+
+ if(all(lessThan(abs(pos - splitcenter[0]), splitbounds[0])))
+ pos = pos*splitscale[0] + splitoffset[0];
+ else
+
+ if(all(lessThan(abs(pos - splitcenter[1]), splitbounds[1])))
+ pos = pos*splitscale[1] + splitoffset[1];
+ else
+
+ if(all(lessThan(abs(pos.xy - splitcenter[2].xy), splitbounds[2].xy)))
+ pos = pos*splitscale[2] + splitoffset[2];
+ else pos = vec3(-1.0);
+ return pos;
+ }
+
+
+ vec4 getrhlight(vec3 pos, vec3 norm)
+ {
+ vec3 tc;
+ pos += norm*rhnudge;
+
+ if(all(lessThan(abs(pos - rhbb[0].xyz), vec3(rhbb[0].w))))
+ tc = pos*rhscale[0] + rhoffset[0];
+ else
+
+ if(all(lessThan(abs(pos - rhbb[1].xyz), vec3(rhbb[1].w))))
+ tc = pos*rhscale[1] + rhoffset[1];
+ else
+
+ tc = vec3(-1.0);
+ vec4 shr = texture3D(tex6, tc), shg = texture3D(tex7, tc), shb = texture3D(tex8, tc), sha = texture3D(tex9, tc);
+ shr.rgb -= 0.5;
+ shg.rgb -= 0.5;
+ shb.rgb -= 0.5;
+ sha.rgb -= 0.5;
+ vec4 basis = vec4(norm*-(1.023326*0.488603/3.14159*2.0), (0.886226*0.282095/3.14159));
+ return clamp(vec4(dot(basis, shr), dot(basis, shg), dot(basis, shb), min(dot(basis, sha), norm.z + 1.0)), 0.0, 1.0);
+ }
+
+
+
+ void main(void)
+ {
+
+ #define gfetch(sampler, coords) texture2DRect(sampler, coords)
+
+ #define accumlight(light) fragcolor.rgb = light
+ #define accumalpha(alpha) fragcolor.a = alpha
+
+
+
+ vec4 normal = gfetch(tex1, gl_FragCoord.xy);
+
+
+
+
+ normal.xyz = normal.xyz*2.0 - 1.0;
+
+ #define alpha normal.a
+
+
+ vec4 diffuse = gfetch(tex0, gl_FragCoord.xy);
+
+ vec3 glow = gfetch(tex2, gl_FragCoord.xy).rgb;
+
+
+
+
+
+
+ #define depthvals gfetch(tex3, gl_FragCoord.xy)
+
+
+ float depth = depthvals.r;
+
+ vec4 pos = worldmatrix * vec4(gl_FragCoord.xy, depth, 1.0);
+ pos.xyz /= pos.w;
+
+
+
+ float fogcoord = length(camera - pos.xyz);
+
+
+
+
+
+
+ vec3 light = lightscale.rgb;
+
+ vec4 rhlight = getrhlight(pos.xyz, normal.xyz);
+ light += rhlight.a * skylightcolor;
+
+ light *= diffuse.rgb;
+
+ float ao = texture2DRect(tex5, gl_FragCoord.xy*aoscale).r;
+ light *= aoparams.x + ao*aoparams.y;
+
+ light += glow * lightscale.a;
+
+
+
+
+ vec3 sunlight = rhlight.rgb * giscale * diffuse.rgb;
+
+ float sunfacing = dot(sunlightdir, normal.xyz);
+ if(sunfacing > 0.0)
+ {
+
+ #define distbias 0.0
+
+ vec3 csmtc = getcsmtc(pos.xyz, distbias);
+ float sunoccluded = sunfacing * filtershadow(csmtc);
+
+
+ vec3 camdir = normalize(camera - pos.xyz);
+ float facing = 2.0*dot(normal.xyz, camdir);
+
+ float sunspec = pow(clamp(sunfacing*facing - dot(camdir, sunlightdir), 0.0, 1.0), 16.0) * diffuse.a;
+
+ sunlight += (diffuse.rgb + sunspec) * sunoccluded;
+
+
+ }
+
+
+ sunlight *= aoparams.z + ao*aoparams.w;
+
+ light += sunlight * sunlightcolor;
+
+
+
+
+
+ float foglerp = clamp(exp2(fogcoord*fogdensity.x)*fogdensity.y, 0.0, 1.0);
+
+ accumlight(mix(fogcolor*alpha, light, foglerp));
+ accumalpha(alpha);
+
+
+
+
+ }
+
diff --git a/shaders/tesseract/347.shader_test b/shaders/tesseract/347.shader_test
new file mode 100644
index 0000000..0fbadd7
--- /dev/null
+++ b/shaders/tesseract/347.shader_test
@@ -0,0 +1,240 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ uniform mat4 lightmatrix;
+ void main(void)
+ {
+ gl_Position = lightmatrix * vvertex;
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform sampler2DRect tex0, tex1, tex3 ;
+
+
+ uniform sampler2DRectShadow tex4;
+
+
+
+ uniform vec3 splitcenter[3];
+ uniform vec3 splitbounds[3];
+ uniform vec3 splitscale[3];
+ uniform vec3 splitoffset[3];
+
+
+ uniform mat3 csmmatrix;
+ uniform vec3 sunlightdir;
+ uniform vec3 sunlightcolor;
+
+ uniform vec3 skylightcolor;
+ uniform float giscale, rhnudge;
+ uniform vec4 rhbb[2];
+ uniform vec3 rhscale[2];
+ uniform vec3 rhoffset[2];
+ uniform sampler3D tex6, tex7, tex8, tex9;
+
+
+ uniform vec3 camera;
+ uniform mat4 worldmatrix;
+ uniform vec4 fogdir;
+ uniform vec3 fogcolor;
+ uniform vec2 fogdensity;
+ uniform vec4 radialfogscale;
+ uniform vec2 shadowatlasscale;
+ uniform vec4 lightscale;
+ uniform sampler2DRect tex5; uniform vec2 aoscale; uniform vec4 aoparams;
+
+ uniform vec3 gdepthscale;
+ uniform vec3 gdepthunpackparams;
+
+ fragdata(0, fragcolor, vec4)
+
+
+
+
+ #define shadowval(center, xoff, yoff) float(shadow2DRect(tex4, center + vec3(xoff, yoff, 0.0)))
+ float filtershadow(vec3 shadowtc)
+ {
+ vec2 offset = fract(shadowtc.xy - 0.5);
+ vec3 center = shadowtc;
+
+
+
+
+
+
+
+ center.xy -= offset*0.5;
+ vec4 size = vec4(offset + 1.0, 2.0 - offset);
+ return (1.0/9.0)*dot(size.zxzx*size.wwyy,
+ vec4(shadowval(center, -0.5, -0.5),
+ shadowval(center, 1.0, -0.5),
+ shadowval(center, -0.5, 1.0),
+ shadowval(center, 1.0, 1.0)));
+ }
+
+
+
+ vec3 getcsmtc(vec3 pos, float distbias)
+ {
+ pos = csmmatrix * pos;
+ pos.z -= distbias;
+
+ if(all(lessThan(abs(pos - splitcenter[0]), splitbounds[0])))
+ pos = pos*splitscale[0] + splitoffset[0];
+ else
+
+ if(all(lessThan(abs(pos - splitcenter[1]), splitbounds[1])))
+ pos = pos*splitscale[1] + splitoffset[1];
+ else
+
+ if(all(lessThan(abs(pos.xy - splitcenter[2].xy), splitbounds[2].xy)))
+ pos = pos*splitscale[2] + splitoffset[2];
+ else pos = vec3(-1.0);
+ return pos;
+ }
+
+
+ vec4 getrhlight(vec3 pos, vec3 norm)
+ {
+ vec3 tc;
+ pos += norm*rhnudge;
+
+ if(all(lessThan(abs(pos - rhbb[0].xyz), vec3(rhbb[0].w))))
+ tc = pos*rhscale[0] + rhoffset[0];
+ else
+
+ if(all(lessThan(abs(pos - rhbb[1].xyz), vec3(rhbb[1].w))))
+ tc = pos*rhscale[1] + rhoffset[1];
+ else
+
+ tc = vec3(-1.0);
+ vec4 shr = texture3D(tex6, tc), shg = texture3D(tex7, tc), shb = texture3D(tex8, tc), sha = texture3D(tex9, tc);
+ shr.rgb -= 0.5;
+ shg.rgb -= 0.5;
+ shb.rgb -= 0.5;
+ sha.rgb -= 0.5;
+ vec4 basis = vec4(norm*-(1.023326*0.488603/3.14159*2.0), (0.886226*0.282095/3.14159));
+ return clamp(vec4(dot(basis, shr), dot(basis, shg), dot(basis, shb), min(dot(basis, sha), norm.z + 1.0)), 0.0, 1.0);
+ }
+
+
+
+ void main(void)
+ {
+
+ #define gfetch(sampler, coords) texture2DRect(sampler, coords)
+
+ #define accumlight(light) fragcolor.rgb = light
+ #define accumalpha(alpha) fragcolor.a = alpha
+
+
+
+ vec4 normal = gfetch(tex1, gl_FragCoord.xy);
+
+
+
+ float alpha = float(normal.x + normal.y != 0.0);
+
+
+ normal.xyz = normal.xyz*2.0 - 1.0;
+
+ #define glowscale normal.a
+
+
+ vec4 diffuse = gfetch(tex0, gl_FragCoord.xy);
+
+ vec3 glow = diffuse.rgb * (1.0 - glowscale);
+
+ diffuse.rgb *= glowscale;
+
+
+
+
+
+ #define depthvals gfetch(tex3, gl_FragCoord.xy)
+
+
+ float depth = depthvals.r;
+
+ vec4 pos = worldmatrix * vec4(gl_FragCoord.xy, depth, 1.0);
+ pos.xyz /= pos.w;
+
+
+
+ float fogcoord = length(camera - pos.xyz);
+
+
+
+
+
+
+ vec3 light = lightscale.rgb;
+
+ vec4 rhlight = getrhlight(pos.xyz, normal.xyz);
+ light += rhlight.a * skylightcolor;
+
+ light *= diffuse.rgb;
+
+ float ao = texture2DRect(tex5, gl_FragCoord.xy*aoscale).r;
+ light *= aoparams.x + ao*aoparams.y;
+
+ light += glow * lightscale.a;
+
+
+
+
+ vec3 sunlight = rhlight.rgb * giscale * diffuse.rgb;
+
+ float sunfacing = dot(sunlightdir, normal.xyz);
+ if(sunfacing > 0.0)
+ {
+
+ #define distbias -8.0
+
+ vec3 csmtc = getcsmtc(pos.xyz, distbias);
+ float sunoccluded = sunfacing * filtershadow(csmtc);
+
+
+ vec3 camdir = normalize(camera - pos.xyz);
+ float facing = 2.0*dot(normal.xyz, camdir);
+
+ float sunspec = pow(clamp(sunfacing*facing - dot(camdir, sunlightdir), 0.0, 1.0), 16.0) * diffuse.a;
+
+ sunlight += (diffuse.rgb + sunspec) * sunoccluded;
+
+
+ }
+
+
+ sunlight *= aoparams.z + ao*aoparams.w;
+
+ light += sunlight * sunlightcolor;
+
+
+
+
+
+ float foglerp = clamp(exp2(fogcoord*fogdensity.x)*fogdensity.y, 0.0, 1.0);
+
+ accumlight(mix(fogcolor*alpha, light, foglerp));
+ accumalpha(alpha);
+
+
+
+
+ }
+
diff --git a/shaders/tesseract/351.shader_test b/shaders/tesseract/351.shader_test
new file mode 100644
index 0000000..4e1121c
--- /dev/null
+++ b/shaders/tesseract/351.shader_test
@@ -0,0 +1,191 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ uniform mat4 lightmatrix;
+ void main(void)
+ {
+ gl_Position = lightmatrix * vvertex;
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform sampler2DRect tex0, tex1, tex3 ;
+
+
+ uniform sampler2DRectShadow tex4;
+
+
+ uniform vec4 lightpos[1];
+ uniform vec3 lightcolor[1];
+
+
+ uniform vec4 shadowparams[1];
+ uniform vec2 shadowoffset[1];
+
+
+
+ uniform vec3 splitcenter[3];
+ uniform vec3 splitbounds[3];
+ uniform vec3 splitscale[3];
+ uniform vec3 splitoffset[3];
+
+
+ uniform vec3 camera;
+ uniform mat4 worldmatrix;
+ uniform vec4 fogdir;
+ uniform vec3 fogcolor;
+ uniform vec2 fogdensity;
+ uniform vec4 radialfogscale;
+ uniform vec2 shadowatlasscale;
+ uniform vec4 lightscale;
+
+
+ uniform vec3 gdepthscale;
+ uniform vec3 gdepthunpackparams;
+
+ fragdata(0, fragcolor, vec4)
+
+
+ vec3 getshadowtc(vec3 dir, vec4 shadowparams, vec2 shadowoffset, float distbias)
+ {
+ vec3 adir = abs(dir);
+ float m = max(adir.x, adir.y), mz = max(adir.z, m);
+ vec2 mparams = shadowparams.xy / max(mz + distbias, 1e-5);
+ vec4 proj;
+ if(adir.x > adir.y) proj = vec4(dir.zyx, 0.0); else proj = vec4(dir.xzy, 1.0);
+ if(adir.z > m) proj = vec4(dir, 2.0);
+ return vec3(proj.xy * mparams.x + vec2(proj.w, step(proj.z, 0.0)) * shadowparams.z + shadowoffset, mparams.y + shadowparams.w);
+ }
+
+
+
+ #define shadowval(center, xoff, yoff) float(shadow2DRect(tex4, center + vec3(xoff, yoff, 0.0)))
+ float filtershadow(vec3 shadowtc)
+ {
+ vec2 offset = fract(shadowtc.xy - 0.5);
+ vec3 center = shadowtc;
+
+
+
+
+
+
+
+ center.xy -= offset*0.5;
+ vec4 size = vec4(offset + 1.0, 2.0 - offset);
+ return (1.0/9.0)*dot(size.zxzx*size.wwyy,
+ vec4(shadowval(center, -0.5, -0.5),
+ shadowval(center, 1.0, -0.5),
+ shadowval(center, -0.5, 1.0),
+ shadowval(center, 1.0, 1.0)));
+ }
+
+
+
+
+ void main(void)
+ {
+
+ #define gfetch(sampler, coords) texture2DRect(sampler, coords)
+
+ #define accumlight(light) fragcolor.rgb = light
+ #define accumalpha(alpha) fragcolor.a = alpha
+
+
+
+
+
+
+ #define depthvals gfetch(tex3, gl_FragCoord.xy)
+
+
+ float depth = depthvals.r;
+
+ vec4 pos = worldmatrix * vec4(gl_FragCoord.xy, depth, 1.0);
+ pos.xyz /= pos.w;
+
+
+
+
+
+
+
+
+ vec3 light = vec3(0.0);
+
+
+
+
+
+ vec3 light0dir = pos.xyz * lightpos[0].w - lightpos[0].xyz;
+ float light0dist2 = dot(light0dir, light0dir);
+ if(light0dist2 < 1.0)
+ {
+
+ vec4 normal = gfetch(tex1, gl_FragCoord.xy);
+
+ normal.xyz = normal.xyz*2.0 - 1.0;
+
+ #define glowscale normal.a
+
+
+ float light0facing = dot(light0dir, normal.xyz);
+ if(light0facing < 0.0)
+ {
+ float light0invdist = inversesqrt(light0dist2);
+
+ float light0atten = light0facing * (1.0 - light0invdist);
+
+ float fogcoord = length(camera - pos.xyz);
+
+
+ #define distbias 0.0
+
+
+ vec3 shadow0tc = getshadowtc(light0dir, shadowparams[0], shadowoffset[0], distbias * lightpos[0].w);
+ light0atten *= filtershadow(shadow0tc);
+
+
+ vec4 diffuse = gfetch(tex0, gl_FragCoord.xy);
+
+
+ diffuse.rgb *= glowscale;
+
+
+
+
+ vec3 camdir = normalize(camera - pos.xyz);
+ float facing = 2.0*dot(normal.xyz, camdir);
+
+ float light0spec = pow(clamp(light0invdist*(dot(camdir, light0dir) - light0facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light0spec) * lightcolor[0] * light0atten;
+
+ float foglerp = clamp(exp2(fogcoord*fogdensity.x)*fogdensity.y, 0.0, 1.0);
+ light *= foglerp;
+
+
+
+ }
+ }
+
+
+ accumlight(light);
+ accumalpha(0.0);
+
+
+
+ }
+
diff --git a/shaders/tesseract/353.shader_test b/shaders/tesseract/353.shader_test
new file mode 100644
index 0000000..573488e
--- /dev/null
+++ b/shaders/tesseract/353.shader_test
@@ -0,0 +1,146 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ uniform mat4 lightmatrix;
+ void main(void)
+ {
+ gl_Position = lightmatrix * vvertex;
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform sampler2DRect tex0, tex1, tex3 , tex2;
+
+
+
+ uniform vec4 lightpos[1];
+ uniform vec3 lightcolor[1];
+
+
+
+
+ uniform vec3 splitcenter[3];
+ uniform vec3 splitbounds[3];
+ uniform vec3 splitscale[3];
+ uniform vec3 splitoffset[3];
+
+
+ uniform vec3 camera;
+ uniform mat4 worldmatrix;
+ uniform vec4 fogdir;
+ uniform vec3 fogcolor;
+ uniform vec2 fogdensity;
+ uniform vec4 radialfogscale;
+ uniform vec2 shadowatlasscale;
+ uniform vec4 lightscale;
+
+
+ uniform vec3 gdepthscale;
+ uniform vec3 gdepthunpackparams;
+
+ fragdata(0, fragcolor, vec4)
+
+
+
+
+
+
+
+ void main(void)
+ {
+
+ #define gfetch(sampler, coords) texture2DRect(sampler, coords)
+
+ #define accumlight(light) fragcolor.rgb = light
+ #define accumalpha(alpha) fragcolor.a = alpha
+
+
+
+
+
+
+ #define depthvals gfetch(tex3, gl_FragCoord.xy)
+
+
+ float depth = depthvals.r;
+
+ vec4 pos = worldmatrix * vec4(gl_FragCoord.xy, depth, 1.0);
+ pos.xyz /= pos.w;
+
+
+
+
+
+
+
+
+ vec3 light = vec3(0.0);
+
+
+
+
+
+ vec3 light0dir = pos.xyz * lightpos[0].w - lightpos[0].xyz;
+ float light0dist2 = dot(light0dir, light0dir);
+ if(light0dist2 < 1.0)
+ {
+
+ vec4 normal = gfetch(tex1, gl_FragCoord.xy);
+
+ normal.xyz = normal.xyz*2.0 - 1.0;
+
+ #define glowscale normal.a
+
+
+ float light0facing = dot(light0dir, normal.xyz);
+ if(light0facing < 0.0)
+ {
+ float light0invdist = inversesqrt(light0dist2);
+
+ float light0atten = light0facing * (1.0 - light0invdist);
+
+ float fogcoord = length(camera - pos.xyz);
+
+
+
+
+ vec4 diffuse = gfetch(tex0, gl_FragCoord.xy);
+
+
+
+
+ vec3 camdir = normalize(camera - pos.xyz);
+ float facing = 2.0*dot(normal.xyz, camdir);
+
+ float light0spec = pow(clamp(light0invdist*(dot(camdir, light0dir) - light0facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light0spec) * lightcolor[0] * light0atten;
+
+ float foglerp = clamp(exp2(fogcoord*fogdensity.x)*fogdensity.y, 0.0, 1.0);
+ light *= foglerp;
+
+
+
+ }
+ }
+
+
+ accumlight(light);
+ accumalpha(0.0);
+
+
+
+ }
+
diff --git a/shaders/tesseract/355.shader_test b/shaders/tesseract/355.shader_test
new file mode 100644
index 0000000..95c49a6
--- /dev/null
+++ b/shaders/tesseract/355.shader_test
@@ -0,0 +1,188 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ uniform mat4 lightmatrix;
+ void main(void)
+ {
+ gl_Position = lightmatrix * vvertex;
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform sampler2DRect tex0, tex1, tex3 , tex2;
+
+
+ uniform sampler2DRectShadow tex4;
+
+
+ uniform vec4 lightpos[1];
+ uniform vec3 lightcolor[1];
+
+
+ uniform vec4 shadowparams[1];
+ uniform vec2 shadowoffset[1];
+
+
+
+ uniform vec3 splitcenter[3];
+ uniform vec3 splitbounds[3];
+ uniform vec3 splitscale[3];
+ uniform vec3 splitoffset[3];
+
+
+ uniform vec3 camera;
+ uniform mat4 worldmatrix;
+ uniform vec4 fogdir;
+ uniform vec3 fogcolor;
+ uniform vec2 fogdensity;
+ uniform vec4 radialfogscale;
+ uniform vec2 shadowatlasscale;
+ uniform vec4 lightscale;
+
+
+ uniform vec3 gdepthscale;
+ uniform vec3 gdepthunpackparams;
+
+ fragdata(0, fragcolor, vec4)
+
+
+ vec3 getshadowtc(vec3 dir, vec4 shadowparams, vec2 shadowoffset, float distbias)
+ {
+ vec3 adir = abs(dir);
+ float m = max(adir.x, adir.y), mz = max(adir.z, m);
+ vec2 mparams = shadowparams.xy / max(mz + distbias, 1e-5);
+ vec4 proj;
+ if(adir.x > adir.y) proj = vec4(dir.zyx, 0.0); else proj = vec4(dir.xzy, 1.0);
+ if(adir.z > m) proj = vec4(dir, 2.0);
+ return vec3(proj.xy * mparams.x + vec2(proj.w, step(proj.z, 0.0)) * shadowparams.z + shadowoffset, mparams.y + shadowparams.w);
+ }
+
+
+
+ #define shadowval(center, xoff, yoff) float(shadow2DRect(tex4, center + vec3(xoff, yoff, 0.0)))
+ float filtershadow(vec3 shadowtc)
+ {
+ vec2 offset = fract(shadowtc.xy - 0.5);
+ vec3 center = shadowtc;
+
+
+
+
+
+
+
+ center.xy -= offset*0.5;
+ vec4 size = vec4(offset + 1.0, 2.0 - offset);
+ return (1.0/9.0)*dot(size.zxzx*size.wwyy,
+ vec4(shadowval(center, -0.5, -0.5),
+ shadowval(center, 1.0, -0.5),
+ shadowval(center, -0.5, 1.0),
+ shadowval(center, 1.0, 1.0)));
+ }
+
+
+
+
+ void main(void)
+ {
+
+ #define gfetch(sampler, coords) texture2DRect(sampler, coords)
+
+ #define accumlight(light) fragcolor.rgb = light
+ #define accumalpha(alpha) fragcolor.a = alpha
+
+
+
+
+
+
+ #define depthvals gfetch(tex3, gl_FragCoord.xy)
+
+
+ float depth = depthvals.r;
+
+ vec4 pos = worldmatrix * vec4(gl_FragCoord.xy, depth, 1.0);
+ pos.xyz /= pos.w;
+
+
+
+
+
+
+
+
+ vec3 light = vec3(0.0);
+
+
+
+
+
+ vec3 light0dir = pos.xyz * lightpos[0].w - lightpos[0].xyz;
+ float light0dist2 = dot(light0dir, light0dir);
+ if(light0dist2 < 1.0)
+ {
+
+ vec4 normal = gfetch(tex1, gl_FragCoord.xy);
+
+ normal.xyz = normal.xyz*2.0 - 1.0;
+
+ #define glowscale normal.a
+
+
+ float light0facing = dot(light0dir, normal.xyz);
+ if(light0facing < 0.0)
+ {
+ float light0invdist = inversesqrt(light0dist2);
+
+ float light0atten = light0facing * (1.0 - light0invdist);
+
+ float fogcoord = length(camera - pos.xyz);
+
+
+ #define distbias 0.0
+
+
+ vec3 shadow0tc = getshadowtc(light0dir, shadowparams[0], shadowoffset[0], distbias * lightpos[0].w);
+ light0atten *= filtershadow(shadow0tc);
+
+
+ vec4 diffuse = gfetch(tex0, gl_FragCoord.xy);
+
+
+
+
+ vec3 camdir = normalize(camera - pos.xyz);
+ float facing = 2.0*dot(normal.xyz, camdir);
+
+ float light0spec = pow(clamp(light0invdist*(dot(camdir, light0dir) - light0facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light0spec) * lightcolor[0] * light0atten;
+
+ float foglerp = clamp(exp2(fogcoord*fogdensity.x)*fogdensity.y, 0.0, 1.0);
+ light *= foglerp;
+
+
+
+ }
+ }
+
+
+ accumlight(light);
+ accumalpha(0.0);
+
+
+
+ }
+
diff --git a/shaders/tesseract/357.shader_test b/shaders/tesseract/357.shader_test
new file mode 100644
index 0000000..3089694
--- /dev/null
+++ b/shaders/tesseract/357.shader_test
@@ -0,0 +1,149 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ uniform mat4 lightmatrix;
+ void main(void)
+ {
+ gl_Position = lightmatrix * vvertex;
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform sampler2DRect tex0, tex1, tex3 ;
+
+
+
+ uniform vec4 lightpos[1];
+ uniform vec3 lightcolor[1];
+
+
+
+
+ uniform vec3 splitcenter[3];
+ uniform vec3 splitbounds[3];
+ uniform vec3 splitscale[3];
+ uniform vec3 splitoffset[3];
+
+
+ uniform vec3 camera;
+ uniform mat4 worldmatrix;
+ uniform vec4 fogdir;
+ uniform vec3 fogcolor;
+ uniform vec2 fogdensity;
+ uniform vec4 radialfogscale;
+ uniform vec2 shadowatlasscale;
+ uniform vec4 lightscale;
+
+
+ uniform vec3 gdepthscale;
+ uniform vec3 gdepthunpackparams;
+
+ fragdata(0, fragcolor, vec4)
+
+
+
+
+
+
+
+ void main(void)
+ {
+
+ #define gfetch(sampler, coords) texture2DRect(sampler, coords)
+
+ #define accumlight(light) fragcolor.rgb = light
+ #define accumalpha(alpha) fragcolor.a = alpha
+
+
+
+
+
+
+ #define depthvals gfetch(tex3, gl_FragCoord.xy)
+
+
+ float depth = depthvals.r;
+
+ vec4 pos = worldmatrix * vec4(gl_FragCoord.xy, depth, 1.0);
+ pos.xyz /= pos.w;
+
+
+
+
+
+
+
+
+ vec3 light = vec3(0.0);
+
+
+
+
+
+ vec3 light0dir = pos.xyz * lightpos[0].w - lightpos[0].xyz;
+ float light0dist2 = dot(light0dir, light0dir);
+ if(light0dist2 < 1.0)
+ {
+
+ vec4 normal = gfetch(tex1, gl_FragCoord.xy);
+
+ normal.xyz = normal.xyz*2.0 - 1.0;
+
+ #define glowscale normal.a
+
+
+ float light0facing = dot(light0dir, normal.xyz);
+ if(light0facing < 0.0)
+ {
+ float light0invdist = inversesqrt(light0dist2);
+
+ float light0atten = light0facing * (1.0 - light0invdist);
+
+ float fogcoord = length(camera - pos.xyz);
+
+
+
+
+ vec4 diffuse = gfetch(tex0, gl_FragCoord.xy);
+
+
+ diffuse.rgb *= glowscale;
+
+
+
+
+ vec3 camdir = normalize(camera - pos.xyz);
+ float facing = 2.0*dot(normal.xyz, camdir);
+
+ float light0spec = pow(clamp(light0invdist*(dot(camdir, light0dir) - light0facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light0spec) * lightcolor[0] * light0atten;
+
+ float foglerp = clamp(exp2(fogcoord*fogdensity.x)*fogdensity.y, 0.0, 1.0);
+ light *= foglerp;
+
+
+
+ }
+ }
+
+
+ accumlight(light);
+ accumalpha(0.0);
+
+
+
+ }
+
diff --git a/shaders/tesseract/359.shader_test b/shaders/tesseract/359.shader_test
new file mode 100644
index 0000000..5520a8a
--- /dev/null
+++ b/shaders/tesseract/359.shader_test
@@ -0,0 +1,191 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ uniform mat4 lightmatrix;
+ void main(void)
+ {
+ gl_Position = lightmatrix * vvertex;
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform sampler2DRect tex0, tex1, tex3 ;
+
+
+ uniform sampler2DRectShadow tex4;
+
+
+ uniform vec4 lightpos[1];
+ uniform vec3 lightcolor[1];
+
+
+ uniform vec4 shadowparams[1];
+ uniform vec2 shadowoffset[1];
+
+
+
+ uniform vec3 splitcenter[3];
+ uniform vec3 splitbounds[3];
+ uniform vec3 splitscale[3];
+ uniform vec3 splitoffset[3];
+
+
+ uniform vec3 camera;
+ uniform mat4 worldmatrix;
+ uniform vec4 fogdir;
+ uniform vec3 fogcolor;
+ uniform vec2 fogdensity;
+ uniform vec4 radialfogscale;
+ uniform vec2 shadowatlasscale;
+ uniform vec4 lightscale;
+
+
+ uniform vec3 gdepthscale;
+ uniform vec3 gdepthunpackparams;
+
+ fragdata(0, fragcolor, vec4)
+
+
+ vec3 getshadowtc(vec3 dir, vec4 shadowparams, vec2 shadowoffset, float distbias)
+ {
+ vec3 adir = abs(dir);
+ float m = max(adir.x, adir.y), mz = max(adir.z, m);
+ vec2 mparams = shadowparams.xy / max(mz + distbias, 1e-5);
+ vec4 proj;
+ if(adir.x > adir.y) proj = vec4(dir.zyx, 0.0); else proj = vec4(dir.xzy, 1.0);
+ if(adir.z > m) proj = vec4(dir, 2.0);
+ return vec3(proj.xy * mparams.x + vec2(proj.w, step(proj.z, 0.0)) * shadowparams.z + shadowoffset, mparams.y + shadowparams.w);
+ }
+
+
+
+ #define shadowval(center, xoff, yoff) float(shadow2DRect(tex4, center + vec3(xoff, yoff, 0.0)))
+ float filtershadow(vec3 shadowtc)
+ {
+ vec2 offset = fract(shadowtc.xy - 0.5);
+ vec3 center = shadowtc;
+
+
+
+
+
+
+
+ center.xy -= offset*0.5;
+ vec4 size = vec4(offset + 1.0, 2.0 - offset);
+ return (1.0/9.0)*dot(size.zxzx*size.wwyy,
+ vec4(shadowval(center, -0.5, -0.5),
+ shadowval(center, 1.0, -0.5),
+ shadowval(center, -0.5, 1.0),
+ shadowval(center, 1.0, 1.0)));
+ }
+
+
+
+
+ void main(void)
+ {
+
+ #define gfetch(sampler, coords) texture2DRect(sampler, coords)
+
+ #define accumlight(light) fragcolor.rgb = light
+ #define accumalpha(alpha) fragcolor.a = alpha
+
+
+
+
+
+
+ #define depthvals gfetch(tex3, gl_FragCoord.xy)
+
+
+ float depth = depthvals.r;
+
+ vec4 pos = worldmatrix * vec4(gl_FragCoord.xy, depth, 1.0);
+ pos.xyz /= pos.w;
+
+
+
+
+
+
+
+
+ vec3 light = vec3(0.0);
+
+
+
+
+
+ vec3 light0dir = pos.xyz * lightpos[0].w - lightpos[0].xyz;
+ float light0dist2 = dot(light0dir, light0dir);
+ if(light0dist2 < 1.0)
+ {
+
+ vec4 normal = gfetch(tex1, gl_FragCoord.xy);
+
+ normal.xyz = normal.xyz*2.0 - 1.0;
+
+ #define glowscale normal.a
+
+
+ float light0facing = dot(light0dir, normal.xyz);
+ if(light0facing < 0.0)
+ {
+ float light0invdist = inversesqrt(light0dist2);
+
+ float light0atten = light0facing * (1.0 - light0invdist);
+
+ float fogcoord = length(camera - pos.xyz);
+
+
+ #define distbias -8.0
+
+
+ vec3 shadow0tc = getshadowtc(light0dir, shadowparams[0], shadowoffset[0], distbias * lightpos[0].w);
+ light0atten *= filtershadow(shadow0tc);
+
+
+ vec4 diffuse = gfetch(tex0, gl_FragCoord.xy);
+
+
+ diffuse.rgb *= glowscale;
+
+
+
+
+ vec3 camdir = normalize(camera - pos.xyz);
+ float facing = 2.0*dot(normal.xyz, camdir);
+
+ float light0spec = pow(clamp(light0invdist*(dot(camdir, light0dir) - light0facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light0spec) * lightcolor[0] * light0atten;
+
+ float foglerp = clamp(exp2(fogcoord*fogdensity.x)*fogdensity.y, 0.0, 1.0);
+ light *= foglerp;
+
+
+
+ }
+ }
+
+
+ accumlight(light);
+ accumalpha(0.0);
+
+
+
+ }
+
diff --git a/shaders/tesseract/36.shader_test b/shaders/tesseract/36.shader_test
new file mode 100644
index 0000000..4a9b619
--- /dev/null
+++ b/shaders/tesseract/36.shader_test
@@ -0,0 +1,40 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vcolor;
+ attribute vec2 vtexcoord0;
+ uniform mat4 hudmatrix;
+ varying vec2 texcoord0;
+ varying vec4 colorscale;
+ void main(void)
+ {
+ gl_Position = hudmatrix * vvertex;
+ texcoord0 = vtexcoord0;
+ colorscale = vcolor;
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform sampler2D tex0;
+ varying vec2 texcoord0;
+ varying vec4 colorscale;
+ fragdata(0, fragcolor, vec4)
+ void main(void)
+ {
+ vec4 color = texture2D(tex0, texcoord0);
+ #pragma CUBE2_swizzle color
+ fragcolor = colorscale * color;
+ }
+
diff --git a/shaders/tesseract/363.shader_test b/shaders/tesseract/363.shader_test
new file mode 100644
index 0000000..5be825e
--- /dev/null
+++ b/shaders/tesseract/363.shader_test
@@ -0,0 +1,224 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ uniform mat4 lightmatrix;
+ void main(void)
+ {
+ gl_Position = lightmatrix * vvertex;
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform sampler2DRect tex0, tex1, tex3 ;
+
+
+ uniform sampler2DRectShadow tex4;
+
+
+ uniform vec4 lightpos[2];
+ uniform vec3 lightcolor[2];
+
+
+ uniform vec4 shadowparams[2];
+ uniform vec2 shadowoffset[2];
+
+
+
+ uniform vec3 splitcenter[3];
+ uniform vec3 splitbounds[3];
+ uniform vec3 splitscale[3];
+ uniform vec3 splitoffset[3];
+
+
+ uniform vec3 camera;
+ uniform mat4 worldmatrix;
+ uniform vec4 fogdir;
+ uniform vec3 fogcolor;
+ uniform vec2 fogdensity;
+ uniform vec4 radialfogscale;
+ uniform vec2 shadowatlasscale;
+ uniform vec4 lightscale;
+
+
+ uniform vec3 gdepthscale;
+ uniform vec3 gdepthunpackparams;
+
+ fragdata(0, fragcolor, vec4)
+
+
+ vec3 getshadowtc(vec3 dir, vec4 shadowparams, vec2 shadowoffset, float distbias)
+ {
+ vec3 adir = abs(dir);
+ float m = max(adir.x, adir.y), mz = max(adir.z, m);
+ vec2 mparams = shadowparams.xy / max(mz + distbias, 1e-5);
+ vec4 proj;
+ if(adir.x > adir.y) proj = vec4(dir.zyx, 0.0); else proj = vec4(dir.xzy, 1.0);
+ if(adir.z > m) proj = vec4(dir, 2.0);
+ return vec3(proj.xy * mparams.x + vec2(proj.w, step(proj.z, 0.0)) * shadowparams.z + shadowoffset, mparams.y + shadowparams.w);
+ }
+
+
+
+ #define shadowval(center, xoff, yoff) float(shadow2DRect(tex4, center + vec3(xoff, yoff, 0.0)))
+ float filtershadow(vec3 shadowtc)
+ {
+ vec2 offset = fract(shadowtc.xy - 0.5);
+ vec3 center = shadowtc;
+
+
+
+
+
+
+
+ center.xy -= offset*0.5;
+ vec4 size = vec4(offset + 1.0, 2.0 - offset);
+ return (1.0/9.0)*dot(size.zxzx*size.wwyy,
+ vec4(shadowval(center, -0.5, -0.5),
+ shadowval(center, 1.0, -0.5),
+ shadowval(center, -0.5, 1.0),
+ shadowval(center, 1.0, 1.0)));
+ }
+
+
+
+
+ void main(void)
+ {
+
+ #define gfetch(sampler, coords) texture2DRect(sampler, coords)
+
+ #define accumlight(light) fragcolor.rgb = light
+ #define accumalpha(alpha) fragcolor.a = alpha
+
+
+
+ vec4 normal = gfetch(tex1, gl_FragCoord.xy);
+
+
+
+ #define alpha 1.0
+
+
+ normal.xyz = normal.xyz*2.0 - 1.0;
+
+ #define glowscale normal.a
+
+
+ vec4 diffuse = gfetch(tex0, gl_FragCoord.xy);
+
+ diffuse.rgb *= glowscale;
+
+
+
+
+
+ #define depthvals gfetch(tex3, gl_FragCoord.xy)
+
+
+ float depth = depthvals.r;
+
+ vec4 pos = worldmatrix * vec4(gl_FragCoord.xy, depth, 1.0);
+ pos.xyz /= pos.w;
+
+
+
+ float fogcoord = length(camera - pos.xyz);
+
+
+
+ #define distbias 0.0
+
+ vec3 camdir = normalize(camera - pos.xyz);
+ float facing = 2.0*dot(normal.xyz, camdir);
+
+
+
+
+
+ vec3 light = vec3(0.0);
+
+
+
+
+
+ vec3 light0dir = pos.xyz * lightpos[0].w - lightpos[0].xyz;
+ float light0dist2 = dot(light0dir, light0dir);
+ if(light0dist2 < 1.0)
+ {
+
+ float light0facing = dot(light0dir, normal.xyz);
+ if(light0facing < 0.0)
+ {
+ float light0invdist = inversesqrt(light0dist2);
+
+ float light0atten = light0facing * (1.0 - light0invdist);
+
+
+
+ vec3 shadow0tc = getshadowtc(light0dir, shadowparams[0], shadowoffset[0], distbias * lightpos[0].w);
+ light0atten *= filtershadow(shadow0tc);
+
+
+
+
+ float light0spec = pow(clamp(light0invdist*(dot(camdir, light0dir) - light0facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light0spec) * lightcolor[0] * light0atten;
+
+
+
+ }
+ }
+
+ vec3 light1dir = pos.xyz * lightpos[1].w - lightpos[1].xyz;
+ float light1dist2 = dot(light1dir, light1dir);
+ if(light1dist2 < 1.0)
+ {
+
+ float light1facing = dot(light1dir, normal.xyz);
+ if(light1facing < 0.0)
+ {
+ float light1invdist = inversesqrt(light1dist2);
+
+ float light1atten = light1facing * (1.0 - light1invdist);
+
+
+
+ vec3 shadow1tc = getshadowtc(light1dir, shadowparams[1], shadowoffset[1], distbias * lightpos[1].w);
+ light1atten *= filtershadow(shadow1tc);
+
+
+
+
+ float light1spec = pow(clamp(light1invdist*(dot(camdir, light1dir) - light1facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light1spec) * lightcolor[1] * light1atten;
+
+
+
+ }
+ }
+
+
+ float foglerp = clamp(exp2(fogcoord*fogdensity.x)*fogdensity.y, 0.0, 1.0);
+
+ accumlight(light*foglerp);
+ accumalpha(0.0);
+
+
+
+
+ }
+
diff --git a/shaders/tesseract/365.shader_test b/shaders/tesseract/365.shader_test
new file mode 100644
index 0000000..66df615
--- /dev/null
+++ b/shaders/tesseract/365.shader_test
@@ -0,0 +1,176 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ uniform mat4 lightmatrix;
+ void main(void)
+ {
+ gl_Position = lightmatrix * vvertex;
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform sampler2DRect tex0, tex1, tex3 , tex2;
+
+
+
+ uniform vec4 lightpos[2];
+ uniform vec3 lightcolor[2];
+
+
+
+
+ uniform vec3 splitcenter[3];
+ uniform vec3 splitbounds[3];
+ uniform vec3 splitscale[3];
+ uniform vec3 splitoffset[3];
+
+
+ uniform vec3 camera;
+ uniform mat4 worldmatrix;
+ uniform vec4 fogdir;
+ uniform vec3 fogcolor;
+ uniform vec2 fogdensity;
+ uniform vec4 radialfogscale;
+ uniform vec2 shadowatlasscale;
+ uniform vec4 lightscale;
+
+
+ uniform vec3 gdepthscale;
+ uniform vec3 gdepthunpackparams;
+
+ fragdata(0, fragcolor, vec4)
+
+
+
+
+
+
+
+ void main(void)
+ {
+
+ #define gfetch(sampler, coords) texture2DRect(sampler, coords)
+
+ #define accumlight(light) fragcolor.rgb = light
+ #define accumalpha(alpha) fragcolor.a = alpha
+
+
+
+ vec4 normal = gfetch(tex1, gl_FragCoord.xy);
+
+
+
+
+ normal.xyz = normal.xyz*2.0 - 1.0;
+
+ #define alpha normal.a
+
+
+ vec4 diffuse = gfetch(tex0, gl_FragCoord.xy);
+
+
+
+
+
+
+ #define depthvals gfetch(tex3, gl_FragCoord.xy)
+
+
+ float depth = depthvals.r;
+
+ vec4 pos = worldmatrix * vec4(gl_FragCoord.xy, depth, 1.0);
+ pos.xyz /= pos.w;
+
+
+
+ float fogcoord = length(camera - pos.xyz);
+
+
+
+ vec3 camdir = normalize(camera - pos.xyz);
+ float facing = 2.0*dot(normal.xyz, camdir);
+
+
+
+
+
+ vec3 light = vec3(0.0);
+
+
+
+
+
+ vec3 light0dir = pos.xyz * lightpos[0].w - lightpos[0].xyz;
+ float light0dist2 = dot(light0dir, light0dir);
+ if(light0dist2 < 1.0)
+ {
+
+ float light0facing = dot(light0dir, normal.xyz);
+ if(light0facing < 0.0)
+ {
+ float light0invdist = inversesqrt(light0dist2);
+
+ float light0atten = light0facing * (1.0 - light0invdist);
+
+
+
+
+
+
+ float light0spec = pow(clamp(light0invdist*(dot(camdir, light0dir) - light0facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light0spec) * lightcolor[0] * light0atten;
+
+
+
+ }
+ }
+
+ vec3 light1dir = pos.xyz * lightpos[1].w - lightpos[1].xyz;
+ float light1dist2 = dot(light1dir, light1dir);
+ if(light1dist2 < 1.0)
+ {
+
+ float light1facing = dot(light1dir, normal.xyz);
+ if(light1facing < 0.0)
+ {
+ float light1invdist = inversesqrt(light1dist2);
+
+ float light1atten = light1facing * (1.0 - light1invdist);
+
+
+
+
+
+
+ float light1spec = pow(clamp(light1invdist*(dot(camdir, light1dir) - light1facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light1spec) * lightcolor[1] * light1atten;
+
+
+
+ }
+ }
+
+
+ float foglerp = clamp(exp2(fogcoord*fogdensity.x)*fogdensity.y, 0.0, 1.0);
+
+ accumlight(light*foglerp);
+ accumalpha(0.0);
+
+
+
+
+ }
+
diff --git a/shaders/tesseract/367.shader_test b/shaders/tesseract/367.shader_test
new file mode 100644
index 0000000..7267681
--- /dev/null
+++ b/shaders/tesseract/367.shader_test
@@ -0,0 +1,221 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ uniform mat4 lightmatrix;
+ void main(void)
+ {
+ gl_Position = lightmatrix * vvertex;
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform sampler2DRect tex0, tex1, tex3 , tex2;
+
+
+ uniform sampler2DRectShadow tex4;
+
+
+ uniform vec4 lightpos[2];
+ uniform vec3 lightcolor[2];
+
+
+ uniform vec4 shadowparams[2];
+ uniform vec2 shadowoffset[2];
+
+
+
+ uniform vec3 splitcenter[3];
+ uniform vec3 splitbounds[3];
+ uniform vec3 splitscale[3];
+ uniform vec3 splitoffset[3];
+
+
+ uniform vec3 camera;
+ uniform mat4 worldmatrix;
+ uniform vec4 fogdir;
+ uniform vec3 fogcolor;
+ uniform vec2 fogdensity;
+ uniform vec4 radialfogscale;
+ uniform vec2 shadowatlasscale;
+ uniform vec4 lightscale;
+
+
+ uniform vec3 gdepthscale;
+ uniform vec3 gdepthunpackparams;
+
+ fragdata(0, fragcolor, vec4)
+
+
+ vec3 getshadowtc(vec3 dir, vec4 shadowparams, vec2 shadowoffset, float distbias)
+ {
+ vec3 adir = abs(dir);
+ float m = max(adir.x, adir.y), mz = max(adir.z, m);
+ vec2 mparams = shadowparams.xy / max(mz + distbias, 1e-5);
+ vec4 proj;
+ if(adir.x > adir.y) proj = vec4(dir.zyx, 0.0); else proj = vec4(dir.xzy, 1.0);
+ if(adir.z > m) proj = vec4(dir, 2.0);
+ return vec3(proj.xy * mparams.x + vec2(proj.w, step(proj.z, 0.0)) * shadowparams.z + shadowoffset, mparams.y + shadowparams.w);
+ }
+
+
+
+ #define shadowval(center, xoff, yoff) float(shadow2DRect(tex4, center + vec3(xoff, yoff, 0.0)))
+ float filtershadow(vec3 shadowtc)
+ {
+ vec2 offset = fract(shadowtc.xy - 0.5);
+ vec3 center = shadowtc;
+
+
+
+
+
+
+
+ center.xy -= offset*0.5;
+ vec4 size = vec4(offset + 1.0, 2.0 - offset);
+ return (1.0/9.0)*dot(size.zxzx*size.wwyy,
+ vec4(shadowval(center, -0.5, -0.5),
+ shadowval(center, 1.0, -0.5),
+ shadowval(center, -0.5, 1.0),
+ shadowval(center, 1.0, 1.0)));
+ }
+
+
+
+
+ void main(void)
+ {
+
+ #define gfetch(sampler, coords) texture2DRect(sampler, coords)
+
+ #define accumlight(light) fragcolor.rgb = light
+ #define accumalpha(alpha) fragcolor.a = alpha
+
+
+
+ vec4 normal = gfetch(tex1, gl_FragCoord.xy);
+
+
+
+
+ normal.xyz = normal.xyz*2.0 - 1.0;
+
+ #define alpha normal.a
+
+
+ vec4 diffuse = gfetch(tex0, gl_FragCoord.xy);
+
+
+
+
+
+
+ #define depthvals gfetch(tex3, gl_FragCoord.xy)
+
+
+ float depth = depthvals.r;
+
+ vec4 pos = worldmatrix * vec4(gl_FragCoord.xy, depth, 1.0);
+ pos.xyz /= pos.w;
+
+
+
+ float fogcoord = length(camera - pos.xyz);
+
+
+
+ #define distbias 0.0
+
+ vec3 camdir = normalize(camera - pos.xyz);
+ float facing = 2.0*dot(normal.xyz, camdir);
+
+
+
+
+
+ vec3 light = vec3(0.0);
+
+
+
+
+
+ vec3 light0dir = pos.xyz * lightpos[0].w - lightpos[0].xyz;
+ float light0dist2 = dot(light0dir, light0dir);
+ if(light0dist2 < 1.0)
+ {
+
+ float light0facing = dot(light0dir, normal.xyz);
+ if(light0facing < 0.0)
+ {
+ float light0invdist = inversesqrt(light0dist2);
+
+ float light0atten = light0facing * (1.0 - light0invdist);
+
+
+
+ vec3 shadow0tc = getshadowtc(light0dir, shadowparams[0], shadowoffset[0], distbias * lightpos[0].w);
+ light0atten *= filtershadow(shadow0tc);
+
+
+
+
+ float light0spec = pow(clamp(light0invdist*(dot(camdir, light0dir) - light0facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light0spec) * lightcolor[0] * light0atten;
+
+
+
+ }
+ }
+
+ vec3 light1dir = pos.xyz * lightpos[1].w - lightpos[1].xyz;
+ float light1dist2 = dot(light1dir, light1dir);
+ if(light1dist2 < 1.0)
+ {
+
+ float light1facing = dot(light1dir, normal.xyz);
+ if(light1facing < 0.0)
+ {
+ float light1invdist = inversesqrt(light1dist2);
+
+ float light1atten = light1facing * (1.0 - light1invdist);
+
+
+
+ vec3 shadow1tc = getshadowtc(light1dir, shadowparams[1], shadowoffset[1], distbias * lightpos[1].w);
+ light1atten *= filtershadow(shadow1tc);
+
+
+
+
+ float light1spec = pow(clamp(light1invdist*(dot(camdir, light1dir) - light1facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light1spec) * lightcolor[1] * light1atten;
+
+
+
+ }
+ }
+
+
+ float foglerp = clamp(exp2(fogcoord*fogdensity.x)*fogdensity.y, 0.0, 1.0);
+
+ accumlight(light*foglerp);
+ accumalpha(0.0);
+
+
+
+
+ }
+
diff --git a/shaders/tesseract/369.shader_test b/shaders/tesseract/369.shader_test
new file mode 100644
index 0000000..6a50ebd
--- /dev/null
+++ b/shaders/tesseract/369.shader_test
@@ -0,0 +1,179 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ uniform mat4 lightmatrix;
+ void main(void)
+ {
+ gl_Position = lightmatrix * vvertex;
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform sampler2DRect tex0, tex1, tex3 ;
+
+
+
+ uniform vec4 lightpos[2];
+ uniform vec3 lightcolor[2];
+
+
+
+
+ uniform vec3 splitcenter[3];
+ uniform vec3 splitbounds[3];
+ uniform vec3 splitscale[3];
+ uniform vec3 splitoffset[3];
+
+
+ uniform vec3 camera;
+ uniform mat4 worldmatrix;
+ uniform vec4 fogdir;
+ uniform vec3 fogcolor;
+ uniform vec2 fogdensity;
+ uniform vec4 radialfogscale;
+ uniform vec2 shadowatlasscale;
+ uniform vec4 lightscale;
+
+
+ uniform vec3 gdepthscale;
+ uniform vec3 gdepthunpackparams;
+
+ fragdata(0, fragcolor, vec4)
+
+
+
+
+
+
+
+ void main(void)
+ {
+
+ #define gfetch(sampler, coords) texture2DRect(sampler, coords)
+
+ #define accumlight(light) fragcolor.rgb = light
+ #define accumalpha(alpha) fragcolor.a = alpha
+
+
+
+ vec4 normal = gfetch(tex1, gl_FragCoord.xy);
+
+
+
+ #define alpha 1.0
+
+
+ normal.xyz = normal.xyz*2.0 - 1.0;
+
+ #define glowscale normal.a
+
+
+ vec4 diffuse = gfetch(tex0, gl_FragCoord.xy);
+
+ diffuse.rgb *= glowscale;
+
+
+
+
+
+ #define depthvals gfetch(tex3, gl_FragCoord.xy)
+
+
+ float depth = depthvals.r;
+
+ vec4 pos = worldmatrix * vec4(gl_FragCoord.xy, depth, 1.0);
+ pos.xyz /= pos.w;
+
+
+
+ float fogcoord = length(camera - pos.xyz);
+
+
+
+ vec3 camdir = normalize(camera - pos.xyz);
+ float facing = 2.0*dot(normal.xyz, camdir);
+
+
+
+
+
+ vec3 light = vec3(0.0);
+
+
+
+
+
+ vec3 light0dir = pos.xyz * lightpos[0].w - lightpos[0].xyz;
+ float light0dist2 = dot(light0dir, light0dir);
+ if(light0dist2 < 1.0)
+ {
+
+ float light0facing = dot(light0dir, normal.xyz);
+ if(light0facing < 0.0)
+ {
+ float light0invdist = inversesqrt(light0dist2);
+
+ float light0atten = light0facing * (1.0 - light0invdist);
+
+
+
+
+
+
+ float light0spec = pow(clamp(light0invdist*(dot(camdir, light0dir) - light0facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light0spec) * lightcolor[0] * light0atten;
+
+
+
+ }
+ }
+
+ vec3 light1dir = pos.xyz * lightpos[1].w - lightpos[1].xyz;
+ float light1dist2 = dot(light1dir, light1dir);
+ if(light1dist2 < 1.0)
+ {
+
+ float light1facing = dot(light1dir, normal.xyz);
+ if(light1facing < 0.0)
+ {
+ float light1invdist = inversesqrt(light1dist2);
+
+ float light1atten = light1facing * (1.0 - light1invdist);
+
+
+
+
+
+
+ float light1spec = pow(clamp(light1invdist*(dot(camdir, light1dir) - light1facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light1spec) * lightcolor[1] * light1atten;
+
+
+
+ }
+ }
+
+
+ float foglerp = clamp(exp2(fogcoord*fogdensity.x)*fogdensity.y, 0.0, 1.0);
+
+ accumlight(light*foglerp);
+ accumalpha(0.0);
+
+
+
+
+ }
+
diff --git a/shaders/tesseract/371.shader_test b/shaders/tesseract/371.shader_test
new file mode 100644
index 0000000..0f24126
--- /dev/null
+++ b/shaders/tesseract/371.shader_test
@@ -0,0 +1,224 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ uniform mat4 lightmatrix;
+ void main(void)
+ {
+ gl_Position = lightmatrix * vvertex;
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform sampler2DRect tex0, tex1, tex3 ;
+
+
+ uniform sampler2DRectShadow tex4;
+
+
+ uniform vec4 lightpos[2];
+ uniform vec3 lightcolor[2];
+
+
+ uniform vec4 shadowparams[2];
+ uniform vec2 shadowoffset[2];
+
+
+
+ uniform vec3 splitcenter[3];
+ uniform vec3 splitbounds[3];
+ uniform vec3 splitscale[3];
+ uniform vec3 splitoffset[3];
+
+
+ uniform vec3 camera;
+ uniform mat4 worldmatrix;
+ uniform vec4 fogdir;
+ uniform vec3 fogcolor;
+ uniform vec2 fogdensity;
+ uniform vec4 radialfogscale;
+ uniform vec2 shadowatlasscale;
+ uniform vec4 lightscale;
+
+
+ uniform vec3 gdepthscale;
+ uniform vec3 gdepthunpackparams;
+
+ fragdata(0, fragcolor, vec4)
+
+
+ vec3 getshadowtc(vec3 dir, vec4 shadowparams, vec2 shadowoffset, float distbias)
+ {
+ vec3 adir = abs(dir);
+ float m = max(adir.x, adir.y), mz = max(adir.z, m);
+ vec2 mparams = shadowparams.xy / max(mz + distbias, 1e-5);
+ vec4 proj;
+ if(adir.x > adir.y) proj = vec4(dir.zyx, 0.0); else proj = vec4(dir.xzy, 1.0);
+ if(adir.z > m) proj = vec4(dir, 2.0);
+ return vec3(proj.xy * mparams.x + vec2(proj.w, step(proj.z, 0.0)) * shadowparams.z + shadowoffset, mparams.y + shadowparams.w);
+ }
+
+
+
+ #define shadowval(center, xoff, yoff) float(shadow2DRect(tex4, center + vec3(xoff, yoff, 0.0)))
+ float filtershadow(vec3 shadowtc)
+ {
+ vec2 offset = fract(shadowtc.xy - 0.5);
+ vec3 center = shadowtc;
+
+
+
+
+
+
+
+ center.xy -= offset*0.5;
+ vec4 size = vec4(offset + 1.0, 2.0 - offset);
+ return (1.0/9.0)*dot(size.zxzx*size.wwyy,
+ vec4(shadowval(center, -0.5, -0.5),
+ shadowval(center, 1.0, -0.5),
+ shadowval(center, -0.5, 1.0),
+ shadowval(center, 1.0, 1.0)));
+ }
+
+
+
+
+ void main(void)
+ {
+
+ #define gfetch(sampler, coords) texture2DRect(sampler, coords)
+
+ #define accumlight(light) fragcolor.rgb = light
+ #define accumalpha(alpha) fragcolor.a = alpha
+
+
+
+ vec4 normal = gfetch(tex1, gl_FragCoord.xy);
+
+
+
+ #define alpha 1.0
+
+
+ normal.xyz = normal.xyz*2.0 - 1.0;
+
+ #define glowscale normal.a
+
+
+ vec4 diffuse = gfetch(tex0, gl_FragCoord.xy);
+
+ diffuse.rgb *= glowscale;
+
+
+
+
+
+ #define depthvals gfetch(tex3, gl_FragCoord.xy)
+
+
+ float depth = depthvals.r;
+
+ vec4 pos = worldmatrix * vec4(gl_FragCoord.xy, depth, 1.0);
+ pos.xyz /= pos.w;
+
+
+
+ float fogcoord = length(camera - pos.xyz);
+
+
+
+ #define distbias -8.0
+
+ vec3 camdir = normalize(camera - pos.xyz);
+ float facing = 2.0*dot(normal.xyz, camdir);
+
+
+
+
+
+ vec3 light = vec3(0.0);
+
+
+
+
+
+ vec3 light0dir = pos.xyz * lightpos[0].w - lightpos[0].xyz;
+ float light0dist2 = dot(light0dir, light0dir);
+ if(light0dist2 < 1.0)
+ {
+
+ float light0facing = dot(light0dir, normal.xyz);
+ if(light0facing < 0.0)
+ {
+ float light0invdist = inversesqrt(light0dist2);
+
+ float light0atten = light0facing * (1.0 - light0invdist);
+
+
+
+ vec3 shadow0tc = getshadowtc(light0dir, shadowparams[0], shadowoffset[0], distbias * lightpos[0].w);
+ light0atten *= filtershadow(shadow0tc);
+
+
+
+
+ float light0spec = pow(clamp(light0invdist*(dot(camdir, light0dir) - light0facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light0spec) * lightcolor[0] * light0atten;
+
+
+
+ }
+ }
+
+ vec3 light1dir = pos.xyz * lightpos[1].w - lightpos[1].xyz;
+ float light1dist2 = dot(light1dir, light1dir);
+ if(light1dist2 < 1.0)
+ {
+
+ float light1facing = dot(light1dir, normal.xyz);
+ if(light1facing < 0.0)
+ {
+ float light1invdist = inversesqrt(light1dist2);
+
+ float light1atten = light1facing * (1.0 - light1invdist);
+
+
+
+ vec3 shadow1tc = getshadowtc(light1dir, shadowparams[1], shadowoffset[1], distbias * lightpos[1].w);
+ light1atten *= filtershadow(shadow1tc);
+
+
+
+
+ float light1spec = pow(clamp(light1invdist*(dot(camdir, light1dir) - light1facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light1spec) * lightcolor[1] * light1atten;
+
+
+
+ }
+ }
+
+
+ float foglerp = clamp(exp2(fogcoord*fogdensity.x)*fogdensity.y, 0.0, 1.0);
+
+ accumlight(light*foglerp);
+ accumalpha(0.0);
+
+
+
+
+ }
+
diff --git a/shaders/tesseract/375.shader_test b/shaders/tesseract/375.shader_test
new file mode 100644
index 0000000..8a385aa
--- /dev/null
+++ b/shaders/tesseract/375.shader_test
@@ -0,0 +1,252 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ uniform mat4 lightmatrix;
+ void main(void)
+ {
+ gl_Position = lightmatrix * vvertex;
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform sampler2DRect tex0, tex1, tex3 ;
+
+
+ uniform sampler2DRectShadow tex4;
+
+
+ uniform vec4 lightpos[3];
+ uniform vec3 lightcolor[3];
+
+
+ uniform vec4 shadowparams[3];
+ uniform vec2 shadowoffset[3];
+
+
+
+ uniform vec3 splitcenter[3];
+ uniform vec3 splitbounds[3];
+ uniform vec3 splitscale[3];
+ uniform vec3 splitoffset[3];
+
+
+ uniform vec3 camera;
+ uniform mat4 worldmatrix;
+ uniform vec4 fogdir;
+ uniform vec3 fogcolor;
+ uniform vec2 fogdensity;
+ uniform vec4 radialfogscale;
+ uniform vec2 shadowatlasscale;
+ uniform vec4 lightscale;
+
+
+ uniform vec3 gdepthscale;
+ uniform vec3 gdepthunpackparams;
+
+ fragdata(0, fragcolor, vec4)
+
+
+ vec3 getshadowtc(vec3 dir, vec4 shadowparams, vec2 shadowoffset, float distbias)
+ {
+ vec3 adir = abs(dir);
+ float m = max(adir.x, adir.y), mz = max(adir.z, m);
+ vec2 mparams = shadowparams.xy / max(mz + distbias, 1e-5);
+ vec4 proj;
+ if(adir.x > adir.y) proj = vec4(dir.zyx, 0.0); else proj = vec4(dir.xzy, 1.0);
+ if(adir.z > m) proj = vec4(dir, 2.0);
+ return vec3(proj.xy * mparams.x + vec2(proj.w, step(proj.z, 0.0)) * shadowparams.z + shadowoffset, mparams.y + shadowparams.w);
+ }
+
+
+
+ #define shadowval(center, xoff, yoff) float(shadow2DRect(tex4, center + vec3(xoff, yoff, 0.0)))
+ float filtershadow(vec3 shadowtc)
+ {
+ vec2 offset = fract(shadowtc.xy - 0.5);
+ vec3 center = shadowtc;
+
+
+
+
+
+
+
+ center.xy -= offset*0.5;
+ vec4 size = vec4(offset + 1.0, 2.0 - offset);
+ return (1.0/9.0)*dot(size.zxzx*size.wwyy,
+ vec4(shadowval(center, -0.5, -0.5),
+ shadowval(center, 1.0, -0.5),
+ shadowval(center, -0.5, 1.0),
+ shadowval(center, 1.0, 1.0)));
+ }
+
+
+
+
+ void main(void)
+ {
+
+ #define gfetch(sampler, coords) texture2DRect(sampler, coords)
+
+ #define accumlight(light) fragcolor.rgb = light
+ #define accumalpha(alpha) fragcolor.a = alpha
+
+
+
+ vec4 normal = gfetch(tex1, gl_FragCoord.xy);
+
+
+
+ #define alpha 1.0
+
+
+ normal.xyz = normal.xyz*2.0 - 1.0;
+
+ #define glowscale normal.a
+
+
+ vec4 diffuse = gfetch(tex0, gl_FragCoord.xy);
+
+ diffuse.rgb *= glowscale;
+
+
+
+
+
+ #define depthvals gfetch(tex3, gl_FragCoord.xy)
+
+
+ float depth = depthvals.r;
+
+ vec4 pos = worldmatrix * vec4(gl_FragCoord.xy, depth, 1.0);
+ pos.xyz /= pos.w;
+
+
+
+ float fogcoord = length(camera - pos.xyz);
+
+
+
+ #define distbias 0.0
+
+ vec3 camdir = normalize(camera - pos.xyz);
+ float facing = 2.0*dot(normal.xyz, camdir);
+
+
+
+
+
+ vec3 light = vec3(0.0);
+
+
+
+
+
+ vec3 light0dir = pos.xyz * lightpos[0].w - lightpos[0].xyz;
+ float light0dist2 = dot(light0dir, light0dir);
+ if(light0dist2 < 1.0)
+ {
+
+ float light0facing = dot(light0dir, normal.xyz);
+ if(light0facing < 0.0)
+ {
+ float light0invdist = inversesqrt(light0dist2);
+
+ float light0atten = light0facing * (1.0 - light0invdist);
+
+
+
+ vec3 shadow0tc = getshadowtc(light0dir, shadowparams[0], shadowoffset[0], distbias * lightpos[0].w);
+ light0atten *= filtershadow(shadow0tc);
+
+
+
+
+ float light0spec = pow(clamp(light0invdist*(dot(camdir, light0dir) - light0facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light0spec) * lightcolor[0] * light0atten;
+
+
+
+ }
+ }
+
+ vec3 light1dir = pos.xyz * lightpos[1].w - lightpos[1].xyz;
+ float light1dist2 = dot(light1dir, light1dir);
+ if(light1dist2 < 1.0)
+ {
+
+ float light1facing = dot(light1dir, normal.xyz);
+ if(light1facing < 0.0)
+ {
+ float light1invdist = inversesqrt(light1dist2);
+
+ float light1atten = light1facing * (1.0 - light1invdist);
+
+
+
+ vec3 shadow1tc = getshadowtc(light1dir, shadowparams[1], shadowoffset[1], distbias * lightpos[1].w);
+ light1atten *= filtershadow(shadow1tc);
+
+
+
+
+ float light1spec = pow(clamp(light1invdist*(dot(camdir, light1dir) - light1facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light1spec) * lightcolor[1] * light1atten;
+
+
+
+ }
+ }
+
+ vec3 light2dir = pos.xyz * lightpos[2].w - lightpos[2].xyz;
+ float light2dist2 = dot(light2dir, light2dir);
+ if(light2dist2 < 1.0)
+ {
+
+ float light2facing = dot(light2dir, normal.xyz);
+ if(light2facing < 0.0)
+ {
+ float light2invdist = inversesqrt(light2dist2);
+
+ float light2atten = light2facing * (1.0 - light2invdist);
+
+
+
+ vec3 shadow2tc = getshadowtc(light2dir, shadowparams[2], shadowoffset[2], distbias * lightpos[2].w);
+ light2atten *= filtershadow(shadow2tc);
+
+
+
+
+ float light2spec = pow(clamp(light2invdist*(dot(camdir, light2dir) - light2facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light2spec) * lightcolor[2] * light2atten;
+
+
+
+ }
+ }
+
+
+ float foglerp = clamp(exp2(fogcoord*fogdensity.x)*fogdensity.y, 0.0, 1.0);
+
+ accumlight(light*foglerp);
+ accumalpha(0.0);
+
+
+
+
+ }
+
diff --git a/shaders/tesseract/377.shader_test b/shaders/tesseract/377.shader_test
new file mode 100644
index 0000000..ea1f873
--- /dev/null
+++ b/shaders/tesseract/377.shader_test
@@ -0,0 +1,201 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ uniform mat4 lightmatrix;
+ void main(void)
+ {
+ gl_Position = lightmatrix * vvertex;
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform sampler2DRect tex0, tex1, tex3 , tex2;
+
+
+
+ uniform vec4 lightpos[3];
+ uniform vec3 lightcolor[3];
+
+
+
+
+ uniform vec3 splitcenter[3];
+ uniform vec3 splitbounds[3];
+ uniform vec3 splitscale[3];
+ uniform vec3 splitoffset[3];
+
+
+ uniform vec3 camera;
+ uniform mat4 worldmatrix;
+ uniform vec4 fogdir;
+ uniform vec3 fogcolor;
+ uniform vec2 fogdensity;
+ uniform vec4 radialfogscale;
+ uniform vec2 shadowatlasscale;
+ uniform vec4 lightscale;
+
+
+ uniform vec3 gdepthscale;
+ uniform vec3 gdepthunpackparams;
+
+ fragdata(0, fragcolor, vec4)
+
+
+
+
+
+
+
+ void main(void)
+ {
+
+ #define gfetch(sampler, coords) texture2DRect(sampler, coords)
+
+ #define accumlight(light) fragcolor.rgb = light
+ #define accumalpha(alpha) fragcolor.a = alpha
+
+
+
+ vec4 normal = gfetch(tex1, gl_FragCoord.xy);
+
+
+
+
+ normal.xyz = normal.xyz*2.0 - 1.0;
+
+ #define alpha normal.a
+
+
+ vec4 diffuse = gfetch(tex0, gl_FragCoord.xy);
+
+
+
+
+
+
+ #define depthvals gfetch(tex3, gl_FragCoord.xy)
+
+
+ float depth = depthvals.r;
+
+ vec4 pos = worldmatrix * vec4(gl_FragCoord.xy, depth, 1.0);
+ pos.xyz /= pos.w;
+
+
+
+ float fogcoord = length(camera - pos.xyz);
+
+
+
+ vec3 camdir = normalize(camera - pos.xyz);
+ float facing = 2.0*dot(normal.xyz, camdir);
+
+
+
+
+
+ vec3 light = vec3(0.0);
+
+
+
+
+
+ vec3 light0dir = pos.xyz * lightpos[0].w - lightpos[0].xyz;
+ float light0dist2 = dot(light0dir, light0dir);
+ if(light0dist2 < 1.0)
+ {
+
+ float light0facing = dot(light0dir, normal.xyz);
+ if(light0facing < 0.0)
+ {
+ float light0invdist = inversesqrt(light0dist2);
+
+ float light0atten = light0facing * (1.0 - light0invdist);
+
+
+
+
+
+
+ float light0spec = pow(clamp(light0invdist*(dot(camdir, light0dir) - light0facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light0spec) * lightcolor[0] * light0atten;
+
+
+
+ }
+ }
+
+ vec3 light1dir = pos.xyz * lightpos[1].w - lightpos[1].xyz;
+ float light1dist2 = dot(light1dir, light1dir);
+ if(light1dist2 < 1.0)
+ {
+
+ float light1facing = dot(light1dir, normal.xyz);
+ if(light1facing < 0.0)
+ {
+ float light1invdist = inversesqrt(light1dist2);
+
+ float light1atten = light1facing * (1.0 - light1invdist);
+
+
+
+
+
+
+ float light1spec = pow(clamp(light1invdist*(dot(camdir, light1dir) - light1facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light1spec) * lightcolor[1] * light1atten;
+
+
+
+ }
+ }
+
+ vec3 light2dir = pos.xyz * lightpos[2].w - lightpos[2].xyz;
+ float light2dist2 = dot(light2dir, light2dir);
+ if(light2dist2 < 1.0)
+ {
+
+ float light2facing = dot(light2dir, normal.xyz);
+ if(light2facing < 0.0)
+ {
+ float light2invdist = inversesqrt(light2dist2);
+
+ float light2atten = light2facing * (1.0 - light2invdist);
+
+
+
+
+
+
+ float light2spec = pow(clamp(light2invdist*(dot(camdir, light2dir) - light2facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light2spec) * lightcolor[2] * light2atten;
+
+
+
+ }
+ }
+
+
+ float foglerp = clamp(exp2(fogcoord*fogdensity.x)*fogdensity.y, 0.0, 1.0);
+
+ accumlight(light*foglerp);
+ accumalpha(0.0);
+
+
+
+
+ }
+
diff --git a/shaders/tesseract/379.shader_test b/shaders/tesseract/379.shader_test
new file mode 100644
index 0000000..506fafe
--- /dev/null
+++ b/shaders/tesseract/379.shader_test
@@ -0,0 +1,249 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ uniform mat4 lightmatrix;
+ void main(void)
+ {
+ gl_Position = lightmatrix * vvertex;
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform sampler2DRect tex0, tex1, tex3 , tex2;
+
+
+ uniform sampler2DRectShadow tex4;
+
+
+ uniform vec4 lightpos[3];
+ uniform vec3 lightcolor[3];
+
+
+ uniform vec4 shadowparams[3];
+ uniform vec2 shadowoffset[3];
+
+
+
+ uniform vec3 splitcenter[3];
+ uniform vec3 splitbounds[3];
+ uniform vec3 splitscale[3];
+ uniform vec3 splitoffset[3];
+
+
+ uniform vec3 camera;
+ uniform mat4 worldmatrix;
+ uniform vec4 fogdir;
+ uniform vec3 fogcolor;
+ uniform vec2 fogdensity;
+ uniform vec4 radialfogscale;
+ uniform vec2 shadowatlasscale;
+ uniform vec4 lightscale;
+
+
+ uniform vec3 gdepthscale;
+ uniform vec3 gdepthunpackparams;
+
+ fragdata(0, fragcolor, vec4)
+
+
+ vec3 getshadowtc(vec3 dir, vec4 shadowparams, vec2 shadowoffset, float distbias)
+ {
+ vec3 adir = abs(dir);
+ float m = max(adir.x, adir.y), mz = max(adir.z, m);
+ vec2 mparams = shadowparams.xy / max(mz + distbias, 1e-5);
+ vec4 proj;
+ if(adir.x > adir.y) proj = vec4(dir.zyx, 0.0); else proj = vec4(dir.xzy, 1.0);
+ if(adir.z > m) proj = vec4(dir, 2.0);
+ return vec3(proj.xy * mparams.x + vec2(proj.w, step(proj.z, 0.0)) * shadowparams.z + shadowoffset, mparams.y + shadowparams.w);
+ }
+
+
+
+ #define shadowval(center, xoff, yoff) float(shadow2DRect(tex4, center + vec3(xoff, yoff, 0.0)))
+ float filtershadow(vec3 shadowtc)
+ {
+ vec2 offset = fract(shadowtc.xy - 0.5);
+ vec3 center = shadowtc;
+
+
+
+
+
+
+
+ center.xy -= offset*0.5;
+ vec4 size = vec4(offset + 1.0, 2.0 - offset);
+ return (1.0/9.0)*dot(size.zxzx*size.wwyy,
+ vec4(shadowval(center, -0.5, -0.5),
+ shadowval(center, 1.0, -0.5),
+ shadowval(center, -0.5, 1.0),
+ shadowval(center, 1.0, 1.0)));
+ }
+
+
+
+
+ void main(void)
+ {
+
+ #define gfetch(sampler, coords) texture2DRect(sampler, coords)
+
+ #define accumlight(light) fragcolor.rgb = light
+ #define accumalpha(alpha) fragcolor.a = alpha
+
+
+
+ vec4 normal = gfetch(tex1, gl_FragCoord.xy);
+
+
+
+
+ normal.xyz = normal.xyz*2.0 - 1.0;
+
+ #define alpha normal.a
+
+
+ vec4 diffuse = gfetch(tex0, gl_FragCoord.xy);
+
+
+
+
+
+
+ #define depthvals gfetch(tex3, gl_FragCoord.xy)
+
+
+ float depth = depthvals.r;
+
+ vec4 pos = worldmatrix * vec4(gl_FragCoord.xy, depth, 1.0);
+ pos.xyz /= pos.w;
+
+
+
+ float fogcoord = length(camera - pos.xyz);
+
+
+
+ #define distbias 0.0
+
+ vec3 camdir = normalize(camera - pos.xyz);
+ float facing = 2.0*dot(normal.xyz, camdir);
+
+
+
+
+
+ vec3 light = vec3(0.0);
+
+
+
+
+
+ vec3 light0dir = pos.xyz * lightpos[0].w - lightpos[0].xyz;
+ float light0dist2 = dot(light0dir, light0dir);
+ if(light0dist2 < 1.0)
+ {
+
+ float light0facing = dot(light0dir, normal.xyz);
+ if(light0facing < 0.0)
+ {
+ float light0invdist = inversesqrt(light0dist2);
+
+ float light0atten = light0facing * (1.0 - light0invdist);
+
+
+
+ vec3 shadow0tc = getshadowtc(light0dir, shadowparams[0], shadowoffset[0], distbias * lightpos[0].w);
+ light0atten *= filtershadow(shadow0tc);
+
+
+
+
+ float light0spec = pow(clamp(light0invdist*(dot(camdir, light0dir) - light0facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light0spec) * lightcolor[0] * light0atten;
+
+
+
+ }
+ }
+
+ vec3 light1dir = pos.xyz * lightpos[1].w - lightpos[1].xyz;
+ float light1dist2 = dot(light1dir, light1dir);
+ if(light1dist2 < 1.0)
+ {
+
+ float light1facing = dot(light1dir, normal.xyz);
+ if(light1facing < 0.0)
+ {
+ float light1invdist = inversesqrt(light1dist2);
+
+ float light1atten = light1facing * (1.0 - light1invdist);
+
+
+
+ vec3 shadow1tc = getshadowtc(light1dir, shadowparams[1], shadowoffset[1], distbias * lightpos[1].w);
+ light1atten *= filtershadow(shadow1tc);
+
+
+
+
+ float light1spec = pow(clamp(light1invdist*(dot(camdir, light1dir) - light1facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light1spec) * lightcolor[1] * light1atten;
+
+
+
+ }
+ }
+
+ vec3 light2dir = pos.xyz * lightpos[2].w - lightpos[2].xyz;
+ float light2dist2 = dot(light2dir, light2dir);
+ if(light2dist2 < 1.0)
+ {
+
+ float light2facing = dot(light2dir, normal.xyz);
+ if(light2facing < 0.0)
+ {
+ float light2invdist = inversesqrt(light2dist2);
+
+ float light2atten = light2facing * (1.0 - light2invdist);
+
+
+
+ vec3 shadow2tc = getshadowtc(light2dir, shadowparams[2], shadowoffset[2], distbias * lightpos[2].w);
+ light2atten *= filtershadow(shadow2tc);
+
+
+
+
+ float light2spec = pow(clamp(light2invdist*(dot(camdir, light2dir) - light2facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light2spec) * lightcolor[2] * light2atten;
+
+
+
+ }
+ }
+
+
+ float foglerp = clamp(exp2(fogcoord*fogdensity.x)*fogdensity.y, 0.0, 1.0);
+
+ accumlight(light*foglerp);
+ accumalpha(0.0);
+
+
+
+
+ }
+
diff --git a/shaders/tesseract/381.shader_test b/shaders/tesseract/381.shader_test
new file mode 100644
index 0000000..1e87754
--- /dev/null
+++ b/shaders/tesseract/381.shader_test
@@ -0,0 +1,204 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ uniform mat4 lightmatrix;
+ void main(void)
+ {
+ gl_Position = lightmatrix * vvertex;
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform sampler2DRect tex0, tex1, tex3 ;
+
+
+
+ uniform vec4 lightpos[3];
+ uniform vec3 lightcolor[3];
+
+
+
+
+ uniform vec3 splitcenter[3];
+ uniform vec3 splitbounds[3];
+ uniform vec3 splitscale[3];
+ uniform vec3 splitoffset[3];
+
+
+ uniform vec3 camera;
+ uniform mat4 worldmatrix;
+ uniform vec4 fogdir;
+ uniform vec3 fogcolor;
+ uniform vec2 fogdensity;
+ uniform vec4 radialfogscale;
+ uniform vec2 shadowatlasscale;
+ uniform vec4 lightscale;
+
+
+ uniform vec3 gdepthscale;
+ uniform vec3 gdepthunpackparams;
+
+ fragdata(0, fragcolor, vec4)
+
+
+
+
+
+
+
+ void main(void)
+ {
+
+ #define gfetch(sampler, coords) texture2DRect(sampler, coords)
+
+ #define accumlight(light) fragcolor.rgb = light
+ #define accumalpha(alpha) fragcolor.a = alpha
+
+
+
+ vec4 normal = gfetch(tex1, gl_FragCoord.xy);
+
+
+
+ #define alpha 1.0
+
+
+ normal.xyz = normal.xyz*2.0 - 1.0;
+
+ #define glowscale normal.a
+
+
+ vec4 diffuse = gfetch(tex0, gl_FragCoord.xy);
+
+ diffuse.rgb *= glowscale;
+
+
+
+
+
+ #define depthvals gfetch(tex3, gl_FragCoord.xy)
+
+
+ float depth = depthvals.r;
+
+ vec4 pos = worldmatrix * vec4(gl_FragCoord.xy, depth, 1.0);
+ pos.xyz /= pos.w;
+
+
+
+ float fogcoord = length(camera - pos.xyz);
+
+
+
+ vec3 camdir = normalize(camera - pos.xyz);
+ float facing = 2.0*dot(normal.xyz, camdir);
+
+
+
+
+
+ vec3 light = vec3(0.0);
+
+
+
+
+
+ vec3 light0dir = pos.xyz * lightpos[0].w - lightpos[0].xyz;
+ float light0dist2 = dot(light0dir, light0dir);
+ if(light0dist2 < 1.0)
+ {
+
+ float light0facing = dot(light0dir, normal.xyz);
+ if(light0facing < 0.0)
+ {
+ float light0invdist = inversesqrt(light0dist2);
+
+ float light0atten = light0facing * (1.0 - light0invdist);
+
+
+
+
+
+
+ float light0spec = pow(clamp(light0invdist*(dot(camdir, light0dir) - light0facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light0spec) * lightcolor[0] * light0atten;
+
+
+
+ }
+ }
+
+ vec3 light1dir = pos.xyz * lightpos[1].w - lightpos[1].xyz;
+ float light1dist2 = dot(light1dir, light1dir);
+ if(light1dist2 < 1.0)
+ {
+
+ float light1facing = dot(light1dir, normal.xyz);
+ if(light1facing < 0.0)
+ {
+ float light1invdist = inversesqrt(light1dist2);
+
+ float light1atten = light1facing * (1.0 - light1invdist);
+
+
+
+
+
+
+ float light1spec = pow(clamp(light1invdist*(dot(camdir, light1dir) - light1facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light1spec) * lightcolor[1] * light1atten;
+
+
+
+ }
+ }
+
+ vec3 light2dir = pos.xyz * lightpos[2].w - lightpos[2].xyz;
+ float light2dist2 = dot(light2dir, light2dir);
+ if(light2dist2 < 1.0)
+ {
+
+ float light2facing = dot(light2dir, normal.xyz);
+ if(light2facing < 0.0)
+ {
+ float light2invdist = inversesqrt(light2dist2);
+
+ float light2atten = light2facing * (1.0 - light2invdist);
+
+
+
+
+
+
+ float light2spec = pow(clamp(light2invdist*(dot(camdir, light2dir) - light2facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light2spec) * lightcolor[2] * light2atten;
+
+
+
+ }
+ }
+
+
+ float foglerp = clamp(exp2(fogcoord*fogdensity.x)*fogdensity.y, 0.0, 1.0);
+
+ accumlight(light*foglerp);
+ accumalpha(0.0);
+
+
+
+
+ }
+
diff --git a/shaders/tesseract/383.shader_test b/shaders/tesseract/383.shader_test
new file mode 100644
index 0000000..c69d70f
--- /dev/null
+++ b/shaders/tesseract/383.shader_test
@@ -0,0 +1,252 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ uniform mat4 lightmatrix;
+ void main(void)
+ {
+ gl_Position = lightmatrix * vvertex;
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform sampler2DRect tex0, tex1, tex3 ;
+
+
+ uniform sampler2DRectShadow tex4;
+
+
+ uniform vec4 lightpos[3];
+ uniform vec3 lightcolor[3];
+
+
+ uniform vec4 shadowparams[3];
+ uniform vec2 shadowoffset[3];
+
+
+
+ uniform vec3 splitcenter[3];
+ uniform vec3 splitbounds[3];
+ uniform vec3 splitscale[3];
+ uniform vec3 splitoffset[3];
+
+
+ uniform vec3 camera;
+ uniform mat4 worldmatrix;
+ uniform vec4 fogdir;
+ uniform vec3 fogcolor;
+ uniform vec2 fogdensity;
+ uniform vec4 radialfogscale;
+ uniform vec2 shadowatlasscale;
+ uniform vec4 lightscale;
+
+
+ uniform vec3 gdepthscale;
+ uniform vec3 gdepthunpackparams;
+
+ fragdata(0, fragcolor, vec4)
+
+
+ vec3 getshadowtc(vec3 dir, vec4 shadowparams, vec2 shadowoffset, float distbias)
+ {
+ vec3 adir = abs(dir);
+ float m = max(adir.x, adir.y), mz = max(adir.z, m);
+ vec2 mparams = shadowparams.xy / max(mz + distbias, 1e-5);
+ vec4 proj;
+ if(adir.x > adir.y) proj = vec4(dir.zyx, 0.0); else proj = vec4(dir.xzy, 1.0);
+ if(adir.z > m) proj = vec4(dir, 2.0);
+ return vec3(proj.xy * mparams.x + vec2(proj.w, step(proj.z, 0.0)) * shadowparams.z + shadowoffset, mparams.y + shadowparams.w);
+ }
+
+
+
+ #define shadowval(center, xoff, yoff) float(shadow2DRect(tex4, center + vec3(xoff, yoff, 0.0)))
+ float filtershadow(vec3 shadowtc)
+ {
+ vec2 offset = fract(shadowtc.xy - 0.5);
+ vec3 center = shadowtc;
+
+
+
+
+
+
+
+ center.xy -= offset*0.5;
+ vec4 size = vec4(offset + 1.0, 2.0 - offset);
+ return (1.0/9.0)*dot(size.zxzx*size.wwyy,
+ vec4(shadowval(center, -0.5, -0.5),
+ shadowval(center, 1.0, -0.5),
+ shadowval(center, -0.5, 1.0),
+ shadowval(center, 1.0, 1.0)));
+ }
+
+
+
+
+ void main(void)
+ {
+
+ #define gfetch(sampler, coords) texture2DRect(sampler, coords)
+
+ #define accumlight(light) fragcolor.rgb = light
+ #define accumalpha(alpha) fragcolor.a = alpha
+
+
+
+ vec4 normal = gfetch(tex1, gl_FragCoord.xy);
+
+
+
+ #define alpha 1.0
+
+
+ normal.xyz = normal.xyz*2.0 - 1.0;
+
+ #define glowscale normal.a
+
+
+ vec4 diffuse = gfetch(tex0, gl_FragCoord.xy);
+
+ diffuse.rgb *= glowscale;
+
+
+
+
+
+ #define depthvals gfetch(tex3, gl_FragCoord.xy)
+
+
+ float depth = depthvals.r;
+
+ vec4 pos = worldmatrix * vec4(gl_FragCoord.xy, depth, 1.0);
+ pos.xyz /= pos.w;
+
+
+
+ float fogcoord = length(camera - pos.xyz);
+
+
+
+ #define distbias -8.0
+
+ vec3 camdir = normalize(camera - pos.xyz);
+ float facing = 2.0*dot(normal.xyz, camdir);
+
+
+
+
+
+ vec3 light = vec3(0.0);
+
+
+
+
+
+ vec3 light0dir = pos.xyz * lightpos[0].w - lightpos[0].xyz;
+ float light0dist2 = dot(light0dir, light0dir);
+ if(light0dist2 < 1.0)
+ {
+
+ float light0facing = dot(light0dir, normal.xyz);
+ if(light0facing < 0.0)
+ {
+ float light0invdist = inversesqrt(light0dist2);
+
+ float light0atten = light0facing * (1.0 - light0invdist);
+
+
+
+ vec3 shadow0tc = getshadowtc(light0dir, shadowparams[0], shadowoffset[0], distbias * lightpos[0].w);
+ light0atten *= filtershadow(shadow0tc);
+
+
+
+
+ float light0spec = pow(clamp(light0invdist*(dot(camdir, light0dir) - light0facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light0spec) * lightcolor[0] * light0atten;
+
+
+
+ }
+ }
+
+ vec3 light1dir = pos.xyz * lightpos[1].w - lightpos[1].xyz;
+ float light1dist2 = dot(light1dir, light1dir);
+ if(light1dist2 < 1.0)
+ {
+
+ float light1facing = dot(light1dir, normal.xyz);
+ if(light1facing < 0.0)
+ {
+ float light1invdist = inversesqrt(light1dist2);
+
+ float light1atten = light1facing * (1.0 - light1invdist);
+
+
+
+ vec3 shadow1tc = getshadowtc(light1dir, shadowparams[1], shadowoffset[1], distbias * lightpos[1].w);
+ light1atten *= filtershadow(shadow1tc);
+
+
+
+
+ float light1spec = pow(clamp(light1invdist*(dot(camdir, light1dir) - light1facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light1spec) * lightcolor[1] * light1atten;
+
+
+
+ }
+ }
+
+ vec3 light2dir = pos.xyz * lightpos[2].w - lightpos[2].xyz;
+ float light2dist2 = dot(light2dir, light2dir);
+ if(light2dist2 < 1.0)
+ {
+
+ float light2facing = dot(light2dir, normal.xyz);
+ if(light2facing < 0.0)
+ {
+ float light2invdist = inversesqrt(light2dist2);
+
+ float light2atten = light2facing * (1.0 - light2invdist);
+
+
+
+ vec3 shadow2tc = getshadowtc(light2dir, shadowparams[2], shadowoffset[2], distbias * lightpos[2].w);
+ light2atten *= filtershadow(shadow2tc);
+
+
+
+
+ float light2spec = pow(clamp(light2invdist*(dot(camdir, light2dir) - light2facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light2spec) * lightcolor[2] * light2atten;
+
+
+
+ }
+ }
+
+
+ float foglerp = clamp(exp2(fogcoord*fogdensity.x)*fogdensity.y, 0.0, 1.0);
+
+ accumlight(light*foglerp);
+ accumalpha(0.0);
+
+
+
+
+ }
+
diff --git a/shaders/tesseract/387.shader_test b/shaders/tesseract/387.shader_test
new file mode 100644
index 0000000..690d03f
--- /dev/null
+++ b/shaders/tesseract/387.shader_test
@@ -0,0 +1,280 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ uniform mat4 lightmatrix;
+ void main(void)
+ {
+ gl_Position = lightmatrix * vvertex;
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform sampler2DRect tex0, tex1, tex3 ;
+
+
+ uniform sampler2DRectShadow tex4;
+
+
+ uniform vec4 lightpos[4];
+ uniform vec3 lightcolor[4];
+
+
+ uniform vec4 shadowparams[4];
+ uniform vec2 shadowoffset[4];
+
+
+
+ uniform vec3 splitcenter[3];
+ uniform vec3 splitbounds[3];
+ uniform vec3 splitscale[3];
+ uniform vec3 splitoffset[3];
+
+
+ uniform vec3 camera;
+ uniform mat4 worldmatrix;
+ uniform vec4 fogdir;
+ uniform vec3 fogcolor;
+ uniform vec2 fogdensity;
+ uniform vec4 radialfogscale;
+ uniform vec2 shadowatlasscale;
+ uniform vec4 lightscale;
+
+
+ uniform vec3 gdepthscale;
+ uniform vec3 gdepthunpackparams;
+
+ fragdata(0, fragcolor, vec4)
+
+
+ vec3 getshadowtc(vec3 dir, vec4 shadowparams, vec2 shadowoffset, float distbias)
+ {
+ vec3 adir = abs(dir);
+ float m = max(adir.x, adir.y), mz = max(adir.z, m);
+ vec2 mparams = shadowparams.xy / max(mz + distbias, 1e-5);
+ vec4 proj;
+ if(adir.x > adir.y) proj = vec4(dir.zyx, 0.0); else proj = vec4(dir.xzy, 1.0);
+ if(adir.z > m) proj = vec4(dir, 2.0);
+ return vec3(proj.xy * mparams.x + vec2(proj.w, step(proj.z, 0.0)) * shadowparams.z + shadowoffset, mparams.y + shadowparams.w);
+ }
+
+
+
+ #define shadowval(center, xoff, yoff) float(shadow2DRect(tex4, center + vec3(xoff, yoff, 0.0)))
+ float filtershadow(vec3 shadowtc)
+ {
+ vec2 offset = fract(shadowtc.xy - 0.5);
+ vec3 center = shadowtc;
+
+
+
+
+
+
+
+ center.xy -= offset*0.5;
+ vec4 size = vec4(offset + 1.0, 2.0 - offset);
+ return (1.0/9.0)*dot(size.zxzx*size.wwyy,
+ vec4(shadowval(center, -0.5, -0.5),
+ shadowval(center, 1.0, -0.5),
+ shadowval(center, -0.5, 1.0),
+ shadowval(center, 1.0, 1.0)));
+ }
+
+
+
+
+ void main(void)
+ {
+
+ #define gfetch(sampler, coords) texture2DRect(sampler, coords)
+
+ #define accumlight(light) fragcolor.rgb = light
+ #define accumalpha(alpha) fragcolor.a = alpha
+
+
+
+ vec4 normal = gfetch(tex1, gl_FragCoord.xy);
+
+
+
+ #define alpha 1.0
+
+
+ normal.xyz = normal.xyz*2.0 - 1.0;
+
+ #define glowscale normal.a
+
+
+ vec4 diffuse = gfetch(tex0, gl_FragCoord.xy);
+
+ diffuse.rgb *= glowscale;
+
+
+
+
+
+ #define depthvals gfetch(tex3, gl_FragCoord.xy)
+
+
+ float depth = depthvals.r;
+
+ vec4 pos = worldmatrix * vec4(gl_FragCoord.xy, depth, 1.0);
+ pos.xyz /= pos.w;
+
+
+
+ float fogcoord = length(camera - pos.xyz);
+
+
+
+ #define distbias 0.0
+
+ vec3 camdir = normalize(camera - pos.xyz);
+ float facing = 2.0*dot(normal.xyz, camdir);
+
+
+
+
+
+ vec3 light = vec3(0.0);
+
+
+
+
+
+ vec3 light0dir = pos.xyz * lightpos[0].w - lightpos[0].xyz;
+ float light0dist2 = dot(light0dir, light0dir);
+ if(light0dist2 < 1.0)
+ {
+
+ float light0facing = dot(light0dir, normal.xyz);
+ if(light0facing < 0.0)
+ {
+ float light0invdist = inversesqrt(light0dist2);
+
+ float light0atten = light0facing * (1.0 - light0invdist);
+
+
+
+ vec3 shadow0tc = getshadowtc(light0dir, shadowparams[0], shadowoffset[0], distbias * lightpos[0].w);
+ light0atten *= filtershadow(shadow0tc);
+
+
+
+
+ float light0spec = pow(clamp(light0invdist*(dot(camdir, light0dir) - light0facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light0spec) * lightcolor[0] * light0atten;
+
+
+
+ }
+ }
+
+ vec3 light1dir = pos.xyz * lightpos[1].w - lightpos[1].xyz;
+ float light1dist2 = dot(light1dir, light1dir);
+ if(light1dist2 < 1.0)
+ {
+
+ float light1facing = dot(light1dir, normal.xyz);
+ if(light1facing < 0.0)
+ {
+ float light1invdist = inversesqrt(light1dist2);
+
+ float light1atten = light1facing * (1.0 - light1invdist);
+
+
+
+ vec3 shadow1tc = getshadowtc(light1dir, shadowparams[1], shadowoffset[1], distbias * lightpos[1].w);
+ light1atten *= filtershadow(shadow1tc);
+
+
+
+
+ float light1spec = pow(clamp(light1invdist*(dot(camdir, light1dir) - light1facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light1spec) * lightcolor[1] * light1atten;
+
+
+
+ }
+ }
+
+ vec3 light2dir = pos.xyz * lightpos[2].w - lightpos[2].xyz;
+ float light2dist2 = dot(light2dir, light2dir);
+ if(light2dist2 < 1.0)
+ {
+
+ float light2facing = dot(light2dir, normal.xyz);
+ if(light2facing < 0.0)
+ {
+ float light2invdist = inversesqrt(light2dist2);
+
+ float light2atten = light2facing * (1.0 - light2invdist);
+
+
+
+ vec3 shadow2tc = getshadowtc(light2dir, shadowparams[2], shadowoffset[2], distbias * lightpos[2].w);
+ light2atten *= filtershadow(shadow2tc);
+
+
+
+
+ float light2spec = pow(clamp(light2invdist*(dot(camdir, light2dir) - light2facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light2spec) * lightcolor[2] * light2atten;
+
+
+
+ }
+ }
+
+ vec3 light3dir = pos.xyz * lightpos[3].w - lightpos[3].xyz;
+ float light3dist2 = dot(light3dir, light3dir);
+ if(light3dist2 < 1.0)
+ {
+
+ float light3facing = dot(light3dir, normal.xyz);
+ if(light3facing < 0.0)
+ {
+ float light3invdist = inversesqrt(light3dist2);
+
+ float light3atten = light3facing * (1.0 - light3invdist);
+
+
+
+ vec3 shadow3tc = getshadowtc(light3dir, shadowparams[3], shadowoffset[3], distbias * lightpos[3].w);
+ light3atten *= filtershadow(shadow3tc);
+
+
+
+
+ float light3spec = pow(clamp(light3invdist*(dot(camdir, light3dir) - light3facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light3spec) * lightcolor[3] * light3atten;
+
+
+
+ }
+ }
+
+
+ float foglerp = clamp(exp2(fogcoord*fogdensity.x)*fogdensity.y, 0.0, 1.0);
+
+ accumlight(light*foglerp);
+ accumalpha(0.0);
+
+
+
+
+ }
+
diff --git a/shaders/tesseract/389.shader_test b/shaders/tesseract/389.shader_test
new file mode 100644
index 0000000..0c46dc7
--- /dev/null
+++ b/shaders/tesseract/389.shader_test
@@ -0,0 +1,226 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ uniform mat4 lightmatrix;
+ void main(void)
+ {
+ gl_Position = lightmatrix * vvertex;
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform sampler2DRect tex0, tex1, tex3 , tex2;
+
+
+
+ uniform vec4 lightpos[4];
+ uniform vec3 lightcolor[4];
+
+
+
+
+ uniform vec3 splitcenter[3];
+ uniform vec3 splitbounds[3];
+ uniform vec3 splitscale[3];
+ uniform vec3 splitoffset[3];
+
+
+ uniform vec3 camera;
+ uniform mat4 worldmatrix;
+ uniform vec4 fogdir;
+ uniform vec3 fogcolor;
+ uniform vec2 fogdensity;
+ uniform vec4 radialfogscale;
+ uniform vec2 shadowatlasscale;
+ uniform vec4 lightscale;
+
+
+ uniform vec3 gdepthscale;
+ uniform vec3 gdepthunpackparams;
+
+ fragdata(0, fragcolor, vec4)
+
+
+
+
+
+
+
+ void main(void)
+ {
+
+ #define gfetch(sampler, coords) texture2DRect(sampler, coords)
+
+ #define accumlight(light) fragcolor.rgb = light
+ #define accumalpha(alpha) fragcolor.a = alpha
+
+
+
+ vec4 normal = gfetch(tex1, gl_FragCoord.xy);
+
+
+
+
+ normal.xyz = normal.xyz*2.0 - 1.0;
+
+ #define alpha normal.a
+
+
+ vec4 diffuse = gfetch(tex0, gl_FragCoord.xy);
+
+
+
+
+
+
+ #define depthvals gfetch(tex3, gl_FragCoord.xy)
+
+
+ float depth = depthvals.r;
+
+ vec4 pos = worldmatrix * vec4(gl_FragCoord.xy, depth, 1.0);
+ pos.xyz /= pos.w;
+
+
+
+ float fogcoord = length(camera - pos.xyz);
+
+
+
+ vec3 camdir = normalize(camera - pos.xyz);
+ float facing = 2.0*dot(normal.xyz, camdir);
+
+
+
+
+
+ vec3 light = vec3(0.0);
+
+
+
+
+
+ vec3 light0dir = pos.xyz * lightpos[0].w - lightpos[0].xyz;
+ float light0dist2 = dot(light0dir, light0dir);
+ if(light0dist2 < 1.0)
+ {
+
+ float light0facing = dot(light0dir, normal.xyz);
+ if(light0facing < 0.0)
+ {
+ float light0invdist = inversesqrt(light0dist2);
+
+ float light0atten = light0facing * (1.0 - light0invdist);
+
+
+
+
+
+
+ float light0spec = pow(clamp(light0invdist*(dot(camdir, light0dir) - light0facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light0spec) * lightcolor[0] * light0atten;
+
+
+
+ }
+ }
+
+ vec3 light1dir = pos.xyz * lightpos[1].w - lightpos[1].xyz;
+ float light1dist2 = dot(light1dir, light1dir);
+ if(light1dist2 < 1.0)
+ {
+
+ float light1facing = dot(light1dir, normal.xyz);
+ if(light1facing < 0.0)
+ {
+ float light1invdist = inversesqrt(light1dist2);
+
+ float light1atten = light1facing * (1.0 - light1invdist);
+
+
+
+
+
+
+ float light1spec = pow(clamp(light1invdist*(dot(camdir, light1dir) - light1facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light1spec) * lightcolor[1] * light1atten;
+
+
+
+ }
+ }
+
+ vec3 light2dir = pos.xyz * lightpos[2].w - lightpos[2].xyz;
+ float light2dist2 = dot(light2dir, light2dir);
+ if(light2dist2 < 1.0)
+ {
+
+ float light2facing = dot(light2dir, normal.xyz);
+ if(light2facing < 0.0)
+ {
+ float light2invdist = inversesqrt(light2dist2);
+
+ float light2atten = light2facing * (1.0 - light2invdist);
+
+
+
+
+
+
+ float light2spec = pow(clamp(light2invdist*(dot(camdir, light2dir) - light2facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light2spec) * lightcolor[2] * light2atten;
+
+
+
+ }
+ }
+
+ vec3 light3dir = pos.xyz * lightpos[3].w - lightpos[3].xyz;
+ float light3dist2 = dot(light3dir, light3dir);
+ if(light3dist2 < 1.0)
+ {
+
+ float light3facing = dot(light3dir, normal.xyz);
+ if(light3facing < 0.0)
+ {
+ float light3invdist = inversesqrt(light3dist2);
+
+ float light3atten = light3facing * (1.0 - light3invdist);
+
+
+
+
+
+
+ float light3spec = pow(clamp(light3invdist*(dot(camdir, light3dir) - light3facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light3spec) * lightcolor[3] * light3atten;
+
+
+
+ }
+ }
+
+
+ float foglerp = clamp(exp2(fogcoord*fogdensity.x)*fogdensity.y, 0.0, 1.0);
+
+ accumlight(light*foglerp);
+ accumalpha(0.0);
+
+
+
+
+ }
+
diff --git a/shaders/tesseract/39.shader_test b/shaders/tesseract/39.shader_test
new file mode 100644
index 0000000..6536b83
--- /dev/null
+++ b/shaders/tesseract/39.shader_test
@@ -0,0 +1,42 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vcolor;
+ attribute vec2 vtexcoord0;
+ uniform mat4 hudmatrix;
+ varying vec2 texcoord0;
+ varying vec4 colorscale;
+ void main(void)
+ {
+ gl_Position = hudmatrix * vvertex;
+ texcoord0 = vtexcoord0;
+ colorscale = vcolor;
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform sampler2D tex0;
+ uniform vec4 textparams;
+ varying vec2 texcoord0;
+ varying vec4 colorscale;
+ fragdata(0, fragcolor, vec4)
+ void main(void)
+ {
+ float dist = texture2D(tex0, texcoord0).r;
+ float border = smoothstep(textparams.x, textparams.y, dist);
+ float outline = smoothstep(textparams.z, textparams.w, dist);
+ fragcolor = vec4(colorscale.rgb * outline, colorscale.a * border);
+ }
+
diff --git a/shaders/tesseract/391.shader_test b/shaders/tesseract/391.shader_test
new file mode 100644
index 0000000..b74fd1c
--- /dev/null
+++ b/shaders/tesseract/391.shader_test
@@ -0,0 +1,277 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ uniform mat4 lightmatrix;
+ void main(void)
+ {
+ gl_Position = lightmatrix * vvertex;
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform sampler2DRect tex0, tex1, tex3 , tex2;
+
+
+ uniform sampler2DRectShadow tex4;
+
+
+ uniform vec4 lightpos[4];
+ uniform vec3 lightcolor[4];
+
+
+ uniform vec4 shadowparams[4];
+ uniform vec2 shadowoffset[4];
+
+
+
+ uniform vec3 splitcenter[3];
+ uniform vec3 splitbounds[3];
+ uniform vec3 splitscale[3];
+ uniform vec3 splitoffset[3];
+
+
+ uniform vec3 camera;
+ uniform mat4 worldmatrix;
+ uniform vec4 fogdir;
+ uniform vec3 fogcolor;
+ uniform vec2 fogdensity;
+ uniform vec4 radialfogscale;
+ uniform vec2 shadowatlasscale;
+ uniform vec4 lightscale;
+
+
+ uniform vec3 gdepthscale;
+ uniform vec3 gdepthunpackparams;
+
+ fragdata(0, fragcolor, vec4)
+
+
+ vec3 getshadowtc(vec3 dir, vec4 shadowparams, vec2 shadowoffset, float distbias)
+ {
+ vec3 adir = abs(dir);
+ float m = max(adir.x, adir.y), mz = max(adir.z, m);
+ vec2 mparams = shadowparams.xy / max(mz + distbias, 1e-5);
+ vec4 proj;
+ if(adir.x > adir.y) proj = vec4(dir.zyx, 0.0); else proj = vec4(dir.xzy, 1.0);
+ if(adir.z > m) proj = vec4(dir, 2.0);
+ return vec3(proj.xy * mparams.x + vec2(proj.w, step(proj.z, 0.0)) * shadowparams.z + shadowoffset, mparams.y + shadowparams.w);
+ }
+
+
+
+ #define shadowval(center, xoff, yoff) float(shadow2DRect(tex4, center + vec3(xoff, yoff, 0.0)))
+ float filtershadow(vec3 shadowtc)
+ {
+ vec2 offset = fract(shadowtc.xy - 0.5);
+ vec3 center = shadowtc;
+
+
+
+
+
+
+
+ center.xy -= offset*0.5;
+ vec4 size = vec4(offset + 1.0, 2.0 - offset);
+ return (1.0/9.0)*dot(size.zxzx*size.wwyy,
+ vec4(shadowval(center, -0.5, -0.5),
+ shadowval(center, 1.0, -0.5),
+ shadowval(center, -0.5, 1.0),
+ shadowval(center, 1.0, 1.0)));
+ }
+
+
+
+
+ void main(void)
+ {
+
+ #define gfetch(sampler, coords) texture2DRect(sampler, coords)
+
+ #define accumlight(light) fragcolor.rgb = light
+ #define accumalpha(alpha) fragcolor.a = alpha
+
+
+
+ vec4 normal = gfetch(tex1, gl_FragCoord.xy);
+
+
+
+
+ normal.xyz = normal.xyz*2.0 - 1.0;
+
+ #define alpha normal.a
+
+
+ vec4 diffuse = gfetch(tex0, gl_FragCoord.xy);
+
+
+
+
+
+
+ #define depthvals gfetch(tex3, gl_FragCoord.xy)
+
+
+ float depth = depthvals.r;
+
+ vec4 pos = worldmatrix * vec4(gl_FragCoord.xy, depth, 1.0);
+ pos.xyz /= pos.w;
+
+
+
+ float fogcoord = length(camera - pos.xyz);
+
+
+
+ #define distbias 0.0
+
+ vec3 camdir = normalize(camera - pos.xyz);
+ float facing = 2.0*dot(normal.xyz, camdir);
+
+
+
+
+
+ vec3 light = vec3(0.0);
+
+
+
+
+
+ vec3 light0dir = pos.xyz * lightpos[0].w - lightpos[0].xyz;
+ float light0dist2 = dot(light0dir, light0dir);
+ if(light0dist2 < 1.0)
+ {
+
+ float light0facing = dot(light0dir, normal.xyz);
+ if(light0facing < 0.0)
+ {
+ float light0invdist = inversesqrt(light0dist2);
+
+ float light0atten = light0facing * (1.0 - light0invdist);
+
+
+
+ vec3 shadow0tc = getshadowtc(light0dir, shadowparams[0], shadowoffset[0], distbias * lightpos[0].w);
+ light0atten *= filtershadow(shadow0tc);
+
+
+
+
+ float light0spec = pow(clamp(light0invdist*(dot(camdir, light0dir) - light0facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light0spec) * lightcolor[0] * light0atten;
+
+
+
+ }
+ }
+
+ vec3 light1dir = pos.xyz * lightpos[1].w - lightpos[1].xyz;
+ float light1dist2 = dot(light1dir, light1dir);
+ if(light1dist2 < 1.0)
+ {
+
+ float light1facing = dot(light1dir, normal.xyz);
+ if(light1facing < 0.0)
+ {
+ float light1invdist = inversesqrt(light1dist2);
+
+ float light1atten = light1facing * (1.0 - light1invdist);
+
+
+
+ vec3 shadow1tc = getshadowtc(light1dir, shadowparams[1], shadowoffset[1], distbias * lightpos[1].w);
+ light1atten *= filtershadow(shadow1tc);
+
+
+
+
+ float light1spec = pow(clamp(light1invdist*(dot(camdir, light1dir) - light1facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light1spec) * lightcolor[1] * light1atten;
+
+
+
+ }
+ }
+
+ vec3 light2dir = pos.xyz * lightpos[2].w - lightpos[2].xyz;
+ float light2dist2 = dot(light2dir, light2dir);
+ if(light2dist2 < 1.0)
+ {
+
+ float light2facing = dot(light2dir, normal.xyz);
+ if(light2facing < 0.0)
+ {
+ float light2invdist = inversesqrt(light2dist2);
+
+ float light2atten = light2facing * (1.0 - light2invdist);
+
+
+
+ vec3 shadow2tc = getshadowtc(light2dir, shadowparams[2], shadowoffset[2], distbias * lightpos[2].w);
+ light2atten *= filtershadow(shadow2tc);
+
+
+
+
+ float light2spec = pow(clamp(light2invdist*(dot(camdir, light2dir) - light2facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light2spec) * lightcolor[2] * light2atten;
+
+
+
+ }
+ }
+
+ vec3 light3dir = pos.xyz * lightpos[3].w - lightpos[3].xyz;
+ float light3dist2 = dot(light3dir, light3dir);
+ if(light3dist2 < 1.0)
+ {
+
+ float light3facing = dot(light3dir, normal.xyz);
+ if(light3facing < 0.0)
+ {
+ float light3invdist = inversesqrt(light3dist2);
+
+ float light3atten = light3facing * (1.0 - light3invdist);
+
+
+
+ vec3 shadow3tc = getshadowtc(light3dir, shadowparams[3], shadowoffset[3], distbias * lightpos[3].w);
+ light3atten *= filtershadow(shadow3tc);
+
+
+
+
+ float light3spec = pow(clamp(light3invdist*(dot(camdir, light3dir) - light3facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light3spec) * lightcolor[3] * light3atten;
+
+
+
+ }
+ }
+
+
+ float foglerp = clamp(exp2(fogcoord*fogdensity.x)*fogdensity.y, 0.0, 1.0);
+
+ accumlight(light*foglerp);
+ accumalpha(0.0);
+
+
+
+
+ }
+
diff --git a/shaders/tesseract/393.shader_test b/shaders/tesseract/393.shader_test
new file mode 100644
index 0000000..371d96c
--- /dev/null
+++ b/shaders/tesseract/393.shader_test
@@ -0,0 +1,229 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ uniform mat4 lightmatrix;
+ void main(void)
+ {
+ gl_Position = lightmatrix * vvertex;
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform sampler2DRect tex0, tex1, tex3 ;
+
+
+
+ uniform vec4 lightpos[4];
+ uniform vec3 lightcolor[4];
+
+
+
+
+ uniform vec3 splitcenter[3];
+ uniform vec3 splitbounds[3];
+ uniform vec3 splitscale[3];
+ uniform vec3 splitoffset[3];
+
+
+ uniform vec3 camera;
+ uniform mat4 worldmatrix;
+ uniform vec4 fogdir;
+ uniform vec3 fogcolor;
+ uniform vec2 fogdensity;
+ uniform vec4 radialfogscale;
+ uniform vec2 shadowatlasscale;
+ uniform vec4 lightscale;
+
+
+ uniform vec3 gdepthscale;
+ uniform vec3 gdepthunpackparams;
+
+ fragdata(0, fragcolor, vec4)
+
+
+
+
+
+
+
+ void main(void)
+ {
+
+ #define gfetch(sampler, coords) texture2DRect(sampler, coords)
+
+ #define accumlight(light) fragcolor.rgb = light
+ #define accumalpha(alpha) fragcolor.a = alpha
+
+
+
+ vec4 normal = gfetch(tex1, gl_FragCoord.xy);
+
+
+
+ #define alpha 1.0
+
+
+ normal.xyz = normal.xyz*2.0 - 1.0;
+
+ #define glowscale normal.a
+
+
+ vec4 diffuse = gfetch(tex0, gl_FragCoord.xy);
+
+ diffuse.rgb *= glowscale;
+
+
+
+
+
+ #define depthvals gfetch(tex3, gl_FragCoord.xy)
+
+
+ float depth = depthvals.r;
+
+ vec4 pos = worldmatrix * vec4(gl_FragCoord.xy, depth, 1.0);
+ pos.xyz /= pos.w;
+
+
+
+ float fogcoord = length(camera - pos.xyz);
+
+
+
+ vec3 camdir = normalize(camera - pos.xyz);
+ float facing = 2.0*dot(normal.xyz, camdir);
+
+
+
+
+
+ vec3 light = vec3(0.0);
+
+
+
+
+
+ vec3 light0dir = pos.xyz * lightpos[0].w - lightpos[0].xyz;
+ float light0dist2 = dot(light0dir, light0dir);
+ if(light0dist2 < 1.0)
+ {
+
+ float light0facing = dot(light0dir, normal.xyz);
+ if(light0facing < 0.0)
+ {
+ float light0invdist = inversesqrt(light0dist2);
+
+ float light0atten = light0facing * (1.0 - light0invdist);
+
+
+
+
+
+
+ float light0spec = pow(clamp(light0invdist*(dot(camdir, light0dir) - light0facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light0spec) * lightcolor[0] * light0atten;
+
+
+
+ }
+ }
+
+ vec3 light1dir = pos.xyz * lightpos[1].w - lightpos[1].xyz;
+ float light1dist2 = dot(light1dir, light1dir);
+ if(light1dist2 < 1.0)
+ {
+
+ float light1facing = dot(light1dir, normal.xyz);
+ if(light1facing < 0.0)
+ {
+ float light1invdist = inversesqrt(light1dist2);
+
+ float light1atten = light1facing * (1.0 - light1invdist);
+
+
+
+
+
+
+ float light1spec = pow(clamp(light1invdist*(dot(camdir, light1dir) - light1facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light1spec) * lightcolor[1] * light1atten;
+
+
+
+ }
+ }
+
+ vec3 light2dir = pos.xyz * lightpos[2].w - lightpos[2].xyz;
+ float light2dist2 = dot(light2dir, light2dir);
+ if(light2dist2 < 1.0)
+ {
+
+ float light2facing = dot(light2dir, normal.xyz);
+ if(light2facing < 0.0)
+ {
+ float light2invdist = inversesqrt(light2dist2);
+
+ float light2atten = light2facing * (1.0 - light2invdist);
+
+
+
+
+
+
+ float light2spec = pow(clamp(light2invdist*(dot(camdir, light2dir) - light2facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light2spec) * lightcolor[2] * light2atten;
+
+
+
+ }
+ }
+
+ vec3 light3dir = pos.xyz * lightpos[3].w - lightpos[3].xyz;
+ float light3dist2 = dot(light3dir, light3dir);
+ if(light3dist2 < 1.0)
+ {
+
+ float light3facing = dot(light3dir, normal.xyz);
+ if(light3facing < 0.0)
+ {
+ float light3invdist = inversesqrt(light3dist2);
+
+ float light3atten = light3facing * (1.0 - light3invdist);
+
+
+
+
+
+
+ float light3spec = pow(clamp(light3invdist*(dot(camdir, light3dir) - light3facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light3spec) * lightcolor[3] * light3atten;
+
+
+
+ }
+ }
+
+
+ float foglerp = clamp(exp2(fogcoord*fogdensity.x)*fogdensity.y, 0.0, 1.0);
+
+ accumlight(light*foglerp);
+ accumalpha(0.0);
+
+
+
+
+ }
+
diff --git a/shaders/tesseract/395.shader_test b/shaders/tesseract/395.shader_test
new file mode 100644
index 0000000..8496a28
--- /dev/null
+++ b/shaders/tesseract/395.shader_test
@@ -0,0 +1,280 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ uniform mat4 lightmatrix;
+ void main(void)
+ {
+ gl_Position = lightmatrix * vvertex;
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform sampler2DRect tex0, tex1, tex3 ;
+
+
+ uniform sampler2DRectShadow tex4;
+
+
+ uniform vec4 lightpos[4];
+ uniform vec3 lightcolor[4];
+
+
+ uniform vec4 shadowparams[4];
+ uniform vec2 shadowoffset[4];
+
+
+
+ uniform vec3 splitcenter[3];
+ uniform vec3 splitbounds[3];
+ uniform vec3 splitscale[3];
+ uniform vec3 splitoffset[3];
+
+
+ uniform vec3 camera;
+ uniform mat4 worldmatrix;
+ uniform vec4 fogdir;
+ uniform vec3 fogcolor;
+ uniform vec2 fogdensity;
+ uniform vec4 radialfogscale;
+ uniform vec2 shadowatlasscale;
+ uniform vec4 lightscale;
+
+
+ uniform vec3 gdepthscale;
+ uniform vec3 gdepthunpackparams;
+
+ fragdata(0, fragcolor, vec4)
+
+
+ vec3 getshadowtc(vec3 dir, vec4 shadowparams, vec2 shadowoffset, float distbias)
+ {
+ vec3 adir = abs(dir);
+ float m = max(adir.x, adir.y), mz = max(adir.z, m);
+ vec2 mparams = shadowparams.xy / max(mz + distbias, 1e-5);
+ vec4 proj;
+ if(adir.x > adir.y) proj = vec4(dir.zyx, 0.0); else proj = vec4(dir.xzy, 1.0);
+ if(adir.z > m) proj = vec4(dir, 2.0);
+ return vec3(proj.xy * mparams.x + vec2(proj.w, step(proj.z, 0.0)) * shadowparams.z + shadowoffset, mparams.y + shadowparams.w);
+ }
+
+
+
+ #define shadowval(center, xoff, yoff) float(shadow2DRect(tex4, center + vec3(xoff, yoff, 0.0)))
+ float filtershadow(vec3 shadowtc)
+ {
+ vec2 offset = fract(shadowtc.xy - 0.5);
+ vec3 center = shadowtc;
+
+
+
+
+
+
+
+ center.xy -= offset*0.5;
+ vec4 size = vec4(offset + 1.0, 2.0 - offset);
+ return (1.0/9.0)*dot(size.zxzx*size.wwyy,
+ vec4(shadowval(center, -0.5, -0.5),
+ shadowval(center, 1.0, -0.5),
+ shadowval(center, -0.5, 1.0),
+ shadowval(center, 1.0, 1.0)));
+ }
+
+
+
+
+ void main(void)
+ {
+
+ #define gfetch(sampler, coords) texture2DRect(sampler, coords)
+
+ #define accumlight(light) fragcolor.rgb = light
+ #define accumalpha(alpha) fragcolor.a = alpha
+
+
+
+ vec4 normal = gfetch(tex1, gl_FragCoord.xy);
+
+
+
+ #define alpha 1.0
+
+
+ normal.xyz = normal.xyz*2.0 - 1.0;
+
+ #define glowscale normal.a
+
+
+ vec4 diffuse = gfetch(tex0, gl_FragCoord.xy);
+
+ diffuse.rgb *= glowscale;
+
+
+
+
+
+ #define depthvals gfetch(tex3, gl_FragCoord.xy)
+
+
+ float depth = depthvals.r;
+
+ vec4 pos = worldmatrix * vec4(gl_FragCoord.xy, depth, 1.0);
+ pos.xyz /= pos.w;
+
+
+
+ float fogcoord = length(camera - pos.xyz);
+
+
+
+ #define distbias -8.0
+
+ vec3 camdir = normalize(camera - pos.xyz);
+ float facing = 2.0*dot(normal.xyz, camdir);
+
+
+
+
+
+ vec3 light = vec3(0.0);
+
+
+
+
+
+ vec3 light0dir = pos.xyz * lightpos[0].w - lightpos[0].xyz;
+ float light0dist2 = dot(light0dir, light0dir);
+ if(light0dist2 < 1.0)
+ {
+
+ float light0facing = dot(light0dir, normal.xyz);
+ if(light0facing < 0.0)
+ {
+ float light0invdist = inversesqrt(light0dist2);
+
+ float light0atten = light0facing * (1.0 - light0invdist);
+
+
+
+ vec3 shadow0tc = getshadowtc(light0dir, shadowparams[0], shadowoffset[0], distbias * lightpos[0].w);
+ light0atten *= filtershadow(shadow0tc);
+
+
+
+
+ float light0spec = pow(clamp(light0invdist*(dot(camdir, light0dir) - light0facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light0spec) * lightcolor[0] * light0atten;
+
+
+
+ }
+ }
+
+ vec3 light1dir = pos.xyz * lightpos[1].w - lightpos[1].xyz;
+ float light1dist2 = dot(light1dir, light1dir);
+ if(light1dist2 < 1.0)
+ {
+
+ float light1facing = dot(light1dir, normal.xyz);
+ if(light1facing < 0.0)
+ {
+ float light1invdist = inversesqrt(light1dist2);
+
+ float light1atten = light1facing * (1.0 - light1invdist);
+
+
+
+ vec3 shadow1tc = getshadowtc(light1dir, shadowparams[1], shadowoffset[1], distbias * lightpos[1].w);
+ light1atten *= filtershadow(shadow1tc);
+
+
+
+
+ float light1spec = pow(clamp(light1invdist*(dot(camdir, light1dir) - light1facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light1spec) * lightcolor[1] * light1atten;
+
+
+
+ }
+ }
+
+ vec3 light2dir = pos.xyz * lightpos[2].w - lightpos[2].xyz;
+ float light2dist2 = dot(light2dir, light2dir);
+ if(light2dist2 < 1.0)
+ {
+
+ float light2facing = dot(light2dir, normal.xyz);
+ if(light2facing < 0.0)
+ {
+ float light2invdist = inversesqrt(light2dist2);
+
+ float light2atten = light2facing * (1.0 - light2invdist);
+
+
+
+ vec3 shadow2tc = getshadowtc(light2dir, shadowparams[2], shadowoffset[2], distbias * lightpos[2].w);
+ light2atten *= filtershadow(shadow2tc);
+
+
+
+
+ float light2spec = pow(clamp(light2invdist*(dot(camdir, light2dir) - light2facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light2spec) * lightcolor[2] * light2atten;
+
+
+
+ }
+ }
+
+ vec3 light3dir = pos.xyz * lightpos[3].w - lightpos[3].xyz;
+ float light3dist2 = dot(light3dir, light3dir);
+ if(light3dist2 < 1.0)
+ {
+
+ float light3facing = dot(light3dir, normal.xyz);
+ if(light3facing < 0.0)
+ {
+ float light3invdist = inversesqrt(light3dist2);
+
+ float light3atten = light3facing * (1.0 - light3invdist);
+
+
+
+ vec3 shadow3tc = getshadowtc(light3dir, shadowparams[3], shadowoffset[3], distbias * lightpos[3].w);
+ light3atten *= filtershadow(shadow3tc);
+
+
+
+
+ float light3spec = pow(clamp(light3invdist*(dot(camdir, light3dir) - light3facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light3spec) * lightcolor[3] * light3atten;
+
+
+
+ }
+ }
+
+
+ float foglerp = clamp(exp2(fogcoord*fogdensity.x)*fogdensity.y, 0.0, 1.0);
+
+ accumlight(light*foglerp);
+ accumalpha(0.0);
+
+
+
+
+ }
+
diff --git a/shaders/tesseract/399.shader_test b/shaders/tesseract/399.shader_test
new file mode 100644
index 0000000..d8d438d
--- /dev/null
+++ b/shaders/tesseract/399.shader_test
@@ -0,0 +1,308 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ uniform mat4 lightmatrix;
+ void main(void)
+ {
+ gl_Position = lightmatrix * vvertex;
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform sampler2DRect tex0, tex1, tex3 ;
+
+
+ uniform sampler2DRectShadow tex4;
+
+
+ uniform vec4 lightpos[5];
+ uniform vec3 lightcolor[5];
+
+
+ uniform vec4 shadowparams[5];
+ uniform vec2 shadowoffset[5];
+
+
+
+ uniform vec3 splitcenter[3];
+ uniform vec3 splitbounds[3];
+ uniform vec3 splitscale[3];
+ uniform vec3 splitoffset[3];
+
+
+ uniform vec3 camera;
+ uniform mat4 worldmatrix;
+ uniform vec4 fogdir;
+ uniform vec3 fogcolor;
+ uniform vec2 fogdensity;
+ uniform vec4 radialfogscale;
+ uniform vec2 shadowatlasscale;
+ uniform vec4 lightscale;
+
+
+ uniform vec3 gdepthscale;
+ uniform vec3 gdepthunpackparams;
+
+ fragdata(0, fragcolor, vec4)
+
+
+ vec3 getshadowtc(vec3 dir, vec4 shadowparams, vec2 shadowoffset, float distbias)
+ {
+ vec3 adir = abs(dir);
+ float m = max(adir.x, adir.y), mz = max(adir.z, m);
+ vec2 mparams = shadowparams.xy / max(mz + distbias, 1e-5);
+ vec4 proj;
+ if(adir.x > adir.y) proj = vec4(dir.zyx, 0.0); else proj = vec4(dir.xzy, 1.0);
+ if(adir.z > m) proj = vec4(dir, 2.0);
+ return vec3(proj.xy * mparams.x + vec2(proj.w, step(proj.z, 0.0)) * shadowparams.z + shadowoffset, mparams.y + shadowparams.w);
+ }
+
+
+
+ #define shadowval(center, xoff, yoff) float(shadow2DRect(tex4, center + vec3(xoff, yoff, 0.0)))
+ float filtershadow(vec3 shadowtc)
+ {
+ vec2 offset = fract(shadowtc.xy - 0.5);
+ vec3 center = shadowtc;
+
+
+
+
+
+
+
+ center.xy -= offset*0.5;
+ vec4 size = vec4(offset + 1.0, 2.0 - offset);
+ return (1.0/9.0)*dot(size.zxzx*size.wwyy,
+ vec4(shadowval(center, -0.5, -0.5),
+ shadowval(center, 1.0, -0.5),
+ shadowval(center, -0.5, 1.0),
+ shadowval(center, 1.0, 1.0)));
+ }
+
+
+
+
+ void main(void)
+ {
+
+ #define gfetch(sampler, coords) texture2DRect(sampler, coords)
+
+ #define accumlight(light) fragcolor.rgb = light
+ #define accumalpha(alpha) fragcolor.a = alpha
+
+
+
+ vec4 normal = gfetch(tex1, gl_FragCoord.xy);
+
+
+
+ #define alpha 1.0
+
+
+ normal.xyz = normal.xyz*2.0 - 1.0;
+
+ #define glowscale normal.a
+
+
+ vec4 diffuse = gfetch(tex0, gl_FragCoord.xy);
+
+ diffuse.rgb *= glowscale;
+
+
+
+
+
+ #define depthvals gfetch(tex3, gl_FragCoord.xy)
+
+
+ float depth = depthvals.r;
+
+ vec4 pos = worldmatrix * vec4(gl_FragCoord.xy, depth, 1.0);
+ pos.xyz /= pos.w;
+
+
+
+ float fogcoord = length(camera - pos.xyz);
+
+
+
+ #define distbias 0.0
+
+ vec3 camdir = normalize(camera - pos.xyz);
+ float facing = 2.0*dot(normal.xyz, camdir);
+
+
+
+
+
+ vec3 light = vec3(0.0);
+
+
+
+
+
+ vec3 light0dir = pos.xyz * lightpos[0].w - lightpos[0].xyz;
+ float light0dist2 = dot(light0dir, light0dir);
+ if(light0dist2 < 1.0)
+ {
+
+ float light0facing = dot(light0dir, normal.xyz);
+ if(light0facing < 0.0)
+ {
+ float light0invdist = inversesqrt(light0dist2);
+
+ float light0atten = light0facing * (1.0 - light0invdist);
+
+
+
+ vec3 shadow0tc = getshadowtc(light0dir, shadowparams[0], shadowoffset[0], distbias * lightpos[0].w);
+ light0atten *= filtershadow(shadow0tc);
+
+
+
+
+ float light0spec = pow(clamp(light0invdist*(dot(camdir, light0dir) - light0facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light0spec) * lightcolor[0] * light0atten;
+
+
+
+ }
+ }
+
+ vec3 light1dir = pos.xyz * lightpos[1].w - lightpos[1].xyz;
+ float light1dist2 = dot(light1dir, light1dir);
+ if(light1dist2 < 1.0)
+ {
+
+ float light1facing = dot(light1dir, normal.xyz);
+ if(light1facing < 0.0)
+ {
+ float light1invdist = inversesqrt(light1dist2);
+
+ float light1atten = light1facing * (1.0 - light1invdist);
+
+
+
+ vec3 shadow1tc = getshadowtc(light1dir, shadowparams[1], shadowoffset[1], distbias * lightpos[1].w);
+ light1atten *= filtershadow(shadow1tc);
+
+
+
+
+ float light1spec = pow(clamp(light1invdist*(dot(camdir, light1dir) - light1facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light1spec) * lightcolor[1] * light1atten;
+
+
+
+ }
+ }
+
+ vec3 light2dir = pos.xyz * lightpos[2].w - lightpos[2].xyz;
+ float light2dist2 = dot(light2dir, light2dir);
+ if(light2dist2 < 1.0)
+ {
+
+ float light2facing = dot(light2dir, normal.xyz);
+ if(light2facing < 0.0)
+ {
+ float light2invdist = inversesqrt(light2dist2);
+
+ float light2atten = light2facing * (1.0 - light2invdist);
+
+
+
+ vec3 shadow2tc = getshadowtc(light2dir, shadowparams[2], shadowoffset[2], distbias * lightpos[2].w);
+ light2atten *= filtershadow(shadow2tc);
+
+
+
+
+ float light2spec = pow(clamp(light2invdist*(dot(camdir, light2dir) - light2facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light2spec) * lightcolor[2] * light2atten;
+
+
+
+ }
+ }
+
+ vec3 light3dir = pos.xyz * lightpos[3].w - lightpos[3].xyz;
+ float light3dist2 = dot(light3dir, light3dir);
+ if(light3dist2 < 1.0)
+ {
+
+ float light3facing = dot(light3dir, normal.xyz);
+ if(light3facing < 0.0)
+ {
+ float light3invdist = inversesqrt(light3dist2);
+
+ float light3atten = light3facing * (1.0 - light3invdist);
+
+
+
+ vec3 shadow3tc = getshadowtc(light3dir, shadowparams[3], shadowoffset[3], distbias * lightpos[3].w);
+ light3atten *= filtershadow(shadow3tc);
+
+
+
+
+ float light3spec = pow(clamp(light3invdist*(dot(camdir, light3dir) - light3facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light3spec) * lightcolor[3] * light3atten;
+
+
+
+ }
+ }
+
+ vec3 light4dir = pos.xyz * lightpos[4].w - lightpos[4].xyz;
+ float light4dist2 = dot(light4dir, light4dir);
+ if(light4dist2 < 1.0)
+ {
+
+ float light4facing = dot(light4dir, normal.xyz);
+ if(light4facing < 0.0)
+ {
+ float light4invdist = inversesqrt(light4dist2);
+
+ float light4atten = light4facing * (1.0 - light4invdist);
+
+
+
+ vec3 shadow4tc = getshadowtc(light4dir, shadowparams[4], shadowoffset[4], distbias * lightpos[4].w);
+ light4atten *= filtershadow(shadow4tc);
+
+
+
+
+ float light4spec = pow(clamp(light4invdist*(dot(camdir, light4dir) - light4facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light4spec) * lightcolor[4] * light4atten;
+
+
+
+ }
+ }
+
+
+ float foglerp = clamp(exp2(fogcoord*fogdensity.x)*fogdensity.y, 0.0, 1.0);
+
+ accumlight(light*foglerp);
+ accumalpha(0.0);
+
+
+
+
+ }
+
diff --git a/shaders/tesseract/401.shader_test b/shaders/tesseract/401.shader_test
new file mode 100644
index 0000000..a12b9ba
--- /dev/null
+++ b/shaders/tesseract/401.shader_test
@@ -0,0 +1,251 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ uniform mat4 lightmatrix;
+ void main(void)
+ {
+ gl_Position = lightmatrix * vvertex;
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform sampler2DRect tex0, tex1, tex3 , tex2;
+
+
+
+ uniform vec4 lightpos[5];
+ uniform vec3 lightcolor[5];
+
+
+
+
+ uniform vec3 splitcenter[3];
+ uniform vec3 splitbounds[3];
+ uniform vec3 splitscale[3];
+ uniform vec3 splitoffset[3];
+
+
+ uniform vec3 camera;
+ uniform mat4 worldmatrix;
+ uniform vec4 fogdir;
+ uniform vec3 fogcolor;
+ uniform vec2 fogdensity;
+ uniform vec4 radialfogscale;
+ uniform vec2 shadowatlasscale;
+ uniform vec4 lightscale;
+
+
+ uniform vec3 gdepthscale;
+ uniform vec3 gdepthunpackparams;
+
+ fragdata(0, fragcolor, vec4)
+
+
+
+
+
+
+
+ void main(void)
+ {
+
+ #define gfetch(sampler, coords) texture2DRect(sampler, coords)
+
+ #define accumlight(light) fragcolor.rgb = light
+ #define accumalpha(alpha) fragcolor.a = alpha
+
+
+
+ vec4 normal = gfetch(tex1, gl_FragCoord.xy);
+
+
+
+
+ normal.xyz = normal.xyz*2.0 - 1.0;
+
+ #define alpha normal.a
+
+
+ vec4 diffuse = gfetch(tex0, gl_FragCoord.xy);
+
+
+
+
+
+
+ #define depthvals gfetch(tex3, gl_FragCoord.xy)
+
+
+ float depth = depthvals.r;
+
+ vec4 pos = worldmatrix * vec4(gl_FragCoord.xy, depth, 1.0);
+ pos.xyz /= pos.w;
+
+
+
+ float fogcoord = length(camera - pos.xyz);
+
+
+
+ vec3 camdir = normalize(camera - pos.xyz);
+ float facing = 2.0*dot(normal.xyz, camdir);
+
+
+
+
+
+ vec3 light = vec3(0.0);
+
+
+
+
+
+ vec3 light0dir = pos.xyz * lightpos[0].w - lightpos[0].xyz;
+ float light0dist2 = dot(light0dir, light0dir);
+ if(light0dist2 < 1.0)
+ {
+
+ float light0facing = dot(light0dir, normal.xyz);
+ if(light0facing < 0.0)
+ {
+ float light0invdist = inversesqrt(light0dist2);
+
+ float light0atten = light0facing * (1.0 - light0invdist);
+
+
+
+
+
+
+ float light0spec = pow(clamp(light0invdist*(dot(camdir, light0dir) - light0facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light0spec) * lightcolor[0] * light0atten;
+
+
+
+ }
+ }
+
+ vec3 light1dir = pos.xyz * lightpos[1].w - lightpos[1].xyz;
+ float light1dist2 = dot(light1dir, light1dir);
+ if(light1dist2 < 1.0)
+ {
+
+ float light1facing = dot(light1dir, normal.xyz);
+ if(light1facing < 0.0)
+ {
+ float light1invdist = inversesqrt(light1dist2);
+
+ float light1atten = light1facing * (1.0 - light1invdist);
+
+
+
+
+
+
+ float light1spec = pow(clamp(light1invdist*(dot(camdir, light1dir) - light1facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light1spec) * lightcolor[1] * light1atten;
+
+
+
+ }
+ }
+
+ vec3 light2dir = pos.xyz * lightpos[2].w - lightpos[2].xyz;
+ float light2dist2 = dot(light2dir, light2dir);
+ if(light2dist2 < 1.0)
+ {
+
+ float light2facing = dot(light2dir, normal.xyz);
+ if(light2facing < 0.0)
+ {
+ float light2invdist = inversesqrt(light2dist2);
+
+ float light2atten = light2facing * (1.0 - light2invdist);
+
+
+
+
+
+
+ float light2spec = pow(clamp(light2invdist*(dot(camdir, light2dir) - light2facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light2spec) * lightcolor[2] * light2atten;
+
+
+
+ }
+ }
+
+ vec3 light3dir = pos.xyz * lightpos[3].w - lightpos[3].xyz;
+ float light3dist2 = dot(light3dir, light3dir);
+ if(light3dist2 < 1.0)
+ {
+
+ float light3facing = dot(light3dir, normal.xyz);
+ if(light3facing < 0.0)
+ {
+ float light3invdist = inversesqrt(light3dist2);
+
+ float light3atten = light3facing * (1.0 - light3invdist);
+
+
+
+
+
+
+ float light3spec = pow(clamp(light3invdist*(dot(camdir, light3dir) - light3facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light3spec) * lightcolor[3] * light3atten;
+
+
+
+ }
+ }
+
+ vec3 light4dir = pos.xyz * lightpos[4].w - lightpos[4].xyz;
+ float light4dist2 = dot(light4dir, light4dir);
+ if(light4dist2 < 1.0)
+ {
+
+ float light4facing = dot(light4dir, normal.xyz);
+ if(light4facing < 0.0)
+ {
+ float light4invdist = inversesqrt(light4dist2);
+
+ float light4atten = light4facing * (1.0 - light4invdist);
+
+
+
+
+
+
+ float light4spec = pow(clamp(light4invdist*(dot(camdir, light4dir) - light4facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light4spec) * lightcolor[4] * light4atten;
+
+
+
+ }
+ }
+
+
+ float foglerp = clamp(exp2(fogcoord*fogdensity.x)*fogdensity.y, 0.0, 1.0);
+
+ accumlight(light*foglerp);
+ accumalpha(0.0);
+
+
+
+
+ }
+
diff --git a/shaders/tesseract/403.shader_test b/shaders/tesseract/403.shader_test
new file mode 100644
index 0000000..94f6972
--- /dev/null
+++ b/shaders/tesseract/403.shader_test
@@ -0,0 +1,305 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ uniform mat4 lightmatrix;
+ void main(void)
+ {
+ gl_Position = lightmatrix * vvertex;
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform sampler2DRect tex0, tex1, tex3 , tex2;
+
+
+ uniform sampler2DRectShadow tex4;
+
+
+ uniform vec4 lightpos[5];
+ uniform vec3 lightcolor[5];
+
+
+ uniform vec4 shadowparams[5];
+ uniform vec2 shadowoffset[5];
+
+
+
+ uniform vec3 splitcenter[3];
+ uniform vec3 splitbounds[3];
+ uniform vec3 splitscale[3];
+ uniform vec3 splitoffset[3];
+
+
+ uniform vec3 camera;
+ uniform mat4 worldmatrix;
+ uniform vec4 fogdir;
+ uniform vec3 fogcolor;
+ uniform vec2 fogdensity;
+ uniform vec4 radialfogscale;
+ uniform vec2 shadowatlasscale;
+ uniform vec4 lightscale;
+
+
+ uniform vec3 gdepthscale;
+ uniform vec3 gdepthunpackparams;
+
+ fragdata(0, fragcolor, vec4)
+
+
+ vec3 getshadowtc(vec3 dir, vec4 shadowparams, vec2 shadowoffset, float distbias)
+ {
+ vec3 adir = abs(dir);
+ float m = max(adir.x, adir.y), mz = max(adir.z, m);
+ vec2 mparams = shadowparams.xy / max(mz + distbias, 1e-5);
+ vec4 proj;
+ if(adir.x > adir.y) proj = vec4(dir.zyx, 0.0); else proj = vec4(dir.xzy, 1.0);
+ if(adir.z > m) proj = vec4(dir, 2.0);
+ return vec3(proj.xy * mparams.x + vec2(proj.w, step(proj.z, 0.0)) * shadowparams.z + shadowoffset, mparams.y + shadowparams.w);
+ }
+
+
+
+ #define shadowval(center, xoff, yoff) float(shadow2DRect(tex4, center + vec3(xoff, yoff, 0.0)))
+ float filtershadow(vec3 shadowtc)
+ {
+ vec2 offset = fract(shadowtc.xy - 0.5);
+ vec3 center = shadowtc;
+
+
+
+
+
+
+
+ center.xy -= offset*0.5;
+ vec4 size = vec4(offset + 1.0, 2.0 - offset);
+ return (1.0/9.0)*dot(size.zxzx*size.wwyy,
+ vec4(shadowval(center, -0.5, -0.5),
+ shadowval(center, 1.0, -0.5),
+ shadowval(center, -0.5, 1.0),
+ shadowval(center, 1.0, 1.0)));
+ }
+
+
+
+
+ void main(void)
+ {
+
+ #define gfetch(sampler, coords) texture2DRect(sampler, coords)
+
+ #define accumlight(light) fragcolor.rgb = light
+ #define accumalpha(alpha) fragcolor.a = alpha
+
+
+
+ vec4 normal = gfetch(tex1, gl_FragCoord.xy);
+
+
+
+
+ normal.xyz = normal.xyz*2.0 - 1.0;
+
+ #define alpha normal.a
+
+
+ vec4 diffuse = gfetch(tex0, gl_FragCoord.xy);
+
+
+
+
+
+
+ #define depthvals gfetch(tex3, gl_FragCoord.xy)
+
+
+ float depth = depthvals.r;
+
+ vec4 pos = worldmatrix * vec4(gl_FragCoord.xy, depth, 1.0);
+ pos.xyz /= pos.w;
+
+
+
+ float fogcoord = length(camera - pos.xyz);
+
+
+
+ #define distbias 0.0
+
+ vec3 camdir = normalize(camera - pos.xyz);
+ float facing = 2.0*dot(normal.xyz, camdir);
+
+
+
+
+
+ vec3 light = vec3(0.0);
+
+
+
+
+
+ vec3 light0dir = pos.xyz * lightpos[0].w - lightpos[0].xyz;
+ float light0dist2 = dot(light0dir, light0dir);
+ if(light0dist2 < 1.0)
+ {
+
+ float light0facing = dot(light0dir, normal.xyz);
+ if(light0facing < 0.0)
+ {
+ float light0invdist = inversesqrt(light0dist2);
+
+ float light0atten = light0facing * (1.0 - light0invdist);
+
+
+
+ vec3 shadow0tc = getshadowtc(light0dir, shadowparams[0], shadowoffset[0], distbias * lightpos[0].w);
+ light0atten *= filtershadow(shadow0tc);
+
+
+
+
+ float light0spec = pow(clamp(light0invdist*(dot(camdir, light0dir) - light0facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light0spec) * lightcolor[0] * light0atten;
+
+
+
+ }
+ }
+
+ vec3 light1dir = pos.xyz * lightpos[1].w - lightpos[1].xyz;
+ float light1dist2 = dot(light1dir, light1dir);
+ if(light1dist2 < 1.0)
+ {
+
+ float light1facing = dot(light1dir, normal.xyz);
+ if(light1facing < 0.0)
+ {
+ float light1invdist = inversesqrt(light1dist2);
+
+ float light1atten = light1facing * (1.0 - light1invdist);
+
+
+
+ vec3 shadow1tc = getshadowtc(light1dir, shadowparams[1], shadowoffset[1], distbias * lightpos[1].w);
+ light1atten *= filtershadow(shadow1tc);
+
+
+
+
+ float light1spec = pow(clamp(light1invdist*(dot(camdir, light1dir) - light1facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light1spec) * lightcolor[1] * light1atten;
+
+
+
+ }
+ }
+
+ vec3 light2dir = pos.xyz * lightpos[2].w - lightpos[2].xyz;
+ float light2dist2 = dot(light2dir, light2dir);
+ if(light2dist2 < 1.0)
+ {
+
+ float light2facing = dot(light2dir, normal.xyz);
+ if(light2facing < 0.0)
+ {
+ float light2invdist = inversesqrt(light2dist2);
+
+ float light2atten = light2facing * (1.0 - light2invdist);
+
+
+
+ vec3 shadow2tc = getshadowtc(light2dir, shadowparams[2], shadowoffset[2], distbias * lightpos[2].w);
+ light2atten *= filtershadow(shadow2tc);
+
+
+
+
+ float light2spec = pow(clamp(light2invdist*(dot(camdir, light2dir) - light2facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light2spec) * lightcolor[2] * light2atten;
+
+
+
+ }
+ }
+
+ vec3 light3dir = pos.xyz * lightpos[3].w - lightpos[3].xyz;
+ float light3dist2 = dot(light3dir, light3dir);
+ if(light3dist2 < 1.0)
+ {
+
+ float light3facing = dot(light3dir, normal.xyz);
+ if(light3facing < 0.0)
+ {
+ float light3invdist = inversesqrt(light3dist2);
+
+ float light3atten = light3facing * (1.0 - light3invdist);
+
+
+
+ vec3 shadow3tc = getshadowtc(light3dir, shadowparams[3], shadowoffset[3], distbias * lightpos[3].w);
+ light3atten *= filtershadow(shadow3tc);
+
+
+
+
+ float light3spec = pow(clamp(light3invdist*(dot(camdir, light3dir) - light3facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light3spec) * lightcolor[3] * light3atten;
+
+
+
+ }
+ }
+
+ vec3 light4dir = pos.xyz * lightpos[4].w - lightpos[4].xyz;
+ float light4dist2 = dot(light4dir, light4dir);
+ if(light4dist2 < 1.0)
+ {
+
+ float light4facing = dot(light4dir, normal.xyz);
+ if(light4facing < 0.0)
+ {
+ float light4invdist = inversesqrt(light4dist2);
+
+ float light4atten = light4facing * (1.0 - light4invdist);
+
+
+
+ vec3 shadow4tc = getshadowtc(light4dir, shadowparams[4], shadowoffset[4], distbias * lightpos[4].w);
+ light4atten *= filtershadow(shadow4tc);
+
+
+
+
+ float light4spec = pow(clamp(light4invdist*(dot(camdir, light4dir) - light4facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light4spec) * lightcolor[4] * light4atten;
+
+
+
+ }
+ }
+
+
+ float foglerp = clamp(exp2(fogcoord*fogdensity.x)*fogdensity.y, 0.0, 1.0);
+
+ accumlight(light*foglerp);
+ accumalpha(0.0);
+
+
+
+
+ }
+
diff --git a/shaders/tesseract/405.shader_test b/shaders/tesseract/405.shader_test
new file mode 100644
index 0000000..39840fd
--- /dev/null
+++ b/shaders/tesseract/405.shader_test
@@ -0,0 +1,254 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ uniform mat4 lightmatrix;
+ void main(void)
+ {
+ gl_Position = lightmatrix * vvertex;
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform sampler2DRect tex0, tex1, tex3 ;
+
+
+
+ uniform vec4 lightpos[5];
+ uniform vec3 lightcolor[5];
+
+
+
+
+ uniform vec3 splitcenter[3];
+ uniform vec3 splitbounds[3];
+ uniform vec3 splitscale[3];
+ uniform vec3 splitoffset[3];
+
+
+ uniform vec3 camera;
+ uniform mat4 worldmatrix;
+ uniform vec4 fogdir;
+ uniform vec3 fogcolor;
+ uniform vec2 fogdensity;
+ uniform vec4 radialfogscale;
+ uniform vec2 shadowatlasscale;
+ uniform vec4 lightscale;
+
+
+ uniform vec3 gdepthscale;
+ uniform vec3 gdepthunpackparams;
+
+ fragdata(0, fragcolor, vec4)
+
+
+
+
+
+
+
+ void main(void)
+ {
+
+ #define gfetch(sampler, coords) texture2DRect(sampler, coords)
+
+ #define accumlight(light) fragcolor.rgb = light
+ #define accumalpha(alpha) fragcolor.a = alpha
+
+
+
+ vec4 normal = gfetch(tex1, gl_FragCoord.xy);
+
+
+
+ #define alpha 1.0
+
+
+ normal.xyz = normal.xyz*2.0 - 1.0;
+
+ #define glowscale normal.a
+
+
+ vec4 diffuse = gfetch(tex0, gl_FragCoord.xy);
+
+ diffuse.rgb *= glowscale;
+
+
+
+
+
+ #define depthvals gfetch(tex3, gl_FragCoord.xy)
+
+
+ float depth = depthvals.r;
+
+ vec4 pos = worldmatrix * vec4(gl_FragCoord.xy, depth, 1.0);
+ pos.xyz /= pos.w;
+
+
+
+ float fogcoord = length(camera - pos.xyz);
+
+
+
+ vec3 camdir = normalize(camera - pos.xyz);
+ float facing = 2.0*dot(normal.xyz, camdir);
+
+
+
+
+
+ vec3 light = vec3(0.0);
+
+
+
+
+
+ vec3 light0dir = pos.xyz * lightpos[0].w - lightpos[0].xyz;
+ float light0dist2 = dot(light0dir, light0dir);
+ if(light0dist2 < 1.0)
+ {
+
+ float light0facing = dot(light0dir, normal.xyz);
+ if(light0facing < 0.0)
+ {
+ float light0invdist = inversesqrt(light0dist2);
+
+ float light0atten = light0facing * (1.0 - light0invdist);
+
+
+
+
+
+
+ float light0spec = pow(clamp(light0invdist*(dot(camdir, light0dir) - light0facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light0spec) * lightcolor[0] * light0atten;
+
+
+
+ }
+ }
+
+ vec3 light1dir = pos.xyz * lightpos[1].w - lightpos[1].xyz;
+ float light1dist2 = dot(light1dir, light1dir);
+ if(light1dist2 < 1.0)
+ {
+
+ float light1facing = dot(light1dir, normal.xyz);
+ if(light1facing < 0.0)
+ {
+ float light1invdist = inversesqrt(light1dist2);
+
+ float light1atten = light1facing * (1.0 - light1invdist);
+
+
+
+
+
+
+ float light1spec = pow(clamp(light1invdist*(dot(camdir, light1dir) - light1facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light1spec) * lightcolor[1] * light1atten;
+
+
+
+ }
+ }
+
+ vec3 light2dir = pos.xyz * lightpos[2].w - lightpos[2].xyz;
+ float light2dist2 = dot(light2dir, light2dir);
+ if(light2dist2 < 1.0)
+ {
+
+ float light2facing = dot(light2dir, normal.xyz);
+ if(light2facing < 0.0)
+ {
+ float light2invdist = inversesqrt(light2dist2);
+
+ float light2atten = light2facing * (1.0 - light2invdist);
+
+
+
+
+
+
+ float light2spec = pow(clamp(light2invdist*(dot(camdir, light2dir) - light2facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light2spec) * lightcolor[2] * light2atten;
+
+
+
+ }
+ }
+
+ vec3 light3dir = pos.xyz * lightpos[3].w - lightpos[3].xyz;
+ float light3dist2 = dot(light3dir, light3dir);
+ if(light3dist2 < 1.0)
+ {
+
+ float light3facing = dot(light3dir, normal.xyz);
+ if(light3facing < 0.0)
+ {
+ float light3invdist = inversesqrt(light3dist2);
+
+ float light3atten = light3facing * (1.0 - light3invdist);
+
+
+
+
+
+
+ float light3spec = pow(clamp(light3invdist*(dot(camdir, light3dir) - light3facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light3spec) * lightcolor[3] * light3atten;
+
+
+
+ }
+ }
+
+ vec3 light4dir = pos.xyz * lightpos[4].w - lightpos[4].xyz;
+ float light4dist2 = dot(light4dir, light4dir);
+ if(light4dist2 < 1.0)
+ {
+
+ float light4facing = dot(light4dir, normal.xyz);
+ if(light4facing < 0.0)
+ {
+ float light4invdist = inversesqrt(light4dist2);
+
+ float light4atten = light4facing * (1.0 - light4invdist);
+
+
+
+
+
+
+ float light4spec = pow(clamp(light4invdist*(dot(camdir, light4dir) - light4facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light4spec) * lightcolor[4] * light4atten;
+
+
+
+ }
+ }
+
+
+ float foglerp = clamp(exp2(fogcoord*fogdensity.x)*fogdensity.y, 0.0, 1.0);
+
+ accumlight(light*foglerp);
+ accumalpha(0.0);
+
+
+
+
+ }
+
diff --git a/shaders/tesseract/407.shader_test b/shaders/tesseract/407.shader_test
new file mode 100644
index 0000000..1e89639
--- /dev/null
+++ b/shaders/tesseract/407.shader_test
@@ -0,0 +1,308 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ uniform mat4 lightmatrix;
+ void main(void)
+ {
+ gl_Position = lightmatrix * vvertex;
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform sampler2DRect tex0, tex1, tex3 ;
+
+
+ uniform sampler2DRectShadow tex4;
+
+
+ uniform vec4 lightpos[5];
+ uniform vec3 lightcolor[5];
+
+
+ uniform vec4 shadowparams[5];
+ uniform vec2 shadowoffset[5];
+
+
+
+ uniform vec3 splitcenter[3];
+ uniform vec3 splitbounds[3];
+ uniform vec3 splitscale[3];
+ uniform vec3 splitoffset[3];
+
+
+ uniform vec3 camera;
+ uniform mat4 worldmatrix;
+ uniform vec4 fogdir;
+ uniform vec3 fogcolor;
+ uniform vec2 fogdensity;
+ uniform vec4 radialfogscale;
+ uniform vec2 shadowatlasscale;
+ uniform vec4 lightscale;
+
+
+ uniform vec3 gdepthscale;
+ uniform vec3 gdepthunpackparams;
+
+ fragdata(0, fragcolor, vec4)
+
+
+ vec3 getshadowtc(vec3 dir, vec4 shadowparams, vec2 shadowoffset, float distbias)
+ {
+ vec3 adir = abs(dir);
+ float m = max(adir.x, adir.y), mz = max(adir.z, m);
+ vec2 mparams = shadowparams.xy / max(mz + distbias, 1e-5);
+ vec4 proj;
+ if(adir.x > adir.y) proj = vec4(dir.zyx, 0.0); else proj = vec4(dir.xzy, 1.0);
+ if(adir.z > m) proj = vec4(dir, 2.0);
+ return vec3(proj.xy * mparams.x + vec2(proj.w, step(proj.z, 0.0)) * shadowparams.z + shadowoffset, mparams.y + shadowparams.w);
+ }
+
+
+
+ #define shadowval(center, xoff, yoff) float(shadow2DRect(tex4, center + vec3(xoff, yoff, 0.0)))
+ float filtershadow(vec3 shadowtc)
+ {
+ vec2 offset = fract(shadowtc.xy - 0.5);
+ vec3 center = shadowtc;
+
+
+
+
+
+
+
+ center.xy -= offset*0.5;
+ vec4 size = vec4(offset + 1.0, 2.0 - offset);
+ return (1.0/9.0)*dot(size.zxzx*size.wwyy,
+ vec4(shadowval(center, -0.5, -0.5),
+ shadowval(center, 1.0, -0.5),
+ shadowval(center, -0.5, 1.0),
+ shadowval(center, 1.0, 1.0)));
+ }
+
+
+
+
+ void main(void)
+ {
+
+ #define gfetch(sampler, coords) texture2DRect(sampler, coords)
+
+ #define accumlight(light) fragcolor.rgb = light
+ #define accumalpha(alpha) fragcolor.a = alpha
+
+
+
+ vec4 normal = gfetch(tex1, gl_FragCoord.xy);
+
+
+
+ #define alpha 1.0
+
+
+ normal.xyz = normal.xyz*2.0 - 1.0;
+
+ #define glowscale normal.a
+
+
+ vec4 diffuse = gfetch(tex0, gl_FragCoord.xy);
+
+ diffuse.rgb *= glowscale;
+
+
+
+
+
+ #define depthvals gfetch(tex3, gl_FragCoord.xy)
+
+
+ float depth = depthvals.r;
+
+ vec4 pos = worldmatrix * vec4(gl_FragCoord.xy, depth, 1.0);
+ pos.xyz /= pos.w;
+
+
+
+ float fogcoord = length(camera - pos.xyz);
+
+
+
+ #define distbias -8.0
+
+ vec3 camdir = normalize(camera - pos.xyz);
+ float facing = 2.0*dot(normal.xyz, camdir);
+
+
+
+
+
+ vec3 light = vec3(0.0);
+
+
+
+
+
+ vec3 light0dir = pos.xyz * lightpos[0].w - lightpos[0].xyz;
+ float light0dist2 = dot(light0dir, light0dir);
+ if(light0dist2 < 1.0)
+ {
+
+ float light0facing = dot(light0dir, normal.xyz);
+ if(light0facing < 0.0)
+ {
+ float light0invdist = inversesqrt(light0dist2);
+
+ float light0atten = light0facing * (1.0 - light0invdist);
+
+
+
+ vec3 shadow0tc = getshadowtc(light0dir, shadowparams[0], shadowoffset[0], distbias * lightpos[0].w);
+ light0atten *= filtershadow(shadow0tc);
+
+
+
+
+ float light0spec = pow(clamp(light0invdist*(dot(camdir, light0dir) - light0facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light0spec) * lightcolor[0] * light0atten;
+
+
+
+ }
+ }
+
+ vec3 light1dir = pos.xyz * lightpos[1].w - lightpos[1].xyz;
+ float light1dist2 = dot(light1dir, light1dir);
+ if(light1dist2 < 1.0)
+ {
+
+ float light1facing = dot(light1dir, normal.xyz);
+ if(light1facing < 0.0)
+ {
+ float light1invdist = inversesqrt(light1dist2);
+
+ float light1atten = light1facing * (1.0 - light1invdist);
+
+
+
+ vec3 shadow1tc = getshadowtc(light1dir, shadowparams[1], shadowoffset[1], distbias * lightpos[1].w);
+ light1atten *= filtershadow(shadow1tc);
+
+
+
+
+ float light1spec = pow(clamp(light1invdist*(dot(camdir, light1dir) - light1facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light1spec) * lightcolor[1] * light1atten;
+
+
+
+ }
+ }
+
+ vec3 light2dir = pos.xyz * lightpos[2].w - lightpos[2].xyz;
+ float light2dist2 = dot(light2dir, light2dir);
+ if(light2dist2 < 1.0)
+ {
+
+ float light2facing = dot(light2dir, normal.xyz);
+ if(light2facing < 0.0)
+ {
+ float light2invdist = inversesqrt(light2dist2);
+
+ float light2atten = light2facing * (1.0 - light2invdist);
+
+
+
+ vec3 shadow2tc = getshadowtc(light2dir, shadowparams[2], shadowoffset[2], distbias * lightpos[2].w);
+ light2atten *= filtershadow(shadow2tc);
+
+
+
+
+ float light2spec = pow(clamp(light2invdist*(dot(camdir, light2dir) - light2facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light2spec) * lightcolor[2] * light2atten;
+
+
+
+ }
+ }
+
+ vec3 light3dir = pos.xyz * lightpos[3].w - lightpos[3].xyz;
+ float light3dist2 = dot(light3dir, light3dir);
+ if(light3dist2 < 1.0)
+ {
+
+ float light3facing = dot(light3dir, normal.xyz);
+ if(light3facing < 0.0)
+ {
+ float light3invdist = inversesqrt(light3dist2);
+
+ float light3atten = light3facing * (1.0 - light3invdist);
+
+
+
+ vec3 shadow3tc = getshadowtc(light3dir, shadowparams[3], shadowoffset[3], distbias * lightpos[3].w);
+ light3atten *= filtershadow(shadow3tc);
+
+
+
+
+ float light3spec = pow(clamp(light3invdist*(dot(camdir, light3dir) - light3facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light3spec) * lightcolor[3] * light3atten;
+
+
+
+ }
+ }
+
+ vec3 light4dir = pos.xyz * lightpos[4].w - lightpos[4].xyz;
+ float light4dist2 = dot(light4dir, light4dir);
+ if(light4dist2 < 1.0)
+ {
+
+ float light4facing = dot(light4dir, normal.xyz);
+ if(light4facing < 0.0)
+ {
+ float light4invdist = inversesqrt(light4dist2);
+
+ float light4atten = light4facing * (1.0 - light4invdist);
+
+
+
+ vec3 shadow4tc = getshadowtc(light4dir, shadowparams[4], shadowoffset[4], distbias * lightpos[4].w);
+ light4atten *= filtershadow(shadow4tc);
+
+
+
+
+ float light4spec = pow(clamp(light4invdist*(dot(camdir, light4dir) - light4facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light4spec) * lightcolor[4] * light4atten;
+
+
+
+ }
+ }
+
+
+ float foglerp = clamp(exp2(fogcoord*fogdensity.x)*fogdensity.y, 0.0, 1.0);
+
+ accumlight(light*foglerp);
+ accumalpha(0.0);
+
+
+
+
+ }
+
diff --git a/shaders/tesseract/411.shader_test b/shaders/tesseract/411.shader_test
new file mode 100644
index 0000000..c5441f5
--- /dev/null
+++ b/shaders/tesseract/411.shader_test
@@ -0,0 +1,336 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ uniform mat4 lightmatrix;
+ void main(void)
+ {
+ gl_Position = lightmatrix * vvertex;
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform sampler2DRect tex0, tex1, tex3 ;
+
+
+ uniform sampler2DRectShadow tex4;
+
+
+ uniform vec4 lightpos[6];
+ uniform vec3 lightcolor[6];
+
+
+ uniform vec4 shadowparams[6];
+ uniform vec2 shadowoffset[6];
+
+
+
+ uniform vec3 splitcenter[3];
+ uniform vec3 splitbounds[3];
+ uniform vec3 splitscale[3];
+ uniform vec3 splitoffset[3];
+
+
+ uniform vec3 camera;
+ uniform mat4 worldmatrix;
+ uniform vec4 fogdir;
+ uniform vec3 fogcolor;
+ uniform vec2 fogdensity;
+ uniform vec4 radialfogscale;
+ uniform vec2 shadowatlasscale;
+ uniform vec4 lightscale;
+
+
+ uniform vec3 gdepthscale;
+ uniform vec3 gdepthunpackparams;
+
+ fragdata(0, fragcolor, vec4)
+
+
+ vec3 getshadowtc(vec3 dir, vec4 shadowparams, vec2 shadowoffset, float distbias)
+ {
+ vec3 adir = abs(dir);
+ float m = max(adir.x, adir.y), mz = max(adir.z, m);
+ vec2 mparams = shadowparams.xy / max(mz + distbias, 1e-5);
+ vec4 proj;
+ if(adir.x > adir.y) proj = vec4(dir.zyx, 0.0); else proj = vec4(dir.xzy, 1.0);
+ if(adir.z > m) proj = vec4(dir, 2.0);
+ return vec3(proj.xy * mparams.x + vec2(proj.w, step(proj.z, 0.0)) * shadowparams.z + shadowoffset, mparams.y + shadowparams.w);
+ }
+
+
+
+ #define shadowval(center, xoff, yoff) float(shadow2DRect(tex4, center + vec3(xoff, yoff, 0.0)))
+ float filtershadow(vec3 shadowtc)
+ {
+ vec2 offset = fract(shadowtc.xy - 0.5);
+ vec3 center = shadowtc;
+
+
+
+
+
+
+
+ center.xy -= offset*0.5;
+ vec4 size = vec4(offset + 1.0, 2.0 - offset);
+ return (1.0/9.0)*dot(size.zxzx*size.wwyy,
+ vec4(shadowval(center, -0.5, -0.5),
+ shadowval(center, 1.0, -0.5),
+ shadowval(center, -0.5, 1.0),
+ shadowval(center, 1.0, 1.0)));
+ }
+
+
+
+
+ void main(void)
+ {
+
+ #define gfetch(sampler, coords) texture2DRect(sampler, coords)
+
+ #define accumlight(light) fragcolor.rgb = light
+ #define accumalpha(alpha) fragcolor.a = alpha
+
+
+
+ vec4 normal = gfetch(tex1, gl_FragCoord.xy);
+
+
+
+ #define alpha 1.0
+
+
+ normal.xyz = normal.xyz*2.0 - 1.0;
+
+ #define glowscale normal.a
+
+
+ vec4 diffuse = gfetch(tex0, gl_FragCoord.xy);
+
+ diffuse.rgb *= glowscale;
+
+
+
+
+
+ #define depthvals gfetch(tex3, gl_FragCoord.xy)
+
+
+ float depth = depthvals.r;
+
+ vec4 pos = worldmatrix * vec4(gl_FragCoord.xy, depth, 1.0);
+ pos.xyz /= pos.w;
+
+
+
+ float fogcoord = length(camera - pos.xyz);
+
+
+
+ #define distbias 0.0
+
+ vec3 camdir = normalize(camera - pos.xyz);
+ float facing = 2.0*dot(normal.xyz, camdir);
+
+
+
+
+
+ vec3 light = vec3(0.0);
+
+
+
+
+
+ vec3 light0dir = pos.xyz * lightpos[0].w - lightpos[0].xyz;
+ float light0dist2 = dot(light0dir, light0dir);
+ if(light0dist2 < 1.0)
+ {
+
+ float light0facing = dot(light0dir, normal.xyz);
+ if(light0facing < 0.0)
+ {
+ float light0invdist = inversesqrt(light0dist2);
+
+ float light0atten = light0facing * (1.0 - light0invdist);
+
+
+
+ vec3 shadow0tc = getshadowtc(light0dir, shadowparams[0], shadowoffset[0], distbias * lightpos[0].w);
+ light0atten *= filtershadow(shadow0tc);
+
+
+
+
+ float light0spec = pow(clamp(light0invdist*(dot(camdir, light0dir) - light0facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light0spec) * lightcolor[0] * light0atten;
+
+
+
+ }
+ }
+
+ vec3 light1dir = pos.xyz * lightpos[1].w - lightpos[1].xyz;
+ float light1dist2 = dot(light1dir, light1dir);
+ if(light1dist2 < 1.0)
+ {
+
+ float light1facing = dot(light1dir, normal.xyz);
+ if(light1facing < 0.0)
+ {
+ float light1invdist = inversesqrt(light1dist2);
+
+ float light1atten = light1facing * (1.0 - light1invdist);
+
+
+
+ vec3 shadow1tc = getshadowtc(light1dir, shadowparams[1], shadowoffset[1], distbias * lightpos[1].w);
+ light1atten *= filtershadow(shadow1tc);
+
+
+
+
+ float light1spec = pow(clamp(light1invdist*(dot(camdir, light1dir) - light1facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light1spec) * lightcolor[1] * light1atten;
+
+
+
+ }
+ }
+
+ vec3 light2dir = pos.xyz * lightpos[2].w - lightpos[2].xyz;
+ float light2dist2 = dot(light2dir, light2dir);
+ if(light2dist2 < 1.0)
+ {
+
+ float light2facing = dot(light2dir, normal.xyz);
+ if(light2facing < 0.0)
+ {
+ float light2invdist = inversesqrt(light2dist2);
+
+ float light2atten = light2facing * (1.0 - light2invdist);
+
+
+
+ vec3 shadow2tc = getshadowtc(light2dir, shadowparams[2], shadowoffset[2], distbias * lightpos[2].w);
+ light2atten *= filtershadow(shadow2tc);
+
+
+
+
+ float light2spec = pow(clamp(light2invdist*(dot(camdir, light2dir) - light2facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light2spec) * lightcolor[2] * light2atten;
+
+
+
+ }
+ }
+
+ vec3 light3dir = pos.xyz * lightpos[3].w - lightpos[3].xyz;
+ float light3dist2 = dot(light3dir, light3dir);
+ if(light3dist2 < 1.0)
+ {
+
+ float light3facing = dot(light3dir, normal.xyz);
+ if(light3facing < 0.0)
+ {
+ float light3invdist = inversesqrt(light3dist2);
+
+ float light3atten = light3facing * (1.0 - light3invdist);
+
+
+
+ vec3 shadow3tc = getshadowtc(light3dir, shadowparams[3], shadowoffset[3], distbias * lightpos[3].w);
+ light3atten *= filtershadow(shadow3tc);
+
+
+
+
+ float light3spec = pow(clamp(light3invdist*(dot(camdir, light3dir) - light3facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light3spec) * lightcolor[3] * light3atten;
+
+
+
+ }
+ }
+
+ vec3 light4dir = pos.xyz * lightpos[4].w - lightpos[4].xyz;
+ float light4dist2 = dot(light4dir, light4dir);
+ if(light4dist2 < 1.0)
+ {
+
+ float light4facing = dot(light4dir, normal.xyz);
+ if(light4facing < 0.0)
+ {
+ float light4invdist = inversesqrt(light4dist2);
+
+ float light4atten = light4facing * (1.0 - light4invdist);
+
+
+
+ vec3 shadow4tc = getshadowtc(light4dir, shadowparams[4], shadowoffset[4], distbias * lightpos[4].w);
+ light4atten *= filtershadow(shadow4tc);
+
+
+
+
+ float light4spec = pow(clamp(light4invdist*(dot(camdir, light4dir) - light4facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light4spec) * lightcolor[4] * light4atten;
+
+
+
+ }
+ }
+
+ vec3 light5dir = pos.xyz * lightpos[5].w - lightpos[5].xyz;
+ float light5dist2 = dot(light5dir, light5dir);
+ if(light5dist2 < 1.0)
+ {
+
+ float light5facing = dot(light5dir, normal.xyz);
+ if(light5facing < 0.0)
+ {
+ float light5invdist = inversesqrt(light5dist2);
+
+ float light5atten = light5facing * (1.0 - light5invdist);
+
+
+
+ vec3 shadow5tc = getshadowtc(light5dir, shadowparams[5], shadowoffset[5], distbias * lightpos[5].w);
+ light5atten *= filtershadow(shadow5tc);
+
+
+
+
+ float light5spec = pow(clamp(light5invdist*(dot(camdir, light5dir) - light5facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light5spec) * lightcolor[5] * light5atten;
+
+
+
+ }
+ }
+
+
+ float foglerp = clamp(exp2(fogcoord*fogdensity.x)*fogdensity.y, 0.0, 1.0);
+
+ accumlight(light*foglerp);
+ accumalpha(0.0);
+
+
+
+
+ }
+
diff --git a/shaders/tesseract/413.shader_test b/shaders/tesseract/413.shader_test
new file mode 100644
index 0000000..57c67bb
--- /dev/null
+++ b/shaders/tesseract/413.shader_test
@@ -0,0 +1,276 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ uniform mat4 lightmatrix;
+ void main(void)
+ {
+ gl_Position = lightmatrix * vvertex;
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform sampler2DRect tex0, tex1, tex3 , tex2;
+
+
+
+ uniform vec4 lightpos[6];
+ uniform vec3 lightcolor[6];
+
+
+
+
+ uniform vec3 splitcenter[3];
+ uniform vec3 splitbounds[3];
+ uniform vec3 splitscale[3];
+ uniform vec3 splitoffset[3];
+
+
+ uniform vec3 camera;
+ uniform mat4 worldmatrix;
+ uniform vec4 fogdir;
+ uniform vec3 fogcolor;
+ uniform vec2 fogdensity;
+ uniform vec4 radialfogscale;
+ uniform vec2 shadowatlasscale;
+ uniform vec4 lightscale;
+
+
+ uniform vec3 gdepthscale;
+ uniform vec3 gdepthunpackparams;
+
+ fragdata(0, fragcolor, vec4)
+
+
+
+
+
+
+
+ void main(void)
+ {
+
+ #define gfetch(sampler, coords) texture2DRect(sampler, coords)
+
+ #define accumlight(light) fragcolor.rgb = light
+ #define accumalpha(alpha) fragcolor.a = alpha
+
+
+
+ vec4 normal = gfetch(tex1, gl_FragCoord.xy);
+
+
+
+
+ normal.xyz = normal.xyz*2.0 - 1.0;
+
+ #define alpha normal.a
+
+
+ vec4 diffuse = gfetch(tex0, gl_FragCoord.xy);
+
+
+
+
+
+
+ #define depthvals gfetch(tex3, gl_FragCoord.xy)
+
+
+ float depth = depthvals.r;
+
+ vec4 pos = worldmatrix * vec4(gl_FragCoord.xy, depth, 1.0);
+ pos.xyz /= pos.w;
+
+
+
+ float fogcoord = length(camera - pos.xyz);
+
+
+
+ vec3 camdir = normalize(camera - pos.xyz);
+ float facing = 2.0*dot(normal.xyz, camdir);
+
+
+
+
+
+ vec3 light = vec3(0.0);
+
+
+
+
+
+ vec3 light0dir = pos.xyz * lightpos[0].w - lightpos[0].xyz;
+ float light0dist2 = dot(light0dir, light0dir);
+ if(light0dist2 < 1.0)
+ {
+
+ float light0facing = dot(light0dir, normal.xyz);
+ if(light0facing < 0.0)
+ {
+ float light0invdist = inversesqrt(light0dist2);
+
+ float light0atten = light0facing * (1.0 - light0invdist);
+
+
+
+
+
+
+ float light0spec = pow(clamp(light0invdist*(dot(camdir, light0dir) - light0facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light0spec) * lightcolor[0] * light0atten;
+
+
+
+ }
+ }
+
+ vec3 light1dir = pos.xyz * lightpos[1].w - lightpos[1].xyz;
+ float light1dist2 = dot(light1dir, light1dir);
+ if(light1dist2 < 1.0)
+ {
+
+ float light1facing = dot(light1dir, normal.xyz);
+ if(light1facing < 0.0)
+ {
+ float light1invdist = inversesqrt(light1dist2);
+
+ float light1atten = light1facing * (1.0 - light1invdist);
+
+
+
+
+
+
+ float light1spec = pow(clamp(light1invdist*(dot(camdir, light1dir) - light1facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light1spec) * lightcolor[1] * light1atten;
+
+
+
+ }
+ }
+
+ vec3 light2dir = pos.xyz * lightpos[2].w - lightpos[2].xyz;
+ float light2dist2 = dot(light2dir, light2dir);
+ if(light2dist2 < 1.0)
+ {
+
+ float light2facing = dot(light2dir, normal.xyz);
+ if(light2facing < 0.0)
+ {
+ float light2invdist = inversesqrt(light2dist2);
+
+ float light2atten = light2facing * (1.0 - light2invdist);
+
+
+
+
+
+
+ float light2spec = pow(clamp(light2invdist*(dot(camdir, light2dir) - light2facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light2spec) * lightcolor[2] * light2atten;
+
+
+
+ }
+ }
+
+ vec3 light3dir = pos.xyz * lightpos[3].w - lightpos[3].xyz;
+ float light3dist2 = dot(light3dir, light3dir);
+ if(light3dist2 < 1.0)
+ {
+
+ float light3facing = dot(light3dir, normal.xyz);
+ if(light3facing < 0.0)
+ {
+ float light3invdist = inversesqrt(light3dist2);
+
+ float light3atten = light3facing * (1.0 - light3invdist);
+
+
+
+
+
+
+ float light3spec = pow(clamp(light3invdist*(dot(camdir, light3dir) - light3facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light3spec) * lightcolor[3] * light3atten;
+
+
+
+ }
+ }
+
+ vec3 light4dir = pos.xyz * lightpos[4].w - lightpos[4].xyz;
+ float light4dist2 = dot(light4dir, light4dir);
+ if(light4dist2 < 1.0)
+ {
+
+ float light4facing = dot(light4dir, normal.xyz);
+ if(light4facing < 0.0)
+ {
+ float light4invdist = inversesqrt(light4dist2);
+
+ float light4atten = light4facing * (1.0 - light4invdist);
+
+
+
+
+
+
+ float light4spec = pow(clamp(light4invdist*(dot(camdir, light4dir) - light4facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light4spec) * lightcolor[4] * light4atten;
+
+
+
+ }
+ }
+
+ vec3 light5dir = pos.xyz * lightpos[5].w - lightpos[5].xyz;
+ float light5dist2 = dot(light5dir, light5dir);
+ if(light5dist2 < 1.0)
+ {
+
+ float light5facing = dot(light5dir, normal.xyz);
+ if(light5facing < 0.0)
+ {
+ float light5invdist = inversesqrt(light5dist2);
+
+ float light5atten = light5facing * (1.0 - light5invdist);
+
+
+
+
+
+
+ float light5spec = pow(clamp(light5invdist*(dot(camdir, light5dir) - light5facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light5spec) * lightcolor[5] * light5atten;
+
+
+
+ }
+ }
+
+
+ float foglerp = clamp(exp2(fogcoord*fogdensity.x)*fogdensity.y, 0.0, 1.0);
+
+ accumlight(light*foglerp);
+ accumalpha(0.0);
+
+
+
+
+ }
+
diff --git a/shaders/tesseract/415.shader_test b/shaders/tesseract/415.shader_test
new file mode 100644
index 0000000..4ff520a
--- /dev/null
+++ b/shaders/tesseract/415.shader_test
@@ -0,0 +1,333 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ uniform mat4 lightmatrix;
+ void main(void)
+ {
+ gl_Position = lightmatrix * vvertex;
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform sampler2DRect tex0, tex1, tex3 , tex2;
+
+
+ uniform sampler2DRectShadow tex4;
+
+
+ uniform vec4 lightpos[6];
+ uniform vec3 lightcolor[6];
+
+
+ uniform vec4 shadowparams[6];
+ uniform vec2 shadowoffset[6];
+
+
+
+ uniform vec3 splitcenter[3];
+ uniform vec3 splitbounds[3];
+ uniform vec3 splitscale[3];
+ uniform vec3 splitoffset[3];
+
+
+ uniform vec3 camera;
+ uniform mat4 worldmatrix;
+ uniform vec4 fogdir;
+ uniform vec3 fogcolor;
+ uniform vec2 fogdensity;
+ uniform vec4 radialfogscale;
+ uniform vec2 shadowatlasscale;
+ uniform vec4 lightscale;
+
+
+ uniform vec3 gdepthscale;
+ uniform vec3 gdepthunpackparams;
+
+ fragdata(0, fragcolor, vec4)
+
+
+ vec3 getshadowtc(vec3 dir, vec4 shadowparams, vec2 shadowoffset, float distbias)
+ {
+ vec3 adir = abs(dir);
+ float m = max(adir.x, adir.y), mz = max(adir.z, m);
+ vec2 mparams = shadowparams.xy / max(mz + distbias, 1e-5);
+ vec4 proj;
+ if(adir.x > adir.y) proj = vec4(dir.zyx, 0.0); else proj = vec4(dir.xzy, 1.0);
+ if(adir.z > m) proj = vec4(dir, 2.0);
+ return vec3(proj.xy * mparams.x + vec2(proj.w, step(proj.z, 0.0)) * shadowparams.z + shadowoffset, mparams.y + shadowparams.w);
+ }
+
+
+
+ #define shadowval(center, xoff, yoff) float(shadow2DRect(tex4, center + vec3(xoff, yoff, 0.0)))
+ float filtershadow(vec3 shadowtc)
+ {
+ vec2 offset = fract(shadowtc.xy - 0.5);
+ vec3 center = shadowtc;
+
+
+
+
+
+
+
+ center.xy -= offset*0.5;
+ vec4 size = vec4(offset + 1.0, 2.0 - offset);
+ return (1.0/9.0)*dot(size.zxzx*size.wwyy,
+ vec4(shadowval(center, -0.5, -0.5),
+ shadowval(center, 1.0, -0.5),
+ shadowval(center, -0.5, 1.0),
+ shadowval(center, 1.0, 1.0)));
+ }
+
+
+
+
+ void main(void)
+ {
+
+ #define gfetch(sampler, coords) texture2DRect(sampler, coords)
+
+ #define accumlight(light) fragcolor.rgb = light
+ #define accumalpha(alpha) fragcolor.a = alpha
+
+
+
+ vec4 normal = gfetch(tex1, gl_FragCoord.xy);
+
+
+
+
+ normal.xyz = normal.xyz*2.0 - 1.0;
+
+ #define alpha normal.a
+
+
+ vec4 diffuse = gfetch(tex0, gl_FragCoord.xy);
+
+
+
+
+
+
+ #define depthvals gfetch(tex3, gl_FragCoord.xy)
+
+
+ float depth = depthvals.r;
+
+ vec4 pos = worldmatrix * vec4(gl_FragCoord.xy, depth, 1.0);
+ pos.xyz /= pos.w;
+
+
+
+ float fogcoord = length(camera - pos.xyz);
+
+
+
+ #define distbias 0.0
+
+ vec3 camdir = normalize(camera - pos.xyz);
+ float facing = 2.0*dot(normal.xyz, camdir);
+
+
+
+
+
+ vec3 light = vec3(0.0);
+
+
+
+
+
+ vec3 light0dir = pos.xyz * lightpos[0].w - lightpos[0].xyz;
+ float light0dist2 = dot(light0dir, light0dir);
+ if(light0dist2 < 1.0)
+ {
+
+ float light0facing = dot(light0dir, normal.xyz);
+ if(light0facing < 0.0)
+ {
+ float light0invdist = inversesqrt(light0dist2);
+
+ float light0atten = light0facing * (1.0 - light0invdist);
+
+
+
+ vec3 shadow0tc = getshadowtc(light0dir, shadowparams[0], shadowoffset[0], distbias * lightpos[0].w);
+ light0atten *= filtershadow(shadow0tc);
+
+
+
+
+ float light0spec = pow(clamp(light0invdist*(dot(camdir, light0dir) - light0facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light0spec) * lightcolor[0] * light0atten;
+
+
+
+ }
+ }
+
+ vec3 light1dir = pos.xyz * lightpos[1].w - lightpos[1].xyz;
+ float light1dist2 = dot(light1dir, light1dir);
+ if(light1dist2 < 1.0)
+ {
+
+ float light1facing = dot(light1dir, normal.xyz);
+ if(light1facing < 0.0)
+ {
+ float light1invdist = inversesqrt(light1dist2);
+
+ float light1atten = light1facing * (1.0 - light1invdist);
+
+
+
+ vec3 shadow1tc = getshadowtc(light1dir, shadowparams[1], shadowoffset[1], distbias * lightpos[1].w);
+ light1atten *= filtershadow(shadow1tc);
+
+
+
+
+ float light1spec = pow(clamp(light1invdist*(dot(camdir, light1dir) - light1facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light1spec) * lightcolor[1] * light1atten;
+
+
+
+ }
+ }
+
+ vec3 light2dir = pos.xyz * lightpos[2].w - lightpos[2].xyz;
+ float light2dist2 = dot(light2dir, light2dir);
+ if(light2dist2 < 1.0)
+ {
+
+ float light2facing = dot(light2dir, normal.xyz);
+ if(light2facing < 0.0)
+ {
+ float light2invdist = inversesqrt(light2dist2);
+
+ float light2atten = light2facing * (1.0 - light2invdist);
+
+
+
+ vec3 shadow2tc = getshadowtc(light2dir, shadowparams[2], shadowoffset[2], distbias * lightpos[2].w);
+ light2atten *= filtershadow(shadow2tc);
+
+
+
+
+ float light2spec = pow(clamp(light2invdist*(dot(camdir, light2dir) - light2facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light2spec) * lightcolor[2] * light2atten;
+
+
+
+ }
+ }
+
+ vec3 light3dir = pos.xyz * lightpos[3].w - lightpos[3].xyz;
+ float light3dist2 = dot(light3dir, light3dir);
+ if(light3dist2 < 1.0)
+ {
+
+ float light3facing = dot(light3dir, normal.xyz);
+ if(light3facing < 0.0)
+ {
+ float light3invdist = inversesqrt(light3dist2);
+
+ float light3atten = light3facing * (1.0 - light3invdist);
+
+
+
+ vec3 shadow3tc = getshadowtc(light3dir, shadowparams[3], shadowoffset[3], distbias * lightpos[3].w);
+ light3atten *= filtershadow(shadow3tc);
+
+
+
+
+ float light3spec = pow(clamp(light3invdist*(dot(camdir, light3dir) - light3facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light3spec) * lightcolor[3] * light3atten;
+
+
+
+ }
+ }
+
+ vec3 light4dir = pos.xyz * lightpos[4].w - lightpos[4].xyz;
+ float light4dist2 = dot(light4dir, light4dir);
+ if(light4dist2 < 1.0)
+ {
+
+ float light4facing = dot(light4dir, normal.xyz);
+ if(light4facing < 0.0)
+ {
+ float light4invdist = inversesqrt(light4dist2);
+
+ float light4atten = light4facing * (1.0 - light4invdist);
+
+
+
+ vec3 shadow4tc = getshadowtc(light4dir, shadowparams[4], shadowoffset[4], distbias * lightpos[4].w);
+ light4atten *= filtershadow(shadow4tc);
+
+
+
+
+ float light4spec = pow(clamp(light4invdist*(dot(camdir, light4dir) - light4facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light4spec) * lightcolor[4] * light4atten;
+
+
+
+ }
+ }
+
+ vec3 light5dir = pos.xyz * lightpos[5].w - lightpos[5].xyz;
+ float light5dist2 = dot(light5dir, light5dir);
+ if(light5dist2 < 1.0)
+ {
+
+ float light5facing = dot(light5dir, normal.xyz);
+ if(light5facing < 0.0)
+ {
+ float light5invdist = inversesqrt(light5dist2);
+
+ float light5atten = light5facing * (1.0 - light5invdist);
+
+
+
+ vec3 shadow5tc = getshadowtc(light5dir, shadowparams[5], shadowoffset[5], distbias * lightpos[5].w);
+ light5atten *= filtershadow(shadow5tc);
+
+
+
+
+ float light5spec = pow(clamp(light5invdist*(dot(camdir, light5dir) - light5facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light5spec) * lightcolor[5] * light5atten;
+
+
+
+ }
+ }
+
+
+ float foglerp = clamp(exp2(fogcoord*fogdensity.x)*fogdensity.y, 0.0, 1.0);
+
+ accumlight(light*foglerp);
+ accumalpha(0.0);
+
+
+
+
+ }
+
diff --git a/shaders/tesseract/417.shader_test b/shaders/tesseract/417.shader_test
new file mode 100644
index 0000000..cf328f0
--- /dev/null
+++ b/shaders/tesseract/417.shader_test
@@ -0,0 +1,279 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ uniform mat4 lightmatrix;
+ void main(void)
+ {
+ gl_Position = lightmatrix * vvertex;
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform sampler2DRect tex0, tex1, tex3 ;
+
+
+
+ uniform vec4 lightpos[6];
+ uniform vec3 lightcolor[6];
+
+
+
+
+ uniform vec3 splitcenter[3];
+ uniform vec3 splitbounds[3];
+ uniform vec3 splitscale[3];
+ uniform vec3 splitoffset[3];
+
+
+ uniform vec3 camera;
+ uniform mat4 worldmatrix;
+ uniform vec4 fogdir;
+ uniform vec3 fogcolor;
+ uniform vec2 fogdensity;
+ uniform vec4 radialfogscale;
+ uniform vec2 shadowatlasscale;
+ uniform vec4 lightscale;
+
+
+ uniform vec3 gdepthscale;
+ uniform vec3 gdepthunpackparams;
+
+ fragdata(0, fragcolor, vec4)
+
+
+
+
+
+
+
+ void main(void)
+ {
+
+ #define gfetch(sampler, coords) texture2DRect(sampler, coords)
+
+ #define accumlight(light) fragcolor.rgb = light
+ #define accumalpha(alpha) fragcolor.a = alpha
+
+
+
+ vec4 normal = gfetch(tex1, gl_FragCoord.xy);
+
+
+
+ #define alpha 1.0
+
+
+ normal.xyz = normal.xyz*2.0 - 1.0;
+
+ #define glowscale normal.a
+
+
+ vec4 diffuse = gfetch(tex0, gl_FragCoord.xy);
+
+ diffuse.rgb *= glowscale;
+
+
+
+
+
+ #define depthvals gfetch(tex3, gl_FragCoord.xy)
+
+
+ float depth = depthvals.r;
+
+ vec4 pos = worldmatrix * vec4(gl_FragCoord.xy, depth, 1.0);
+ pos.xyz /= pos.w;
+
+
+
+ float fogcoord = length(camera - pos.xyz);
+
+
+
+ vec3 camdir = normalize(camera - pos.xyz);
+ float facing = 2.0*dot(normal.xyz, camdir);
+
+
+
+
+
+ vec3 light = vec3(0.0);
+
+
+
+
+
+ vec3 light0dir = pos.xyz * lightpos[0].w - lightpos[0].xyz;
+ float light0dist2 = dot(light0dir, light0dir);
+ if(light0dist2 < 1.0)
+ {
+
+ float light0facing = dot(light0dir, normal.xyz);
+ if(light0facing < 0.0)
+ {
+ float light0invdist = inversesqrt(light0dist2);
+
+ float light0atten = light0facing * (1.0 - light0invdist);
+
+
+
+
+
+
+ float light0spec = pow(clamp(light0invdist*(dot(camdir, light0dir) - light0facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light0spec) * lightcolor[0] * light0atten;
+
+
+
+ }
+ }
+
+ vec3 light1dir = pos.xyz * lightpos[1].w - lightpos[1].xyz;
+ float light1dist2 = dot(light1dir, light1dir);
+ if(light1dist2 < 1.0)
+ {
+
+ float light1facing = dot(light1dir, normal.xyz);
+ if(light1facing < 0.0)
+ {
+ float light1invdist = inversesqrt(light1dist2);
+
+ float light1atten = light1facing * (1.0 - light1invdist);
+
+
+
+
+
+
+ float light1spec = pow(clamp(light1invdist*(dot(camdir, light1dir) - light1facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light1spec) * lightcolor[1] * light1atten;
+
+
+
+ }
+ }
+
+ vec3 light2dir = pos.xyz * lightpos[2].w - lightpos[2].xyz;
+ float light2dist2 = dot(light2dir, light2dir);
+ if(light2dist2 < 1.0)
+ {
+
+ float light2facing = dot(light2dir, normal.xyz);
+ if(light2facing < 0.0)
+ {
+ float light2invdist = inversesqrt(light2dist2);
+
+ float light2atten = light2facing * (1.0 - light2invdist);
+
+
+
+
+
+
+ float light2spec = pow(clamp(light2invdist*(dot(camdir, light2dir) - light2facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light2spec) * lightcolor[2] * light2atten;
+
+
+
+ }
+ }
+
+ vec3 light3dir = pos.xyz * lightpos[3].w - lightpos[3].xyz;
+ float light3dist2 = dot(light3dir, light3dir);
+ if(light3dist2 < 1.0)
+ {
+
+ float light3facing = dot(light3dir, normal.xyz);
+ if(light3facing < 0.0)
+ {
+ float light3invdist = inversesqrt(light3dist2);
+
+ float light3atten = light3facing * (1.0 - light3invdist);
+
+
+
+
+
+
+ float light3spec = pow(clamp(light3invdist*(dot(camdir, light3dir) - light3facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light3spec) * lightcolor[3] * light3atten;
+
+
+
+ }
+ }
+
+ vec3 light4dir = pos.xyz * lightpos[4].w - lightpos[4].xyz;
+ float light4dist2 = dot(light4dir, light4dir);
+ if(light4dist2 < 1.0)
+ {
+
+ float light4facing = dot(light4dir, normal.xyz);
+ if(light4facing < 0.0)
+ {
+ float light4invdist = inversesqrt(light4dist2);
+
+ float light4atten = light4facing * (1.0 - light4invdist);
+
+
+
+
+
+
+ float light4spec = pow(clamp(light4invdist*(dot(camdir, light4dir) - light4facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light4spec) * lightcolor[4] * light4atten;
+
+
+
+ }
+ }
+
+ vec3 light5dir = pos.xyz * lightpos[5].w - lightpos[5].xyz;
+ float light5dist2 = dot(light5dir, light5dir);
+ if(light5dist2 < 1.0)
+ {
+
+ float light5facing = dot(light5dir, normal.xyz);
+ if(light5facing < 0.0)
+ {
+ float light5invdist = inversesqrt(light5dist2);
+
+ float light5atten = light5facing * (1.0 - light5invdist);
+
+
+
+
+
+
+ float light5spec = pow(clamp(light5invdist*(dot(camdir, light5dir) - light5facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light5spec) * lightcolor[5] * light5atten;
+
+
+
+ }
+ }
+
+
+ float foglerp = clamp(exp2(fogcoord*fogdensity.x)*fogdensity.y, 0.0, 1.0);
+
+ accumlight(light*foglerp);
+ accumalpha(0.0);
+
+
+
+
+ }
+
diff --git a/shaders/tesseract/419.shader_test b/shaders/tesseract/419.shader_test
new file mode 100644
index 0000000..2e1f44b
--- /dev/null
+++ b/shaders/tesseract/419.shader_test
@@ -0,0 +1,336 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ uniform mat4 lightmatrix;
+ void main(void)
+ {
+ gl_Position = lightmatrix * vvertex;
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform sampler2DRect tex0, tex1, tex3 ;
+
+
+ uniform sampler2DRectShadow tex4;
+
+
+ uniform vec4 lightpos[6];
+ uniform vec3 lightcolor[6];
+
+
+ uniform vec4 shadowparams[6];
+ uniform vec2 shadowoffset[6];
+
+
+
+ uniform vec3 splitcenter[3];
+ uniform vec3 splitbounds[3];
+ uniform vec3 splitscale[3];
+ uniform vec3 splitoffset[3];
+
+
+ uniform vec3 camera;
+ uniform mat4 worldmatrix;
+ uniform vec4 fogdir;
+ uniform vec3 fogcolor;
+ uniform vec2 fogdensity;
+ uniform vec4 radialfogscale;
+ uniform vec2 shadowatlasscale;
+ uniform vec4 lightscale;
+
+
+ uniform vec3 gdepthscale;
+ uniform vec3 gdepthunpackparams;
+
+ fragdata(0, fragcolor, vec4)
+
+
+ vec3 getshadowtc(vec3 dir, vec4 shadowparams, vec2 shadowoffset, float distbias)
+ {
+ vec3 adir = abs(dir);
+ float m = max(adir.x, adir.y), mz = max(adir.z, m);
+ vec2 mparams = shadowparams.xy / max(mz + distbias, 1e-5);
+ vec4 proj;
+ if(adir.x > adir.y) proj = vec4(dir.zyx, 0.0); else proj = vec4(dir.xzy, 1.0);
+ if(adir.z > m) proj = vec4(dir, 2.0);
+ return vec3(proj.xy * mparams.x + vec2(proj.w, step(proj.z, 0.0)) * shadowparams.z + shadowoffset, mparams.y + shadowparams.w);
+ }
+
+
+
+ #define shadowval(center, xoff, yoff) float(shadow2DRect(tex4, center + vec3(xoff, yoff, 0.0)))
+ float filtershadow(vec3 shadowtc)
+ {
+ vec2 offset = fract(shadowtc.xy - 0.5);
+ vec3 center = shadowtc;
+
+
+
+
+
+
+
+ center.xy -= offset*0.5;
+ vec4 size = vec4(offset + 1.0, 2.0 - offset);
+ return (1.0/9.0)*dot(size.zxzx*size.wwyy,
+ vec4(shadowval(center, -0.5, -0.5),
+ shadowval(center, 1.0, -0.5),
+ shadowval(center, -0.5, 1.0),
+ shadowval(center, 1.0, 1.0)));
+ }
+
+
+
+
+ void main(void)
+ {
+
+ #define gfetch(sampler, coords) texture2DRect(sampler, coords)
+
+ #define accumlight(light) fragcolor.rgb = light
+ #define accumalpha(alpha) fragcolor.a = alpha
+
+
+
+ vec4 normal = gfetch(tex1, gl_FragCoord.xy);
+
+
+
+ #define alpha 1.0
+
+
+ normal.xyz = normal.xyz*2.0 - 1.0;
+
+ #define glowscale normal.a
+
+
+ vec4 diffuse = gfetch(tex0, gl_FragCoord.xy);
+
+ diffuse.rgb *= glowscale;
+
+
+
+
+
+ #define depthvals gfetch(tex3, gl_FragCoord.xy)
+
+
+ float depth = depthvals.r;
+
+ vec4 pos = worldmatrix * vec4(gl_FragCoord.xy, depth, 1.0);
+ pos.xyz /= pos.w;
+
+
+
+ float fogcoord = length(camera - pos.xyz);
+
+
+
+ #define distbias -8.0
+
+ vec3 camdir = normalize(camera - pos.xyz);
+ float facing = 2.0*dot(normal.xyz, camdir);
+
+
+
+
+
+ vec3 light = vec3(0.0);
+
+
+
+
+
+ vec3 light0dir = pos.xyz * lightpos[0].w - lightpos[0].xyz;
+ float light0dist2 = dot(light0dir, light0dir);
+ if(light0dist2 < 1.0)
+ {
+
+ float light0facing = dot(light0dir, normal.xyz);
+ if(light0facing < 0.0)
+ {
+ float light0invdist = inversesqrt(light0dist2);
+
+ float light0atten = light0facing * (1.0 - light0invdist);
+
+
+
+ vec3 shadow0tc = getshadowtc(light0dir, shadowparams[0], shadowoffset[0], distbias * lightpos[0].w);
+ light0atten *= filtershadow(shadow0tc);
+
+
+
+
+ float light0spec = pow(clamp(light0invdist*(dot(camdir, light0dir) - light0facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light0spec) * lightcolor[0] * light0atten;
+
+
+
+ }
+ }
+
+ vec3 light1dir = pos.xyz * lightpos[1].w - lightpos[1].xyz;
+ float light1dist2 = dot(light1dir, light1dir);
+ if(light1dist2 < 1.0)
+ {
+
+ float light1facing = dot(light1dir, normal.xyz);
+ if(light1facing < 0.0)
+ {
+ float light1invdist = inversesqrt(light1dist2);
+
+ float light1atten = light1facing * (1.0 - light1invdist);
+
+
+
+ vec3 shadow1tc = getshadowtc(light1dir, shadowparams[1], shadowoffset[1], distbias * lightpos[1].w);
+ light1atten *= filtershadow(shadow1tc);
+
+
+
+
+ float light1spec = pow(clamp(light1invdist*(dot(camdir, light1dir) - light1facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light1spec) * lightcolor[1] * light1atten;
+
+
+
+ }
+ }
+
+ vec3 light2dir = pos.xyz * lightpos[2].w - lightpos[2].xyz;
+ float light2dist2 = dot(light2dir, light2dir);
+ if(light2dist2 < 1.0)
+ {
+
+ float light2facing = dot(light2dir, normal.xyz);
+ if(light2facing < 0.0)
+ {
+ float light2invdist = inversesqrt(light2dist2);
+
+ float light2atten = light2facing * (1.0 - light2invdist);
+
+
+
+ vec3 shadow2tc = getshadowtc(light2dir, shadowparams[2], shadowoffset[2], distbias * lightpos[2].w);
+ light2atten *= filtershadow(shadow2tc);
+
+
+
+
+ float light2spec = pow(clamp(light2invdist*(dot(camdir, light2dir) - light2facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light2spec) * lightcolor[2] * light2atten;
+
+
+
+ }
+ }
+
+ vec3 light3dir = pos.xyz * lightpos[3].w - lightpos[3].xyz;
+ float light3dist2 = dot(light3dir, light3dir);
+ if(light3dist2 < 1.0)
+ {
+
+ float light3facing = dot(light3dir, normal.xyz);
+ if(light3facing < 0.0)
+ {
+ float light3invdist = inversesqrt(light3dist2);
+
+ float light3atten = light3facing * (1.0 - light3invdist);
+
+
+
+ vec3 shadow3tc = getshadowtc(light3dir, shadowparams[3], shadowoffset[3], distbias * lightpos[3].w);
+ light3atten *= filtershadow(shadow3tc);
+
+
+
+
+ float light3spec = pow(clamp(light3invdist*(dot(camdir, light3dir) - light3facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light3spec) * lightcolor[3] * light3atten;
+
+
+
+ }
+ }
+
+ vec3 light4dir = pos.xyz * lightpos[4].w - lightpos[4].xyz;
+ float light4dist2 = dot(light4dir, light4dir);
+ if(light4dist2 < 1.0)
+ {
+
+ float light4facing = dot(light4dir, normal.xyz);
+ if(light4facing < 0.0)
+ {
+ float light4invdist = inversesqrt(light4dist2);
+
+ float light4atten = light4facing * (1.0 - light4invdist);
+
+
+
+ vec3 shadow4tc = getshadowtc(light4dir, shadowparams[4], shadowoffset[4], distbias * lightpos[4].w);
+ light4atten *= filtershadow(shadow4tc);
+
+
+
+
+ float light4spec = pow(clamp(light4invdist*(dot(camdir, light4dir) - light4facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light4spec) * lightcolor[4] * light4atten;
+
+
+
+ }
+ }
+
+ vec3 light5dir = pos.xyz * lightpos[5].w - lightpos[5].xyz;
+ float light5dist2 = dot(light5dir, light5dir);
+ if(light5dist2 < 1.0)
+ {
+
+ float light5facing = dot(light5dir, normal.xyz);
+ if(light5facing < 0.0)
+ {
+ float light5invdist = inversesqrt(light5dist2);
+
+ float light5atten = light5facing * (1.0 - light5invdist);
+
+
+
+ vec3 shadow5tc = getshadowtc(light5dir, shadowparams[5], shadowoffset[5], distbias * lightpos[5].w);
+ light5atten *= filtershadow(shadow5tc);
+
+
+
+
+ float light5spec = pow(clamp(light5invdist*(dot(camdir, light5dir) - light5facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light5spec) * lightcolor[5] * light5atten;
+
+
+
+ }
+ }
+
+
+ float foglerp = clamp(exp2(fogcoord*fogdensity.x)*fogdensity.y, 0.0, 1.0);
+
+ accumlight(light*foglerp);
+ accumalpha(0.0);
+
+
+
+
+ }
+
diff --git a/shaders/tesseract/42.shader_test b/shaders/tesseract/42.shader_test
new file mode 100644
index 0000000..6a9c976
--- /dev/null
+++ b/shaders/tesseract/42.shader_test
@@ -0,0 +1,41 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vcolor;
+ attribute vec2 vtexcoord0;
+ uniform mat4 hudmatrix;
+ varying vec2 texcoord0;
+ varying vec4 colorscale;
+ void main(void)
+ {
+ gl_Position = hudmatrix * vvertex;
+ texcoord0 = vtexcoord0;
+ colorscale = vcolor;
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform sampler2D tex0;
+ varying vec2 texcoord0;
+ varying vec4 colorscale;
+ fragdata(0, fragcolor, vec4)
+ void main(void)
+ {
+ vec4 color = texture2D(tex0, texcoord0);
+ #pragma CUBE2_swizzle color
+ fragcolor.rgb = colorscale.rgb * color.rgb;
+ fragcolor.a = colorscale.a;
+ }
+
diff --git a/shaders/tesseract/423.shader_test b/shaders/tesseract/423.shader_test
new file mode 100644
index 0000000..2561bf5
--- /dev/null
+++ b/shaders/tesseract/423.shader_test
@@ -0,0 +1,364 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ uniform mat4 lightmatrix;
+ void main(void)
+ {
+ gl_Position = lightmatrix * vvertex;
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform sampler2DRect tex0, tex1, tex3 ;
+
+
+ uniform sampler2DRectShadow tex4;
+
+
+ uniform vec4 lightpos[7];
+ uniform vec3 lightcolor[7];
+
+
+ uniform vec4 shadowparams[7];
+ uniform vec2 shadowoffset[7];
+
+
+
+ uniform vec3 splitcenter[3];
+ uniform vec3 splitbounds[3];
+ uniform vec3 splitscale[3];
+ uniform vec3 splitoffset[3];
+
+
+ uniform vec3 camera;
+ uniform mat4 worldmatrix;
+ uniform vec4 fogdir;
+ uniform vec3 fogcolor;
+ uniform vec2 fogdensity;
+ uniform vec4 radialfogscale;
+ uniform vec2 shadowatlasscale;
+ uniform vec4 lightscale;
+
+
+ uniform vec3 gdepthscale;
+ uniform vec3 gdepthunpackparams;
+
+ fragdata(0, fragcolor, vec4)
+
+
+ vec3 getshadowtc(vec3 dir, vec4 shadowparams, vec2 shadowoffset, float distbias)
+ {
+ vec3 adir = abs(dir);
+ float m = max(adir.x, adir.y), mz = max(adir.z, m);
+ vec2 mparams = shadowparams.xy / max(mz + distbias, 1e-5);
+ vec4 proj;
+ if(adir.x > adir.y) proj = vec4(dir.zyx, 0.0); else proj = vec4(dir.xzy, 1.0);
+ if(adir.z > m) proj = vec4(dir, 2.0);
+ return vec3(proj.xy * mparams.x + vec2(proj.w, step(proj.z, 0.0)) * shadowparams.z + shadowoffset, mparams.y + shadowparams.w);
+ }
+
+
+
+ #define shadowval(center, xoff, yoff) float(shadow2DRect(tex4, center + vec3(xoff, yoff, 0.0)))
+ float filtershadow(vec3 shadowtc)
+ {
+ vec2 offset = fract(shadowtc.xy - 0.5);
+ vec3 center = shadowtc;
+
+
+
+
+
+
+
+ center.xy -= offset*0.5;
+ vec4 size = vec4(offset + 1.0, 2.0 - offset);
+ return (1.0/9.0)*dot(size.zxzx*size.wwyy,
+ vec4(shadowval(center, -0.5, -0.5),
+ shadowval(center, 1.0, -0.5),
+ shadowval(center, -0.5, 1.0),
+ shadowval(center, 1.0, 1.0)));
+ }
+
+
+
+
+ void main(void)
+ {
+
+ #define gfetch(sampler, coords) texture2DRect(sampler, coords)
+
+ #define accumlight(light) fragcolor.rgb = light
+ #define accumalpha(alpha) fragcolor.a = alpha
+
+
+
+ vec4 normal = gfetch(tex1, gl_FragCoord.xy);
+
+
+
+ #define alpha 1.0
+
+
+ normal.xyz = normal.xyz*2.0 - 1.0;
+
+ #define glowscale normal.a
+
+
+ vec4 diffuse = gfetch(tex0, gl_FragCoord.xy);
+
+ diffuse.rgb *= glowscale;
+
+
+
+
+
+ #define depthvals gfetch(tex3, gl_FragCoord.xy)
+
+
+ float depth = depthvals.r;
+
+ vec4 pos = worldmatrix * vec4(gl_FragCoord.xy, depth, 1.0);
+ pos.xyz /= pos.w;
+
+
+
+ float fogcoord = length(camera - pos.xyz);
+
+
+
+ #define distbias 0.0
+
+ vec3 camdir = normalize(camera - pos.xyz);
+ float facing = 2.0*dot(normal.xyz, camdir);
+
+
+
+
+
+ vec3 light = vec3(0.0);
+
+
+
+
+
+ vec3 light0dir = pos.xyz * lightpos[0].w - lightpos[0].xyz;
+ float light0dist2 = dot(light0dir, light0dir);
+ if(light0dist2 < 1.0)
+ {
+
+ float light0facing = dot(light0dir, normal.xyz);
+ if(light0facing < 0.0)
+ {
+ float light0invdist = inversesqrt(light0dist2);
+
+ float light0atten = light0facing * (1.0 - light0invdist);
+
+
+
+ vec3 shadow0tc = getshadowtc(light0dir, shadowparams[0], shadowoffset[0], distbias * lightpos[0].w);
+ light0atten *= filtershadow(shadow0tc);
+
+
+
+
+ float light0spec = pow(clamp(light0invdist*(dot(camdir, light0dir) - light0facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light0spec) * lightcolor[0] * light0atten;
+
+
+
+ }
+ }
+
+ vec3 light1dir = pos.xyz * lightpos[1].w - lightpos[1].xyz;
+ float light1dist2 = dot(light1dir, light1dir);
+ if(light1dist2 < 1.0)
+ {
+
+ float light1facing = dot(light1dir, normal.xyz);
+ if(light1facing < 0.0)
+ {
+ float light1invdist = inversesqrt(light1dist2);
+
+ float light1atten = light1facing * (1.0 - light1invdist);
+
+
+
+ vec3 shadow1tc = getshadowtc(light1dir, shadowparams[1], shadowoffset[1], distbias * lightpos[1].w);
+ light1atten *= filtershadow(shadow1tc);
+
+
+
+
+ float light1spec = pow(clamp(light1invdist*(dot(camdir, light1dir) - light1facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light1spec) * lightcolor[1] * light1atten;
+
+
+
+ }
+ }
+
+ vec3 light2dir = pos.xyz * lightpos[2].w - lightpos[2].xyz;
+ float light2dist2 = dot(light2dir, light2dir);
+ if(light2dist2 < 1.0)
+ {
+
+ float light2facing = dot(light2dir, normal.xyz);
+ if(light2facing < 0.0)
+ {
+ float light2invdist = inversesqrt(light2dist2);
+
+ float light2atten = light2facing * (1.0 - light2invdist);
+
+
+
+ vec3 shadow2tc = getshadowtc(light2dir, shadowparams[2], shadowoffset[2], distbias * lightpos[2].w);
+ light2atten *= filtershadow(shadow2tc);
+
+
+
+
+ float light2spec = pow(clamp(light2invdist*(dot(camdir, light2dir) - light2facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light2spec) * lightcolor[2] * light2atten;
+
+
+
+ }
+ }
+
+ vec3 light3dir = pos.xyz * lightpos[3].w - lightpos[3].xyz;
+ float light3dist2 = dot(light3dir, light3dir);
+ if(light3dist2 < 1.0)
+ {
+
+ float light3facing = dot(light3dir, normal.xyz);
+ if(light3facing < 0.0)
+ {
+ float light3invdist = inversesqrt(light3dist2);
+
+ float light3atten = light3facing * (1.0 - light3invdist);
+
+
+
+ vec3 shadow3tc = getshadowtc(light3dir, shadowparams[3], shadowoffset[3], distbias * lightpos[3].w);
+ light3atten *= filtershadow(shadow3tc);
+
+
+
+
+ float light3spec = pow(clamp(light3invdist*(dot(camdir, light3dir) - light3facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light3spec) * lightcolor[3] * light3atten;
+
+
+
+ }
+ }
+
+ vec3 light4dir = pos.xyz * lightpos[4].w - lightpos[4].xyz;
+ float light4dist2 = dot(light4dir, light4dir);
+ if(light4dist2 < 1.0)
+ {
+
+ float light4facing = dot(light4dir, normal.xyz);
+ if(light4facing < 0.0)
+ {
+ float light4invdist = inversesqrt(light4dist2);
+
+ float light4atten = light4facing * (1.0 - light4invdist);
+
+
+
+ vec3 shadow4tc = getshadowtc(light4dir, shadowparams[4], shadowoffset[4], distbias * lightpos[4].w);
+ light4atten *= filtershadow(shadow4tc);
+
+
+
+
+ float light4spec = pow(clamp(light4invdist*(dot(camdir, light4dir) - light4facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light4spec) * lightcolor[4] * light4atten;
+
+
+
+ }
+ }
+
+ vec3 light5dir = pos.xyz * lightpos[5].w - lightpos[5].xyz;
+ float light5dist2 = dot(light5dir, light5dir);
+ if(light5dist2 < 1.0)
+ {
+
+ float light5facing = dot(light5dir, normal.xyz);
+ if(light5facing < 0.0)
+ {
+ float light5invdist = inversesqrt(light5dist2);
+
+ float light5atten = light5facing * (1.0 - light5invdist);
+
+
+
+ vec3 shadow5tc = getshadowtc(light5dir, shadowparams[5], shadowoffset[5], distbias * lightpos[5].w);
+ light5atten *= filtershadow(shadow5tc);
+
+
+
+
+ float light5spec = pow(clamp(light5invdist*(dot(camdir, light5dir) - light5facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light5spec) * lightcolor[5] * light5atten;
+
+
+
+ }
+ }
+
+ vec3 light6dir = pos.xyz * lightpos[6].w - lightpos[6].xyz;
+ float light6dist2 = dot(light6dir, light6dir);
+ if(light6dist2 < 1.0)
+ {
+
+ float light6facing = dot(light6dir, normal.xyz);
+ if(light6facing < 0.0)
+ {
+ float light6invdist = inversesqrt(light6dist2);
+
+ float light6atten = light6facing * (1.0 - light6invdist);
+
+
+
+ vec3 shadow6tc = getshadowtc(light6dir, shadowparams[6], shadowoffset[6], distbias * lightpos[6].w);
+ light6atten *= filtershadow(shadow6tc);
+
+
+
+
+ float light6spec = pow(clamp(light6invdist*(dot(camdir, light6dir) - light6facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light6spec) * lightcolor[6] * light6atten;
+
+
+
+ }
+ }
+
+
+ float foglerp = clamp(exp2(fogcoord*fogdensity.x)*fogdensity.y, 0.0, 1.0);
+
+ accumlight(light*foglerp);
+ accumalpha(0.0);
+
+
+
+
+ }
+
diff --git a/shaders/tesseract/425.shader_test b/shaders/tesseract/425.shader_test
new file mode 100644
index 0000000..5407757
--- /dev/null
+++ b/shaders/tesseract/425.shader_test
@@ -0,0 +1,301 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ uniform mat4 lightmatrix;
+ void main(void)
+ {
+ gl_Position = lightmatrix * vvertex;
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform sampler2DRect tex0, tex1, tex3 , tex2;
+
+
+
+ uniform vec4 lightpos[7];
+ uniform vec3 lightcolor[7];
+
+
+
+
+ uniform vec3 splitcenter[3];
+ uniform vec3 splitbounds[3];
+ uniform vec3 splitscale[3];
+ uniform vec3 splitoffset[3];
+
+
+ uniform vec3 camera;
+ uniform mat4 worldmatrix;
+ uniform vec4 fogdir;
+ uniform vec3 fogcolor;
+ uniform vec2 fogdensity;
+ uniform vec4 radialfogscale;
+ uniform vec2 shadowatlasscale;
+ uniform vec4 lightscale;
+
+
+ uniform vec3 gdepthscale;
+ uniform vec3 gdepthunpackparams;
+
+ fragdata(0, fragcolor, vec4)
+
+
+
+
+
+
+
+ void main(void)
+ {
+
+ #define gfetch(sampler, coords) texture2DRect(sampler, coords)
+
+ #define accumlight(light) fragcolor.rgb = light
+ #define accumalpha(alpha) fragcolor.a = alpha
+
+
+
+ vec4 normal = gfetch(tex1, gl_FragCoord.xy);
+
+
+
+
+ normal.xyz = normal.xyz*2.0 - 1.0;
+
+ #define alpha normal.a
+
+
+ vec4 diffuse = gfetch(tex0, gl_FragCoord.xy);
+
+
+
+
+
+
+ #define depthvals gfetch(tex3, gl_FragCoord.xy)
+
+
+ float depth = depthvals.r;
+
+ vec4 pos = worldmatrix * vec4(gl_FragCoord.xy, depth, 1.0);
+ pos.xyz /= pos.w;
+
+
+
+ float fogcoord = length(camera - pos.xyz);
+
+
+
+ vec3 camdir = normalize(camera - pos.xyz);
+ float facing = 2.0*dot(normal.xyz, camdir);
+
+
+
+
+
+ vec3 light = vec3(0.0);
+
+
+
+
+
+ vec3 light0dir = pos.xyz * lightpos[0].w - lightpos[0].xyz;
+ float light0dist2 = dot(light0dir, light0dir);
+ if(light0dist2 < 1.0)
+ {
+
+ float light0facing = dot(light0dir, normal.xyz);
+ if(light0facing < 0.0)
+ {
+ float light0invdist = inversesqrt(light0dist2);
+
+ float light0atten = light0facing * (1.0 - light0invdist);
+
+
+
+
+
+
+ float light0spec = pow(clamp(light0invdist*(dot(camdir, light0dir) - light0facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light0spec) * lightcolor[0] * light0atten;
+
+
+
+ }
+ }
+
+ vec3 light1dir = pos.xyz * lightpos[1].w - lightpos[1].xyz;
+ float light1dist2 = dot(light1dir, light1dir);
+ if(light1dist2 < 1.0)
+ {
+
+ float light1facing = dot(light1dir, normal.xyz);
+ if(light1facing < 0.0)
+ {
+ float light1invdist = inversesqrt(light1dist2);
+
+ float light1atten = light1facing * (1.0 - light1invdist);
+
+
+
+
+
+
+ float light1spec = pow(clamp(light1invdist*(dot(camdir, light1dir) - light1facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light1spec) * lightcolor[1] * light1atten;
+
+
+
+ }
+ }
+
+ vec3 light2dir = pos.xyz * lightpos[2].w - lightpos[2].xyz;
+ float light2dist2 = dot(light2dir, light2dir);
+ if(light2dist2 < 1.0)
+ {
+
+ float light2facing = dot(light2dir, normal.xyz);
+ if(light2facing < 0.0)
+ {
+ float light2invdist = inversesqrt(light2dist2);
+
+ float light2atten = light2facing * (1.0 - light2invdist);
+
+
+
+
+
+
+ float light2spec = pow(clamp(light2invdist*(dot(camdir, light2dir) - light2facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light2spec) * lightcolor[2] * light2atten;
+
+
+
+ }
+ }
+
+ vec3 light3dir = pos.xyz * lightpos[3].w - lightpos[3].xyz;
+ float light3dist2 = dot(light3dir, light3dir);
+ if(light3dist2 < 1.0)
+ {
+
+ float light3facing = dot(light3dir, normal.xyz);
+ if(light3facing < 0.0)
+ {
+ float light3invdist = inversesqrt(light3dist2);
+
+ float light3atten = light3facing * (1.0 - light3invdist);
+
+
+
+
+
+
+ float light3spec = pow(clamp(light3invdist*(dot(camdir, light3dir) - light3facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light3spec) * lightcolor[3] * light3atten;
+
+
+
+ }
+ }
+
+ vec3 light4dir = pos.xyz * lightpos[4].w - lightpos[4].xyz;
+ float light4dist2 = dot(light4dir, light4dir);
+ if(light4dist2 < 1.0)
+ {
+
+ float light4facing = dot(light4dir, normal.xyz);
+ if(light4facing < 0.0)
+ {
+ float light4invdist = inversesqrt(light4dist2);
+
+ float light4atten = light4facing * (1.0 - light4invdist);
+
+
+
+
+
+
+ float light4spec = pow(clamp(light4invdist*(dot(camdir, light4dir) - light4facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light4spec) * lightcolor[4] * light4atten;
+
+
+
+ }
+ }
+
+ vec3 light5dir = pos.xyz * lightpos[5].w - lightpos[5].xyz;
+ float light5dist2 = dot(light5dir, light5dir);
+ if(light5dist2 < 1.0)
+ {
+
+ float light5facing = dot(light5dir, normal.xyz);
+ if(light5facing < 0.0)
+ {
+ float light5invdist = inversesqrt(light5dist2);
+
+ float light5atten = light5facing * (1.0 - light5invdist);
+
+
+
+
+
+
+ float light5spec = pow(clamp(light5invdist*(dot(camdir, light5dir) - light5facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light5spec) * lightcolor[5] * light5atten;
+
+
+
+ }
+ }
+
+ vec3 light6dir = pos.xyz * lightpos[6].w - lightpos[6].xyz;
+ float light6dist2 = dot(light6dir, light6dir);
+ if(light6dist2 < 1.0)
+ {
+
+ float light6facing = dot(light6dir, normal.xyz);
+ if(light6facing < 0.0)
+ {
+ float light6invdist = inversesqrt(light6dist2);
+
+ float light6atten = light6facing * (1.0 - light6invdist);
+
+
+
+
+
+
+ float light6spec = pow(clamp(light6invdist*(dot(camdir, light6dir) - light6facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light6spec) * lightcolor[6] * light6atten;
+
+
+
+ }
+ }
+
+
+ float foglerp = clamp(exp2(fogcoord*fogdensity.x)*fogdensity.y, 0.0, 1.0);
+
+ accumlight(light*foglerp);
+ accumalpha(0.0);
+
+
+
+
+ }
+
diff --git a/shaders/tesseract/427.shader_test b/shaders/tesseract/427.shader_test
new file mode 100644
index 0000000..274ddcf
--- /dev/null
+++ b/shaders/tesseract/427.shader_test
@@ -0,0 +1,361 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ uniform mat4 lightmatrix;
+ void main(void)
+ {
+ gl_Position = lightmatrix * vvertex;
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform sampler2DRect tex0, tex1, tex3 , tex2;
+
+
+ uniform sampler2DRectShadow tex4;
+
+
+ uniform vec4 lightpos[7];
+ uniform vec3 lightcolor[7];
+
+
+ uniform vec4 shadowparams[7];
+ uniform vec2 shadowoffset[7];
+
+
+
+ uniform vec3 splitcenter[3];
+ uniform vec3 splitbounds[3];
+ uniform vec3 splitscale[3];
+ uniform vec3 splitoffset[3];
+
+
+ uniform vec3 camera;
+ uniform mat4 worldmatrix;
+ uniform vec4 fogdir;
+ uniform vec3 fogcolor;
+ uniform vec2 fogdensity;
+ uniform vec4 radialfogscale;
+ uniform vec2 shadowatlasscale;
+ uniform vec4 lightscale;
+
+
+ uniform vec3 gdepthscale;
+ uniform vec3 gdepthunpackparams;
+
+ fragdata(0, fragcolor, vec4)
+
+
+ vec3 getshadowtc(vec3 dir, vec4 shadowparams, vec2 shadowoffset, float distbias)
+ {
+ vec3 adir = abs(dir);
+ float m = max(adir.x, adir.y), mz = max(adir.z, m);
+ vec2 mparams = shadowparams.xy / max(mz + distbias, 1e-5);
+ vec4 proj;
+ if(adir.x > adir.y) proj = vec4(dir.zyx, 0.0); else proj = vec4(dir.xzy, 1.0);
+ if(adir.z > m) proj = vec4(dir, 2.0);
+ return vec3(proj.xy * mparams.x + vec2(proj.w, step(proj.z, 0.0)) * shadowparams.z + shadowoffset, mparams.y + shadowparams.w);
+ }
+
+
+
+ #define shadowval(center, xoff, yoff) float(shadow2DRect(tex4, center + vec3(xoff, yoff, 0.0)))
+ float filtershadow(vec3 shadowtc)
+ {
+ vec2 offset = fract(shadowtc.xy - 0.5);
+ vec3 center = shadowtc;
+
+
+
+
+
+
+
+ center.xy -= offset*0.5;
+ vec4 size = vec4(offset + 1.0, 2.0 - offset);
+ return (1.0/9.0)*dot(size.zxzx*size.wwyy,
+ vec4(shadowval(center, -0.5, -0.5),
+ shadowval(center, 1.0, -0.5),
+ shadowval(center, -0.5, 1.0),
+ shadowval(center, 1.0, 1.0)));
+ }
+
+
+
+
+ void main(void)
+ {
+
+ #define gfetch(sampler, coords) texture2DRect(sampler, coords)
+
+ #define accumlight(light) fragcolor.rgb = light
+ #define accumalpha(alpha) fragcolor.a = alpha
+
+
+
+ vec4 normal = gfetch(tex1, gl_FragCoord.xy);
+
+
+
+
+ normal.xyz = normal.xyz*2.0 - 1.0;
+
+ #define alpha normal.a
+
+
+ vec4 diffuse = gfetch(tex0, gl_FragCoord.xy);
+
+
+
+
+
+
+ #define depthvals gfetch(tex3, gl_FragCoord.xy)
+
+
+ float depth = depthvals.r;
+
+ vec4 pos = worldmatrix * vec4(gl_FragCoord.xy, depth, 1.0);
+ pos.xyz /= pos.w;
+
+
+
+ float fogcoord = length(camera - pos.xyz);
+
+
+
+ #define distbias 0.0
+
+ vec3 camdir = normalize(camera - pos.xyz);
+ float facing = 2.0*dot(normal.xyz, camdir);
+
+
+
+
+
+ vec3 light = vec3(0.0);
+
+
+
+
+
+ vec3 light0dir = pos.xyz * lightpos[0].w - lightpos[0].xyz;
+ float light0dist2 = dot(light0dir, light0dir);
+ if(light0dist2 < 1.0)
+ {
+
+ float light0facing = dot(light0dir, normal.xyz);
+ if(light0facing < 0.0)
+ {
+ float light0invdist = inversesqrt(light0dist2);
+
+ float light0atten = light0facing * (1.0 - light0invdist);
+
+
+
+ vec3 shadow0tc = getshadowtc(light0dir, shadowparams[0], shadowoffset[0], distbias * lightpos[0].w);
+ light0atten *= filtershadow(shadow0tc);
+
+
+
+
+ float light0spec = pow(clamp(light0invdist*(dot(camdir, light0dir) - light0facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light0spec) * lightcolor[0] * light0atten;
+
+
+
+ }
+ }
+
+ vec3 light1dir = pos.xyz * lightpos[1].w - lightpos[1].xyz;
+ float light1dist2 = dot(light1dir, light1dir);
+ if(light1dist2 < 1.0)
+ {
+
+ float light1facing = dot(light1dir, normal.xyz);
+ if(light1facing < 0.0)
+ {
+ float light1invdist = inversesqrt(light1dist2);
+
+ float light1atten = light1facing * (1.0 - light1invdist);
+
+
+
+ vec3 shadow1tc = getshadowtc(light1dir, shadowparams[1], shadowoffset[1], distbias * lightpos[1].w);
+ light1atten *= filtershadow(shadow1tc);
+
+
+
+
+ float light1spec = pow(clamp(light1invdist*(dot(camdir, light1dir) - light1facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light1spec) * lightcolor[1] * light1atten;
+
+
+
+ }
+ }
+
+ vec3 light2dir = pos.xyz * lightpos[2].w - lightpos[2].xyz;
+ float light2dist2 = dot(light2dir, light2dir);
+ if(light2dist2 < 1.0)
+ {
+
+ float light2facing = dot(light2dir, normal.xyz);
+ if(light2facing < 0.0)
+ {
+ float light2invdist = inversesqrt(light2dist2);
+
+ float light2atten = light2facing * (1.0 - light2invdist);
+
+
+
+ vec3 shadow2tc = getshadowtc(light2dir, shadowparams[2], shadowoffset[2], distbias * lightpos[2].w);
+ light2atten *= filtershadow(shadow2tc);
+
+
+
+
+ float light2spec = pow(clamp(light2invdist*(dot(camdir, light2dir) - light2facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light2spec) * lightcolor[2] * light2atten;
+
+
+
+ }
+ }
+
+ vec3 light3dir = pos.xyz * lightpos[3].w - lightpos[3].xyz;
+ float light3dist2 = dot(light3dir, light3dir);
+ if(light3dist2 < 1.0)
+ {
+
+ float light3facing = dot(light3dir, normal.xyz);
+ if(light3facing < 0.0)
+ {
+ float light3invdist = inversesqrt(light3dist2);
+
+ float light3atten = light3facing * (1.0 - light3invdist);
+
+
+
+ vec3 shadow3tc = getshadowtc(light3dir, shadowparams[3], shadowoffset[3], distbias * lightpos[3].w);
+ light3atten *= filtershadow(shadow3tc);
+
+
+
+
+ float light3spec = pow(clamp(light3invdist*(dot(camdir, light3dir) - light3facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light3spec) * lightcolor[3] * light3atten;
+
+
+
+ }
+ }
+
+ vec3 light4dir = pos.xyz * lightpos[4].w - lightpos[4].xyz;
+ float light4dist2 = dot(light4dir, light4dir);
+ if(light4dist2 < 1.0)
+ {
+
+ float light4facing = dot(light4dir, normal.xyz);
+ if(light4facing < 0.0)
+ {
+ float light4invdist = inversesqrt(light4dist2);
+
+ float light4atten = light4facing * (1.0 - light4invdist);
+
+
+
+ vec3 shadow4tc = getshadowtc(light4dir, shadowparams[4], shadowoffset[4], distbias * lightpos[4].w);
+ light4atten *= filtershadow(shadow4tc);
+
+
+
+
+ float light4spec = pow(clamp(light4invdist*(dot(camdir, light4dir) - light4facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light4spec) * lightcolor[4] * light4atten;
+
+
+
+ }
+ }
+
+ vec3 light5dir = pos.xyz * lightpos[5].w - lightpos[5].xyz;
+ float light5dist2 = dot(light5dir, light5dir);
+ if(light5dist2 < 1.0)
+ {
+
+ float light5facing = dot(light5dir, normal.xyz);
+ if(light5facing < 0.0)
+ {
+ float light5invdist = inversesqrt(light5dist2);
+
+ float light5atten = light5facing * (1.0 - light5invdist);
+
+
+
+ vec3 shadow5tc = getshadowtc(light5dir, shadowparams[5], shadowoffset[5], distbias * lightpos[5].w);
+ light5atten *= filtershadow(shadow5tc);
+
+
+
+
+ float light5spec = pow(clamp(light5invdist*(dot(camdir, light5dir) - light5facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light5spec) * lightcolor[5] * light5atten;
+
+
+
+ }
+ }
+
+ vec3 light6dir = pos.xyz * lightpos[6].w - lightpos[6].xyz;
+ float light6dist2 = dot(light6dir, light6dir);
+ if(light6dist2 < 1.0)
+ {
+
+ float light6facing = dot(light6dir, normal.xyz);
+ if(light6facing < 0.0)
+ {
+ float light6invdist = inversesqrt(light6dist2);
+
+ float light6atten = light6facing * (1.0 - light6invdist);
+
+
+
+ vec3 shadow6tc = getshadowtc(light6dir, shadowparams[6], shadowoffset[6], distbias * lightpos[6].w);
+ light6atten *= filtershadow(shadow6tc);
+
+
+
+
+ float light6spec = pow(clamp(light6invdist*(dot(camdir, light6dir) - light6facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light6spec) * lightcolor[6] * light6atten;
+
+
+
+ }
+ }
+
+
+ float foglerp = clamp(exp2(fogcoord*fogdensity.x)*fogdensity.y, 0.0, 1.0);
+
+ accumlight(light*foglerp);
+ accumalpha(0.0);
+
+
+
+
+ }
+
diff --git a/shaders/tesseract/429.shader_test b/shaders/tesseract/429.shader_test
new file mode 100644
index 0000000..4a86ec9
--- /dev/null
+++ b/shaders/tesseract/429.shader_test
@@ -0,0 +1,304 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ uniform mat4 lightmatrix;
+ void main(void)
+ {
+ gl_Position = lightmatrix * vvertex;
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform sampler2DRect tex0, tex1, tex3 ;
+
+
+
+ uniform vec4 lightpos[7];
+ uniform vec3 lightcolor[7];
+
+
+
+
+ uniform vec3 splitcenter[3];
+ uniform vec3 splitbounds[3];
+ uniform vec3 splitscale[3];
+ uniform vec3 splitoffset[3];
+
+
+ uniform vec3 camera;
+ uniform mat4 worldmatrix;
+ uniform vec4 fogdir;
+ uniform vec3 fogcolor;
+ uniform vec2 fogdensity;
+ uniform vec4 radialfogscale;
+ uniform vec2 shadowatlasscale;
+ uniform vec4 lightscale;
+
+
+ uniform vec3 gdepthscale;
+ uniform vec3 gdepthunpackparams;
+
+ fragdata(0, fragcolor, vec4)
+
+
+
+
+
+
+
+ void main(void)
+ {
+
+ #define gfetch(sampler, coords) texture2DRect(sampler, coords)
+
+ #define accumlight(light) fragcolor.rgb = light
+ #define accumalpha(alpha) fragcolor.a = alpha
+
+
+
+ vec4 normal = gfetch(tex1, gl_FragCoord.xy);
+
+
+
+ #define alpha 1.0
+
+
+ normal.xyz = normal.xyz*2.0 - 1.0;
+
+ #define glowscale normal.a
+
+
+ vec4 diffuse = gfetch(tex0, gl_FragCoord.xy);
+
+ diffuse.rgb *= glowscale;
+
+
+
+
+
+ #define depthvals gfetch(tex3, gl_FragCoord.xy)
+
+
+ float depth = depthvals.r;
+
+ vec4 pos = worldmatrix * vec4(gl_FragCoord.xy, depth, 1.0);
+ pos.xyz /= pos.w;
+
+
+
+ float fogcoord = length(camera - pos.xyz);
+
+
+
+ vec3 camdir = normalize(camera - pos.xyz);
+ float facing = 2.0*dot(normal.xyz, camdir);
+
+
+
+
+
+ vec3 light = vec3(0.0);
+
+
+
+
+
+ vec3 light0dir = pos.xyz * lightpos[0].w - lightpos[0].xyz;
+ float light0dist2 = dot(light0dir, light0dir);
+ if(light0dist2 < 1.0)
+ {
+
+ float light0facing = dot(light0dir, normal.xyz);
+ if(light0facing < 0.0)
+ {
+ float light0invdist = inversesqrt(light0dist2);
+
+ float light0atten = light0facing * (1.0 - light0invdist);
+
+
+
+
+
+
+ float light0spec = pow(clamp(light0invdist*(dot(camdir, light0dir) - light0facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light0spec) * lightcolor[0] * light0atten;
+
+
+
+ }
+ }
+
+ vec3 light1dir = pos.xyz * lightpos[1].w - lightpos[1].xyz;
+ float light1dist2 = dot(light1dir, light1dir);
+ if(light1dist2 < 1.0)
+ {
+
+ float light1facing = dot(light1dir, normal.xyz);
+ if(light1facing < 0.0)
+ {
+ float light1invdist = inversesqrt(light1dist2);
+
+ float light1atten = light1facing * (1.0 - light1invdist);
+
+
+
+
+
+
+ float light1spec = pow(clamp(light1invdist*(dot(camdir, light1dir) - light1facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light1spec) * lightcolor[1] * light1atten;
+
+
+
+ }
+ }
+
+ vec3 light2dir = pos.xyz * lightpos[2].w - lightpos[2].xyz;
+ float light2dist2 = dot(light2dir, light2dir);
+ if(light2dist2 < 1.0)
+ {
+
+ float light2facing = dot(light2dir, normal.xyz);
+ if(light2facing < 0.0)
+ {
+ float light2invdist = inversesqrt(light2dist2);
+
+ float light2atten = light2facing * (1.0 - light2invdist);
+
+
+
+
+
+
+ float light2spec = pow(clamp(light2invdist*(dot(camdir, light2dir) - light2facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light2spec) * lightcolor[2] * light2atten;
+
+
+
+ }
+ }
+
+ vec3 light3dir = pos.xyz * lightpos[3].w - lightpos[3].xyz;
+ float light3dist2 = dot(light3dir, light3dir);
+ if(light3dist2 < 1.0)
+ {
+
+ float light3facing = dot(light3dir, normal.xyz);
+ if(light3facing < 0.0)
+ {
+ float light3invdist = inversesqrt(light3dist2);
+
+ float light3atten = light3facing * (1.0 - light3invdist);
+
+
+
+
+
+
+ float light3spec = pow(clamp(light3invdist*(dot(camdir, light3dir) - light3facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light3spec) * lightcolor[3] * light3atten;
+
+
+
+ }
+ }
+
+ vec3 light4dir = pos.xyz * lightpos[4].w - lightpos[4].xyz;
+ float light4dist2 = dot(light4dir, light4dir);
+ if(light4dist2 < 1.0)
+ {
+
+ float light4facing = dot(light4dir, normal.xyz);
+ if(light4facing < 0.0)
+ {
+ float light4invdist = inversesqrt(light4dist2);
+
+ float light4atten = light4facing * (1.0 - light4invdist);
+
+
+
+
+
+
+ float light4spec = pow(clamp(light4invdist*(dot(camdir, light4dir) - light4facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light4spec) * lightcolor[4] * light4atten;
+
+
+
+ }
+ }
+
+ vec3 light5dir = pos.xyz * lightpos[5].w - lightpos[5].xyz;
+ float light5dist2 = dot(light5dir, light5dir);
+ if(light5dist2 < 1.0)
+ {
+
+ float light5facing = dot(light5dir, normal.xyz);
+ if(light5facing < 0.0)
+ {
+ float light5invdist = inversesqrt(light5dist2);
+
+ float light5atten = light5facing * (1.0 - light5invdist);
+
+
+
+
+
+
+ float light5spec = pow(clamp(light5invdist*(dot(camdir, light5dir) - light5facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light5spec) * lightcolor[5] * light5atten;
+
+
+
+ }
+ }
+
+ vec3 light6dir = pos.xyz * lightpos[6].w - lightpos[6].xyz;
+ float light6dist2 = dot(light6dir, light6dir);
+ if(light6dist2 < 1.0)
+ {
+
+ float light6facing = dot(light6dir, normal.xyz);
+ if(light6facing < 0.0)
+ {
+ float light6invdist = inversesqrt(light6dist2);
+
+ float light6atten = light6facing * (1.0 - light6invdist);
+
+
+
+
+
+
+ float light6spec = pow(clamp(light6invdist*(dot(camdir, light6dir) - light6facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light6spec) * lightcolor[6] * light6atten;
+
+
+
+ }
+ }
+
+
+ float foglerp = clamp(exp2(fogcoord*fogdensity.x)*fogdensity.y, 0.0, 1.0);
+
+ accumlight(light*foglerp);
+ accumalpha(0.0);
+
+
+
+
+ }
+
diff --git a/shaders/tesseract/431.shader_test b/shaders/tesseract/431.shader_test
new file mode 100644
index 0000000..47e9812
--- /dev/null
+++ b/shaders/tesseract/431.shader_test
@@ -0,0 +1,364 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ uniform mat4 lightmatrix;
+ void main(void)
+ {
+ gl_Position = lightmatrix * vvertex;
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform sampler2DRect tex0, tex1, tex3 ;
+
+
+ uniform sampler2DRectShadow tex4;
+
+
+ uniform vec4 lightpos[7];
+ uniform vec3 lightcolor[7];
+
+
+ uniform vec4 shadowparams[7];
+ uniform vec2 shadowoffset[7];
+
+
+
+ uniform vec3 splitcenter[3];
+ uniform vec3 splitbounds[3];
+ uniform vec3 splitscale[3];
+ uniform vec3 splitoffset[3];
+
+
+ uniform vec3 camera;
+ uniform mat4 worldmatrix;
+ uniform vec4 fogdir;
+ uniform vec3 fogcolor;
+ uniform vec2 fogdensity;
+ uniform vec4 radialfogscale;
+ uniform vec2 shadowatlasscale;
+ uniform vec4 lightscale;
+
+
+ uniform vec3 gdepthscale;
+ uniform vec3 gdepthunpackparams;
+
+ fragdata(0, fragcolor, vec4)
+
+
+ vec3 getshadowtc(vec3 dir, vec4 shadowparams, vec2 shadowoffset, float distbias)
+ {
+ vec3 adir = abs(dir);
+ float m = max(adir.x, adir.y), mz = max(adir.z, m);
+ vec2 mparams = shadowparams.xy / max(mz + distbias, 1e-5);
+ vec4 proj;
+ if(adir.x > adir.y) proj = vec4(dir.zyx, 0.0); else proj = vec4(dir.xzy, 1.0);
+ if(adir.z > m) proj = vec4(dir, 2.0);
+ return vec3(proj.xy * mparams.x + vec2(proj.w, step(proj.z, 0.0)) * shadowparams.z + shadowoffset, mparams.y + shadowparams.w);
+ }
+
+
+
+ #define shadowval(center, xoff, yoff) float(shadow2DRect(tex4, center + vec3(xoff, yoff, 0.0)))
+ float filtershadow(vec3 shadowtc)
+ {
+ vec2 offset = fract(shadowtc.xy - 0.5);
+ vec3 center = shadowtc;
+
+
+
+
+
+
+
+ center.xy -= offset*0.5;
+ vec4 size = vec4(offset + 1.0, 2.0 - offset);
+ return (1.0/9.0)*dot(size.zxzx*size.wwyy,
+ vec4(shadowval(center, -0.5, -0.5),
+ shadowval(center, 1.0, -0.5),
+ shadowval(center, -0.5, 1.0),
+ shadowval(center, 1.0, 1.0)));
+ }
+
+
+
+
+ void main(void)
+ {
+
+ #define gfetch(sampler, coords) texture2DRect(sampler, coords)
+
+ #define accumlight(light) fragcolor.rgb = light
+ #define accumalpha(alpha) fragcolor.a = alpha
+
+
+
+ vec4 normal = gfetch(tex1, gl_FragCoord.xy);
+
+
+
+ #define alpha 1.0
+
+
+ normal.xyz = normal.xyz*2.0 - 1.0;
+
+ #define glowscale normal.a
+
+
+ vec4 diffuse = gfetch(tex0, gl_FragCoord.xy);
+
+ diffuse.rgb *= glowscale;
+
+
+
+
+
+ #define depthvals gfetch(tex3, gl_FragCoord.xy)
+
+
+ float depth = depthvals.r;
+
+ vec4 pos = worldmatrix * vec4(gl_FragCoord.xy, depth, 1.0);
+ pos.xyz /= pos.w;
+
+
+
+ float fogcoord = length(camera - pos.xyz);
+
+
+
+ #define distbias -8.0
+
+ vec3 camdir = normalize(camera - pos.xyz);
+ float facing = 2.0*dot(normal.xyz, camdir);
+
+
+
+
+
+ vec3 light = vec3(0.0);
+
+
+
+
+
+ vec3 light0dir = pos.xyz * lightpos[0].w - lightpos[0].xyz;
+ float light0dist2 = dot(light0dir, light0dir);
+ if(light0dist2 < 1.0)
+ {
+
+ float light0facing = dot(light0dir, normal.xyz);
+ if(light0facing < 0.0)
+ {
+ float light0invdist = inversesqrt(light0dist2);
+
+ float light0atten = light0facing * (1.0 - light0invdist);
+
+
+
+ vec3 shadow0tc = getshadowtc(light0dir, shadowparams[0], shadowoffset[0], distbias * lightpos[0].w);
+ light0atten *= filtershadow(shadow0tc);
+
+
+
+
+ float light0spec = pow(clamp(light0invdist*(dot(camdir, light0dir) - light0facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light0spec) * lightcolor[0] * light0atten;
+
+
+
+ }
+ }
+
+ vec3 light1dir = pos.xyz * lightpos[1].w - lightpos[1].xyz;
+ float light1dist2 = dot(light1dir, light1dir);
+ if(light1dist2 < 1.0)
+ {
+
+ float light1facing = dot(light1dir, normal.xyz);
+ if(light1facing < 0.0)
+ {
+ float light1invdist = inversesqrt(light1dist2);
+
+ float light1atten = light1facing * (1.0 - light1invdist);
+
+
+
+ vec3 shadow1tc = getshadowtc(light1dir, shadowparams[1], shadowoffset[1], distbias * lightpos[1].w);
+ light1atten *= filtershadow(shadow1tc);
+
+
+
+
+ float light1spec = pow(clamp(light1invdist*(dot(camdir, light1dir) - light1facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light1spec) * lightcolor[1] * light1atten;
+
+
+
+ }
+ }
+
+ vec3 light2dir = pos.xyz * lightpos[2].w - lightpos[2].xyz;
+ float light2dist2 = dot(light2dir, light2dir);
+ if(light2dist2 < 1.0)
+ {
+
+ float light2facing = dot(light2dir, normal.xyz);
+ if(light2facing < 0.0)
+ {
+ float light2invdist = inversesqrt(light2dist2);
+
+ float light2atten = light2facing * (1.0 - light2invdist);
+
+
+
+ vec3 shadow2tc = getshadowtc(light2dir, shadowparams[2], shadowoffset[2], distbias * lightpos[2].w);
+ light2atten *= filtershadow(shadow2tc);
+
+
+
+
+ float light2spec = pow(clamp(light2invdist*(dot(camdir, light2dir) - light2facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light2spec) * lightcolor[2] * light2atten;
+
+
+
+ }
+ }
+
+ vec3 light3dir = pos.xyz * lightpos[3].w - lightpos[3].xyz;
+ float light3dist2 = dot(light3dir, light3dir);
+ if(light3dist2 < 1.0)
+ {
+
+ float light3facing = dot(light3dir, normal.xyz);
+ if(light3facing < 0.0)
+ {
+ float light3invdist = inversesqrt(light3dist2);
+
+ float light3atten = light3facing * (1.0 - light3invdist);
+
+
+
+ vec3 shadow3tc = getshadowtc(light3dir, shadowparams[3], shadowoffset[3], distbias * lightpos[3].w);
+ light3atten *= filtershadow(shadow3tc);
+
+
+
+
+ float light3spec = pow(clamp(light3invdist*(dot(camdir, light3dir) - light3facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light3spec) * lightcolor[3] * light3atten;
+
+
+
+ }
+ }
+
+ vec3 light4dir = pos.xyz * lightpos[4].w - lightpos[4].xyz;
+ float light4dist2 = dot(light4dir, light4dir);
+ if(light4dist2 < 1.0)
+ {
+
+ float light4facing = dot(light4dir, normal.xyz);
+ if(light4facing < 0.0)
+ {
+ float light4invdist = inversesqrt(light4dist2);
+
+ float light4atten = light4facing * (1.0 - light4invdist);
+
+
+
+ vec3 shadow4tc = getshadowtc(light4dir, shadowparams[4], shadowoffset[4], distbias * lightpos[4].w);
+ light4atten *= filtershadow(shadow4tc);
+
+
+
+
+ float light4spec = pow(clamp(light4invdist*(dot(camdir, light4dir) - light4facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light4spec) * lightcolor[4] * light4atten;
+
+
+
+ }
+ }
+
+ vec3 light5dir = pos.xyz * lightpos[5].w - lightpos[5].xyz;
+ float light5dist2 = dot(light5dir, light5dir);
+ if(light5dist2 < 1.0)
+ {
+
+ float light5facing = dot(light5dir, normal.xyz);
+ if(light5facing < 0.0)
+ {
+ float light5invdist = inversesqrt(light5dist2);
+
+ float light5atten = light5facing * (1.0 - light5invdist);
+
+
+
+ vec3 shadow5tc = getshadowtc(light5dir, shadowparams[5], shadowoffset[5], distbias * lightpos[5].w);
+ light5atten *= filtershadow(shadow5tc);
+
+
+
+
+ float light5spec = pow(clamp(light5invdist*(dot(camdir, light5dir) - light5facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light5spec) * lightcolor[5] * light5atten;
+
+
+
+ }
+ }
+
+ vec3 light6dir = pos.xyz * lightpos[6].w - lightpos[6].xyz;
+ float light6dist2 = dot(light6dir, light6dir);
+ if(light6dist2 < 1.0)
+ {
+
+ float light6facing = dot(light6dir, normal.xyz);
+ if(light6facing < 0.0)
+ {
+ float light6invdist = inversesqrt(light6dist2);
+
+ float light6atten = light6facing * (1.0 - light6invdist);
+
+
+
+ vec3 shadow6tc = getshadowtc(light6dir, shadowparams[6], shadowoffset[6], distbias * lightpos[6].w);
+ light6atten *= filtershadow(shadow6tc);
+
+
+
+
+ float light6spec = pow(clamp(light6invdist*(dot(camdir, light6dir) - light6facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light6spec) * lightcolor[6] * light6atten;
+
+
+
+ }
+ }
+
+
+ float foglerp = clamp(exp2(fogcoord*fogdensity.x)*fogdensity.y, 0.0, 1.0);
+
+ accumlight(light*foglerp);
+ accumalpha(0.0);
+
+
+
+
+ }
+
diff --git a/shaders/tesseract/435.shader_test b/shaders/tesseract/435.shader_test
new file mode 100644
index 0000000..71ab5b4
--- /dev/null
+++ b/shaders/tesseract/435.shader_test
@@ -0,0 +1,392 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ uniform mat4 lightmatrix;
+ void main(void)
+ {
+ gl_Position = lightmatrix * vvertex;
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform sampler2DRect tex0, tex1, tex3 ;
+
+
+ uniform sampler2DRectShadow tex4;
+
+
+ uniform vec4 lightpos[8];
+ uniform vec3 lightcolor[8];
+
+
+ uniform vec4 shadowparams[8];
+ uniform vec2 shadowoffset[8];
+
+
+
+ uniform vec3 splitcenter[3];
+ uniform vec3 splitbounds[3];
+ uniform vec3 splitscale[3];
+ uniform vec3 splitoffset[3];
+
+
+ uniform vec3 camera;
+ uniform mat4 worldmatrix;
+ uniform vec4 fogdir;
+ uniform vec3 fogcolor;
+ uniform vec2 fogdensity;
+ uniform vec4 radialfogscale;
+ uniform vec2 shadowatlasscale;
+ uniform vec4 lightscale;
+
+
+ uniform vec3 gdepthscale;
+ uniform vec3 gdepthunpackparams;
+
+ fragdata(0, fragcolor, vec4)
+
+
+ vec3 getshadowtc(vec3 dir, vec4 shadowparams, vec2 shadowoffset, float distbias)
+ {
+ vec3 adir = abs(dir);
+ float m = max(adir.x, adir.y), mz = max(adir.z, m);
+ vec2 mparams = shadowparams.xy / max(mz + distbias, 1e-5);
+ vec4 proj;
+ if(adir.x > adir.y) proj = vec4(dir.zyx, 0.0); else proj = vec4(dir.xzy, 1.0);
+ if(adir.z > m) proj = vec4(dir, 2.0);
+ return vec3(proj.xy * mparams.x + vec2(proj.w, step(proj.z, 0.0)) * shadowparams.z + shadowoffset, mparams.y + shadowparams.w);
+ }
+
+
+
+ #define shadowval(center, xoff, yoff) float(shadow2DRect(tex4, center + vec3(xoff, yoff, 0.0)))
+ float filtershadow(vec3 shadowtc)
+ {
+ vec2 offset = fract(shadowtc.xy - 0.5);
+ vec3 center = shadowtc;
+
+
+
+
+
+
+
+ center.xy -= offset*0.5;
+ vec4 size = vec4(offset + 1.0, 2.0 - offset);
+ return (1.0/9.0)*dot(size.zxzx*size.wwyy,
+ vec4(shadowval(center, -0.5, -0.5),
+ shadowval(center, 1.0, -0.5),
+ shadowval(center, -0.5, 1.0),
+ shadowval(center, 1.0, 1.0)));
+ }
+
+
+
+
+ void main(void)
+ {
+
+ #define gfetch(sampler, coords) texture2DRect(sampler, coords)
+
+ #define accumlight(light) fragcolor.rgb = light
+ #define accumalpha(alpha) fragcolor.a = alpha
+
+
+
+ vec4 normal = gfetch(tex1, gl_FragCoord.xy);
+
+
+
+ #define alpha 1.0
+
+
+ normal.xyz = normal.xyz*2.0 - 1.0;
+
+ #define glowscale normal.a
+
+
+ vec4 diffuse = gfetch(tex0, gl_FragCoord.xy);
+
+ diffuse.rgb *= glowscale;
+
+
+
+
+
+ #define depthvals gfetch(tex3, gl_FragCoord.xy)
+
+
+ float depth = depthvals.r;
+
+ vec4 pos = worldmatrix * vec4(gl_FragCoord.xy, depth, 1.0);
+ pos.xyz /= pos.w;
+
+
+
+ float fogcoord = length(camera - pos.xyz);
+
+
+
+ #define distbias 0.0
+
+ vec3 camdir = normalize(camera - pos.xyz);
+ float facing = 2.0*dot(normal.xyz, camdir);
+
+
+
+
+
+ vec3 light = vec3(0.0);
+
+
+
+
+
+ vec3 light0dir = pos.xyz * lightpos[0].w - lightpos[0].xyz;
+ float light0dist2 = dot(light0dir, light0dir);
+ if(light0dist2 < 1.0)
+ {
+
+ float light0facing = dot(light0dir, normal.xyz);
+ if(light0facing < 0.0)
+ {
+ float light0invdist = inversesqrt(light0dist2);
+
+ float light0atten = light0facing * (1.0 - light0invdist);
+
+
+
+ vec3 shadow0tc = getshadowtc(light0dir, shadowparams[0], shadowoffset[0], distbias * lightpos[0].w);
+ light0atten *= filtershadow(shadow0tc);
+
+
+
+
+ float light0spec = pow(clamp(light0invdist*(dot(camdir, light0dir) - light0facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light0spec) * lightcolor[0] * light0atten;
+
+
+
+ }
+ }
+
+ vec3 light1dir = pos.xyz * lightpos[1].w - lightpos[1].xyz;
+ float light1dist2 = dot(light1dir, light1dir);
+ if(light1dist2 < 1.0)
+ {
+
+ float light1facing = dot(light1dir, normal.xyz);
+ if(light1facing < 0.0)
+ {
+ float light1invdist = inversesqrt(light1dist2);
+
+ float light1atten = light1facing * (1.0 - light1invdist);
+
+
+
+ vec3 shadow1tc = getshadowtc(light1dir, shadowparams[1], shadowoffset[1], distbias * lightpos[1].w);
+ light1atten *= filtershadow(shadow1tc);
+
+
+
+
+ float light1spec = pow(clamp(light1invdist*(dot(camdir, light1dir) - light1facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light1spec) * lightcolor[1] * light1atten;
+
+
+
+ }
+ }
+
+ vec3 light2dir = pos.xyz * lightpos[2].w - lightpos[2].xyz;
+ float light2dist2 = dot(light2dir, light2dir);
+ if(light2dist2 < 1.0)
+ {
+
+ float light2facing = dot(light2dir, normal.xyz);
+ if(light2facing < 0.0)
+ {
+ float light2invdist = inversesqrt(light2dist2);
+
+ float light2atten = light2facing * (1.0 - light2invdist);
+
+
+
+ vec3 shadow2tc = getshadowtc(light2dir, shadowparams[2], shadowoffset[2], distbias * lightpos[2].w);
+ light2atten *= filtershadow(shadow2tc);
+
+
+
+
+ float light2spec = pow(clamp(light2invdist*(dot(camdir, light2dir) - light2facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light2spec) * lightcolor[2] * light2atten;
+
+
+
+ }
+ }
+
+ vec3 light3dir = pos.xyz * lightpos[3].w - lightpos[3].xyz;
+ float light3dist2 = dot(light3dir, light3dir);
+ if(light3dist2 < 1.0)
+ {
+
+ float light3facing = dot(light3dir, normal.xyz);
+ if(light3facing < 0.0)
+ {
+ float light3invdist = inversesqrt(light3dist2);
+
+ float light3atten = light3facing * (1.0 - light3invdist);
+
+
+
+ vec3 shadow3tc = getshadowtc(light3dir, shadowparams[3], shadowoffset[3], distbias * lightpos[3].w);
+ light3atten *= filtershadow(shadow3tc);
+
+
+
+
+ float light3spec = pow(clamp(light3invdist*(dot(camdir, light3dir) - light3facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light3spec) * lightcolor[3] * light3atten;
+
+
+
+ }
+ }
+
+ vec3 light4dir = pos.xyz * lightpos[4].w - lightpos[4].xyz;
+ float light4dist2 = dot(light4dir, light4dir);
+ if(light4dist2 < 1.0)
+ {
+
+ float light4facing = dot(light4dir, normal.xyz);
+ if(light4facing < 0.0)
+ {
+ float light4invdist = inversesqrt(light4dist2);
+
+ float light4atten = light4facing * (1.0 - light4invdist);
+
+
+
+ vec3 shadow4tc = getshadowtc(light4dir, shadowparams[4], shadowoffset[4], distbias * lightpos[4].w);
+ light4atten *= filtershadow(shadow4tc);
+
+
+
+
+ float light4spec = pow(clamp(light4invdist*(dot(camdir, light4dir) - light4facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light4spec) * lightcolor[4] * light4atten;
+
+
+
+ }
+ }
+
+ vec3 light5dir = pos.xyz * lightpos[5].w - lightpos[5].xyz;
+ float light5dist2 = dot(light5dir, light5dir);
+ if(light5dist2 < 1.0)
+ {
+
+ float light5facing = dot(light5dir, normal.xyz);
+ if(light5facing < 0.0)
+ {
+ float light5invdist = inversesqrt(light5dist2);
+
+ float light5atten = light5facing * (1.0 - light5invdist);
+
+
+
+ vec3 shadow5tc = getshadowtc(light5dir, shadowparams[5], shadowoffset[5], distbias * lightpos[5].w);
+ light5atten *= filtershadow(shadow5tc);
+
+
+
+
+ float light5spec = pow(clamp(light5invdist*(dot(camdir, light5dir) - light5facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light5spec) * lightcolor[5] * light5atten;
+
+
+
+ }
+ }
+
+ vec3 light6dir = pos.xyz * lightpos[6].w - lightpos[6].xyz;
+ float light6dist2 = dot(light6dir, light6dir);
+ if(light6dist2 < 1.0)
+ {
+
+ float light6facing = dot(light6dir, normal.xyz);
+ if(light6facing < 0.0)
+ {
+ float light6invdist = inversesqrt(light6dist2);
+
+ float light6atten = light6facing * (1.0 - light6invdist);
+
+
+
+ vec3 shadow6tc = getshadowtc(light6dir, shadowparams[6], shadowoffset[6], distbias * lightpos[6].w);
+ light6atten *= filtershadow(shadow6tc);
+
+
+
+
+ float light6spec = pow(clamp(light6invdist*(dot(camdir, light6dir) - light6facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light6spec) * lightcolor[6] * light6atten;
+
+
+
+ }
+ }
+
+ vec3 light7dir = pos.xyz * lightpos[7].w - lightpos[7].xyz;
+ float light7dist2 = dot(light7dir, light7dir);
+ if(light7dist2 < 1.0)
+ {
+
+ float light7facing = dot(light7dir, normal.xyz);
+ if(light7facing < 0.0)
+ {
+ float light7invdist = inversesqrt(light7dist2);
+
+ float light7atten = light7facing * (1.0 - light7invdist);
+
+
+
+ vec3 shadow7tc = getshadowtc(light7dir, shadowparams[7], shadowoffset[7], distbias * lightpos[7].w);
+ light7atten *= filtershadow(shadow7tc);
+
+
+
+
+ float light7spec = pow(clamp(light7invdist*(dot(camdir, light7dir) - light7facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light7spec) * lightcolor[7] * light7atten;
+
+
+
+ }
+ }
+
+
+ float foglerp = clamp(exp2(fogcoord*fogdensity.x)*fogdensity.y, 0.0, 1.0);
+
+ accumlight(light*foglerp);
+ accumalpha(0.0);
+
+
+
+
+ }
+
diff --git a/shaders/tesseract/437.shader_test b/shaders/tesseract/437.shader_test
new file mode 100644
index 0000000..d327464
--- /dev/null
+++ b/shaders/tesseract/437.shader_test
@@ -0,0 +1,326 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ uniform mat4 lightmatrix;
+ void main(void)
+ {
+ gl_Position = lightmatrix * vvertex;
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform sampler2DRect tex0, tex1, tex3 , tex2;
+
+
+
+ uniform vec4 lightpos[8];
+ uniform vec3 lightcolor[8];
+
+
+
+
+ uniform vec3 splitcenter[3];
+ uniform vec3 splitbounds[3];
+ uniform vec3 splitscale[3];
+ uniform vec3 splitoffset[3];
+
+
+ uniform vec3 camera;
+ uniform mat4 worldmatrix;
+ uniform vec4 fogdir;
+ uniform vec3 fogcolor;
+ uniform vec2 fogdensity;
+ uniform vec4 radialfogscale;
+ uniform vec2 shadowatlasscale;
+ uniform vec4 lightscale;
+
+
+ uniform vec3 gdepthscale;
+ uniform vec3 gdepthunpackparams;
+
+ fragdata(0, fragcolor, vec4)
+
+
+
+
+
+
+
+ void main(void)
+ {
+
+ #define gfetch(sampler, coords) texture2DRect(sampler, coords)
+
+ #define accumlight(light) fragcolor.rgb = light
+ #define accumalpha(alpha) fragcolor.a = alpha
+
+
+
+ vec4 normal = gfetch(tex1, gl_FragCoord.xy);
+
+
+
+
+ normal.xyz = normal.xyz*2.0 - 1.0;
+
+ #define alpha normal.a
+
+
+ vec4 diffuse = gfetch(tex0, gl_FragCoord.xy);
+
+
+
+
+
+
+ #define depthvals gfetch(tex3, gl_FragCoord.xy)
+
+
+ float depth = depthvals.r;
+
+ vec4 pos = worldmatrix * vec4(gl_FragCoord.xy, depth, 1.0);
+ pos.xyz /= pos.w;
+
+
+
+ float fogcoord = length(camera - pos.xyz);
+
+
+
+ vec3 camdir = normalize(camera - pos.xyz);
+ float facing = 2.0*dot(normal.xyz, camdir);
+
+
+
+
+
+ vec3 light = vec3(0.0);
+
+
+
+
+
+ vec3 light0dir = pos.xyz * lightpos[0].w - lightpos[0].xyz;
+ float light0dist2 = dot(light0dir, light0dir);
+ if(light0dist2 < 1.0)
+ {
+
+ float light0facing = dot(light0dir, normal.xyz);
+ if(light0facing < 0.0)
+ {
+ float light0invdist = inversesqrt(light0dist2);
+
+ float light0atten = light0facing * (1.0 - light0invdist);
+
+
+
+
+
+
+ float light0spec = pow(clamp(light0invdist*(dot(camdir, light0dir) - light0facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light0spec) * lightcolor[0] * light0atten;
+
+
+
+ }
+ }
+
+ vec3 light1dir = pos.xyz * lightpos[1].w - lightpos[1].xyz;
+ float light1dist2 = dot(light1dir, light1dir);
+ if(light1dist2 < 1.0)
+ {
+
+ float light1facing = dot(light1dir, normal.xyz);
+ if(light1facing < 0.0)
+ {
+ float light1invdist = inversesqrt(light1dist2);
+
+ float light1atten = light1facing * (1.0 - light1invdist);
+
+
+
+
+
+
+ float light1spec = pow(clamp(light1invdist*(dot(camdir, light1dir) - light1facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light1spec) * lightcolor[1] * light1atten;
+
+
+
+ }
+ }
+
+ vec3 light2dir = pos.xyz * lightpos[2].w - lightpos[2].xyz;
+ float light2dist2 = dot(light2dir, light2dir);
+ if(light2dist2 < 1.0)
+ {
+
+ float light2facing = dot(light2dir, normal.xyz);
+ if(light2facing < 0.0)
+ {
+ float light2invdist = inversesqrt(light2dist2);
+
+ float light2atten = light2facing * (1.0 - light2invdist);
+
+
+
+
+
+
+ float light2spec = pow(clamp(light2invdist*(dot(camdir, light2dir) - light2facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light2spec) * lightcolor[2] * light2atten;
+
+
+
+ }
+ }
+
+ vec3 light3dir = pos.xyz * lightpos[3].w - lightpos[3].xyz;
+ float light3dist2 = dot(light3dir, light3dir);
+ if(light3dist2 < 1.0)
+ {
+
+ float light3facing = dot(light3dir, normal.xyz);
+ if(light3facing < 0.0)
+ {
+ float light3invdist = inversesqrt(light3dist2);
+
+ float light3atten = light3facing * (1.0 - light3invdist);
+
+
+
+
+
+
+ float light3spec = pow(clamp(light3invdist*(dot(camdir, light3dir) - light3facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light3spec) * lightcolor[3] * light3atten;
+
+
+
+ }
+ }
+
+ vec3 light4dir = pos.xyz * lightpos[4].w - lightpos[4].xyz;
+ float light4dist2 = dot(light4dir, light4dir);
+ if(light4dist2 < 1.0)
+ {
+
+ float light4facing = dot(light4dir, normal.xyz);
+ if(light4facing < 0.0)
+ {
+ float light4invdist = inversesqrt(light4dist2);
+
+ float light4atten = light4facing * (1.0 - light4invdist);
+
+
+
+
+
+
+ float light4spec = pow(clamp(light4invdist*(dot(camdir, light4dir) - light4facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light4spec) * lightcolor[4] * light4atten;
+
+
+
+ }
+ }
+
+ vec3 light5dir = pos.xyz * lightpos[5].w - lightpos[5].xyz;
+ float light5dist2 = dot(light5dir, light5dir);
+ if(light5dist2 < 1.0)
+ {
+
+ float light5facing = dot(light5dir, normal.xyz);
+ if(light5facing < 0.0)
+ {
+ float light5invdist = inversesqrt(light5dist2);
+
+ float light5atten = light5facing * (1.0 - light5invdist);
+
+
+
+
+
+
+ float light5spec = pow(clamp(light5invdist*(dot(camdir, light5dir) - light5facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light5spec) * lightcolor[5] * light5atten;
+
+
+
+ }
+ }
+
+ vec3 light6dir = pos.xyz * lightpos[6].w - lightpos[6].xyz;
+ float light6dist2 = dot(light6dir, light6dir);
+ if(light6dist2 < 1.0)
+ {
+
+ float light6facing = dot(light6dir, normal.xyz);
+ if(light6facing < 0.0)
+ {
+ float light6invdist = inversesqrt(light6dist2);
+
+ float light6atten = light6facing * (1.0 - light6invdist);
+
+
+
+
+
+
+ float light6spec = pow(clamp(light6invdist*(dot(camdir, light6dir) - light6facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light6spec) * lightcolor[6] * light6atten;
+
+
+
+ }
+ }
+
+ vec3 light7dir = pos.xyz * lightpos[7].w - lightpos[7].xyz;
+ float light7dist2 = dot(light7dir, light7dir);
+ if(light7dist2 < 1.0)
+ {
+
+ float light7facing = dot(light7dir, normal.xyz);
+ if(light7facing < 0.0)
+ {
+ float light7invdist = inversesqrt(light7dist2);
+
+ float light7atten = light7facing * (1.0 - light7invdist);
+
+
+
+
+
+
+ float light7spec = pow(clamp(light7invdist*(dot(camdir, light7dir) - light7facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light7spec) * lightcolor[7] * light7atten;
+
+
+
+ }
+ }
+
+
+ float foglerp = clamp(exp2(fogcoord*fogdensity.x)*fogdensity.y, 0.0, 1.0);
+
+ accumlight(light*foglerp);
+ accumalpha(0.0);
+
+
+
+
+ }
+
diff --git a/shaders/tesseract/439.shader_test b/shaders/tesseract/439.shader_test
new file mode 100644
index 0000000..8579f8e
--- /dev/null
+++ b/shaders/tesseract/439.shader_test
@@ -0,0 +1,389 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ uniform mat4 lightmatrix;
+ void main(void)
+ {
+ gl_Position = lightmatrix * vvertex;
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform sampler2DRect tex0, tex1, tex3 , tex2;
+
+
+ uniform sampler2DRectShadow tex4;
+
+
+ uniform vec4 lightpos[8];
+ uniform vec3 lightcolor[8];
+
+
+ uniform vec4 shadowparams[8];
+ uniform vec2 shadowoffset[8];
+
+
+
+ uniform vec3 splitcenter[3];
+ uniform vec3 splitbounds[3];
+ uniform vec3 splitscale[3];
+ uniform vec3 splitoffset[3];
+
+
+ uniform vec3 camera;
+ uniform mat4 worldmatrix;
+ uniform vec4 fogdir;
+ uniform vec3 fogcolor;
+ uniform vec2 fogdensity;
+ uniform vec4 radialfogscale;
+ uniform vec2 shadowatlasscale;
+ uniform vec4 lightscale;
+
+
+ uniform vec3 gdepthscale;
+ uniform vec3 gdepthunpackparams;
+
+ fragdata(0, fragcolor, vec4)
+
+
+ vec3 getshadowtc(vec3 dir, vec4 shadowparams, vec2 shadowoffset, float distbias)
+ {
+ vec3 adir = abs(dir);
+ float m = max(adir.x, adir.y), mz = max(adir.z, m);
+ vec2 mparams = shadowparams.xy / max(mz + distbias, 1e-5);
+ vec4 proj;
+ if(adir.x > adir.y) proj = vec4(dir.zyx, 0.0); else proj = vec4(dir.xzy, 1.0);
+ if(adir.z > m) proj = vec4(dir, 2.0);
+ return vec3(proj.xy * mparams.x + vec2(proj.w, step(proj.z, 0.0)) * shadowparams.z + shadowoffset, mparams.y + shadowparams.w);
+ }
+
+
+
+ #define shadowval(center, xoff, yoff) float(shadow2DRect(tex4, center + vec3(xoff, yoff, 0.0)))
+ float filtershadow(vec3 shadowtc)
+ {
+ vec2 offset = fract(shadowtc.xy - 0.5);
+ vec3 center = shadowtc;
+
+
+
+
+
+
+
+ center.xy -= offset*0.5;
+ vec4 size = vec4(offset + 1.0, 2.0 - offset);
+ return (1.0/9.0)*dot(size.zxzx*size.wwyy,
+ vec4(shadowval(center, -0.5, -0.5),
+ shadowval(center, 1.0, -0.5),
+ shadowval(center, -0.5, 1.0),
+ shadowval(center, 1.0, 1.0)));
+ }
+
+
+
+
+ void main(void)
+ {
+
+ #define gfetch(sampler, coords) texture2DRect(sampler, coords)
+
+ #define accumlight(light) fragcolor.rgb = light
+ #define accumalpha(alpha) fragcolor.a = alpha
+
+
+
+ vec4 normal = gfetch(tex1, gl_FragCoord.xy);
+
+
+
+
+ normal.xyz = normal.xyz*2.0 - 1.0;
+
+ #define alpha normal.a
+
+
+ vec4 diffuse = gfetch(tex0, gl_FragCoord.xy);
+
+
+
+
+
+
+ #define depthvals gfetch(tex3, gl_FragCoord.xy)
+
+
+ float depth = depthvals.r;
+
+ vec4 pos = worldmatrix * vec4(gl_FragCoord.xy, depth, 1.0);
+ pos.xyz /= pos.w;
+
+
+
+ float fogcoord = length(camera - pos.xyz);
+
+
+
+ #define distbias 0.0
+
+ vec3 camdir = normalize(camera - pos.xyz);
+ float facing = 2.0*dot(normal.xyz, camdir);
+
+
+
+
+
+ vec3 light = vec3(0.0);
+
+
+
+
+
+ vec3 light0dir = pos.xyz * lightpos[0].w - lightpos[0].xyz;
+ float light0dist2 = dot(light0dir, light0dir);
+ if(light0dist2 < 1.0)
+ {
+
+ float light0facing = dot(light0dir, normal.xyz);
+ if(light0facing < 0.0)
+ {
+ float light0invdist = inversesqrt(light0dist2);
+
+ float light0atten = light0facing * (1.0 - light0invdist);
+
+
+
+ vec3 shadow0tc = getshadowtc(light0dir, shadowparams[0], shadowoffset[0], distbias * lightpos[0].w);
+ light0atten *= filtershadow(shadow0tc);
+
+
+
+
+ float light0spec = pow(clamp(light0invdist*(dot(camdir, light0dir) - light0facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light0spec) * lightcolor[0] * light0atten;
+
+
+
+ }
+ }
+
+ vec3 light1dir = pos.xyz * lightpos[1].w - lightpos[1].xyz;
+ float light1dist2 = dot(light1dir, light1dir);
+ if(light1dist2 < 1.0)
+ {
+
+ float light1facing = dot(light1dir, normal.xyz);
+ if(light1facing < 0.0)
+ {
+ float light1invdist = inversesqrt(light1dist2);
+
+ float light1atten = light1facing * (1.0 - light1invdist);
+
+
+
+ vec3 shadow1tc = getshadowtc(light1dir, shadowparams[1], shadowoffset[1], distbias * lightpos[1].w);
+ light1atten *= filtershadow(shadow1tc);
+
+
+
+
+ float light1spec = pow(clamp(light1invdist*(dot(camdir, light1dir) - light1facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light1spec) * lightcolor[1] * light1atten;
+
+
+
+ }
+ }
+
+ vec3 light2dir = pos.xyz * lightpos[2].w - lightpos[2].xyz;
+ float light2dist2 = dot(light2dir, light2dir);
+ if(light2dist2 < 1.0)
+ {
+
+ float light2facing = dot(light2dir, normal.xyz);
+ if(light2facing < 0.0)
+ {
+ float light2invdist = inversesqrt(light2dist2);
+
+ float light2atten = light2facing * (1.0 - light2invdist);
+
+
+
+ vec3 shadow2tc = getshadowtc(light2dir, shadowparams[2], shadowoffset[2], distbias * lightpos[2].w);
+ light2atten *= filtershadow(shadow2tc);
+
+
+
+
+ float light2spec = pow(clamp(light2invdist*(dot(camdir, light2dir) - light2facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light2spec) * lightcolor[2] * light2atten;
+
+
+
+ }
+ }
+
+ vec3 light3dir = pos.xyz * lightpos[3].w - lightpos[3].xyz;
+ float light3dist2 = dot(light3dir, light3dir);
+ if(light3dist2 < 1.0)
+ {
+
+ float light3facing = dot(light3dir, normal.xyz);
+ if(light3facing < 0.0)
+ {
+ float light3invdist = inversesqrt(light3dist2);
+
+ float light3atten = light3facing * (1.0 - light3invdist);
+
+
+
+ vec3 shadow3tc = getshadowtc(light3dir, shadowparams[3], shadowoffset[3], distbias * lightpos[3].w);
+ light3atten *= filtershadow(shadow3tc);
+
+
+
+
+ float light3spec = pow(clamp(light3invdist*(dot(camdir, light3dir) - light3facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light3spec) * lightcolor[3] * light3atten;
+
+
+
+ }
+ }
+
+ vec3 light4dir = pos.xyz * lightpos[4].w - lightpos[4].xyz;
+ float light4dist2 = dot(light4dir, light4dir);
+ if(light4dist2 < 1.0)
+ {
+
+ float light4facing = dot(light4dir, normal.xyz);
+ if(light4facing < 0.0)
+ {
+ float light4invdist = inversesqrt(light4dist2);
+
+ float light4atten = light4facing * (1.0 - light4invdist);
+
+
+
+ vec3 shadow4tc = getshadowtc(light4dir, shadowparams[4], shadowoffset[4], distbias * lightpos[4].w);
+ light4atten *= filtershadow(shadow4tc);
+
+
+
+
+ float light4spec = pow(clamp(light4invdist*(dot(camdir, light4dir) - light4facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light4spec) * lightcolor[4] * light4atten;
+
+
+
+ }
+ }
+
+ vec3 light5dir = pos.xyz * lightpos[5].w - lightpos[5].xyz;
+ float light5dist2 = dot(light5dir, light5dir);
+ if(light5dist2 < 1.0)
+ {
+
+ float light5facing = dot(light5dir, normal.xyz);
+ if(light5facing < 0.0)
+ {
+ float light5invdist = inversesqrt(light5dist2);
+
+ float light5atten = light5facing * (1.0 - light5invdist);
+
+
+
+ vec3 shadow5tc = getshadowtc(light5dir, shadowparams[5], shadowoffset[5], distbias * lightpos[5].w);
+ light5atten *= filtershadow(shadow5tc);
+
+
+
+
+ float light5spec = pow(clamp(light5invdist*(dot(camdir, light5dir) - light5facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light5spec) * lightcolor[5] * light5atten;
+
+
+
+ }
+ }
+
+ vec3 light6dir = pos.xyz * lightpos[6].w - lightpos[6].xyz;
+ float light6dist2 = dot(light6dir, light6dir);
+ if(light6dist2 < 1.0)
+ {
+
+ float light6facing = dot(light6dir, normal.xyz);
+ if(light6facing < 0.0)
+ {
+ float light6invdist = inversesqrt(light6dist2);
+
+ float light6atten = light6facing * (1.0 - light6invdist);
+
+
+
+ vec3 shadow6tc = getshadowtc(light6dir, shadowparams[6], shadowoffset[6], distbias * lightpos[6].w);
+ light6atten *= filtershadow(shadow6tc);
+
+
+
+
+ float light6spec = pow(clamp(light6invdist*(dot(camdir, light6dir) - light6facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light6spec) * lightcolor[6] * light6atten;
+
+
+
+ }
+ }
+
+ vec3 light7dir = pos.xyz * lightpos[7].w - lightpos[7].xyz;
+ float light7dist2 = dot(light7dir, light7dir);
+ if(light7dist2 < 1.0)
+ {
+
+ float light7facing = dot(light7dir, normal.xyz);
+ if(light7facing < 0.0)
+ {
+ float light7invdist = inversesqrt(light7dist2);
+
+ float light7atten = light7facing * (1.0 - light7invdist);
+
+
+
+ vec3 shadow7tc = getshadowtc(light7dir, shadowparams[7], shadowoffset[7], distbias * lightpos[7].w);
+ light7atten *= filtershadow(shadow7tc);
+
+
+
+
+ float light7spec = pow(clamp(light7invdist*(dot(camdir, light7dir) - light7facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light7spec) * lightcolor[7] * light7atten;
+
+
+
+ }
+ }
+
+
+ float foglerp = clamp(exp2(fogcoord*fogdensity.x)*fogdensity.y, 0.0, 1.0);
+
+ accumlight(light*foglerp);
+ accumalpha(0.0);
+
+
+
+
+ }
+
diff --git a/shaders/tesseract/441.shader_test b/shaders/tesseract/441.shader_test
new file mode 100644
index 0000000..325599a
--- /dev/null
+++ b/shaders/tesseract/441.shader_test
@@ -0,0 +1,329 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ uniform mat4 lightmatrix;
+ void main(void)
+ {
+ gl_Position = lightmatrix * vvertex;
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform sampler2DRect tex0, tex1, tex3 ;
+
+
+
+ uniform vec4 lightpos[8];
+ uniform vec3 lightcolor[8];
+
+
+
+
+ uniform vec3 splitcenter[3];
+ uniform vec3 splitbounds[3];
+ uniform vec3 splitscale[3];
+ uniform vec3 splitoffset[3];
+
+
+ uniform vec3 camera;
+ uniform mat4 worldmatrix;
+ uniform vec4 fogdir;
+ uniform vec3 fogcolor;
+ uniform vec2 fogdensity;
+ uniform vec4 radialfogscale;
+ uniform vec2 shadowatlasscale;
+ uniform vec4 lightscale;
+
+
+ uniform vec3 gdepthscale;
+ uniform vec3 gdepthunpackparams;
+
+ fragdata(0, fragcolor, vec4)
+
+
+
+
+
+
+
+ void main(void)
+ {
+
+ #define gfetch(sampler, coords) texture2DRect(sampler, coords)
+
+ #define accumlight(light) fragcolor.rgb = light
+ #define accumalpha(alpha) fragcolor.a = alpha
+
+
+
+ vec4 normal = gfetch(tex1, gl_FragCoord.xy);
+
+
+
+ #define alpha 1.0
+
+
+ normal.xyz = normal.xyz*2.0 - 1.0;
+
+ #define glowscale normal.a
+
+
+ vec4 diffuse = gfetch(tex0, gl_FragCoord.xy);
+
+ diffuse.rgb *= glowscale;
+
+
+
+
+
+ #define depthvals gfetch(tex3, gl_FragCoord.xy)
+
+
+ float depth = depthvals.r;
+
+ vec4 pos = worldmatrix * vec4(gl_FragCoord.xy, depth, 1.0);
+ pos.xyz /= pos.w;
+
+
+
+ float fogcoord = length(camera - pos.xyz);
+
+
+
+ vec3 camdir = normalize(camera - pos.xyz);
+ float facing = 2.0*dot(normal.xyz, camdir);
+
+
+
+
+
+ vec3 light = vec3(0.0);
+
+
+
+
+
+ vec3 light0dir = pos.xyz * lightpos[0].w - lightpos[0].xyz;
+ float light0dist2 = dot(light0dir, light0dir);
+ if(light0dist2 < 1.0)
+ {
+
+ float light0facing = dot(light0dir, normal.xyz);
+ if(light0facing < 0.0)
+ {
+ float light0invdist = inversesqrt(light0dist2);
+
+ float light0atten = light0facing * (1.0 - light0invdist);
+
+
+
+
+
+
+ float light0spec = pow(clamp(light0invdist*(dot(camdir, light0dir) - light0facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light0spec) * lightcolor[0] * light0atten;
+
+
+
+ }
+ }
+
+ vec3 light1dir = pos.xyz * lightpos[1].w - lightpos[1].xyz;
+ float light1dist2 = dot(light1dir, light1dir);
+ if(light1dist2 < 1.0)
+ {
+
+ float light1facing = dot(light1dir, normal.xyz);
+ if(light1facing < 0.0)
+ {
+ float light1invdist = inversesqrt(light1dist2);
+
+ float light1atten = light1facing * (1.0 - light1invdist);
+
+
+
+
+
+
+ float light1spec = pow(clamp(light1invdist*(dot(camdir, light1dir) - light1facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light1spec) * lightcolor[1] * light1atten;
+
+
+
+ }
+ }
+
+ vec3 light2dir = pos.xyz * lightpos[2].w - lightpos[2].xyz;
+ float light2dist2 = dot(light2dir, light2dir);
+ if(light2dist2 < 1.0)
+ {
+
+ float light2facing = dot(light2dir, normal.xyz);
+ if(light2facing < 0.0)
+ {
+ float light2invdist = inversesqrt(light2dist2);
+
+ float light2atten = light2facing * (1.0 - light2invdist);
+
+
+
+
+
+
+ float light2spec = pow(clamp(light2invdist*(dot(camdir, light2dir) - light2facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light2spec) * lightcolor[2] * light2atten;
+
+
+
+ }
+ }
+
+ vec3 light3dir = pos.xyz * lightpos[3].w - lightpos[3].xyz;
+ float light3dist2 = dot(light3dir, light3dir);
+ if(light3dist2 < 1.0)
+ {
+
+ float light3facing = dot(light3dir, normal.xyz);
+ if(light3facing < 0.0)
+ {
+ float light3invdist = inversesqrt(light3dist2);
+
+ float light3atten = light3facing * (1.0 - light3invdist);
+
+
+
+
+
+
+ float light3spec = pow(clamp(light3invdist*(dot(camdir, light3dir) - light3facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light3spec) * lightcolor[3] * light3atten;
+
+
+
+ }
+ }
+
+ vec3 light4dir = pos.xyz * lightpos[4].w - lightpos[4].xyz;
+ float light4dist2 = dot(light4dir, light4dir);
+ if(light4dist2 < 1.0)
+ {
+
+ float light4facing = dot(light4dir, normal.xyz);
+ if(light4facing < 0.0)
+ {
+ float light4invdist = inversesqrt(light4dist2);
+
+ float light4atten = light4facing * (1.0 - light4invdist);
+
+
+
+
+
+
+ float light4spec = pow(clamp(light4invdist*(dot(camdir, light4dir) - light4facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light4spec) * lightcolor[4] * light4atten;
+
+
+
+ }
+ }
+
+ vec3 light5dir = pos.xyz * lightpos[5].w - lightpos[5].xyz;
+ float light5dist2 = dot(light5dir, light5dir);
+ if(light5dist2 < 1.0)
+ {
+
+ float light5facing = dot(light5dir, normal.xyz);
+ if(light5facing < 0.0)
+ {
+ float light5invdist = inversesqrt(light5dist2);
+
+ float light5atten = light5facing * (1.0 - light5invdist);
+
+
+
+
+
+
+ float light5spec = pow(clamp(light5invdist*(dot(camdir, light5dir) - light5facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light5spec) * lightcolor[5] * light5atten;
+
+
+
+ }
+ }
+
+ vec3 light6dir = pos.xyz * lightpos[6].w - lightpos[6].xyz;
+ float light6dist2 = dot(light6dir, light6dir);
+ if(light6dist2 < 1.0)
+ {
+
+ float light6facing = dot(light6dir, normal.xyz);
+ if(light6facing < 0.0)
+ {
+ float light6invdist = inversesqrt(light6dist2);
+
+ float light6atten = light6facing * (1.0 - light6invdist);
+
+
+
+
+
+
+ float light6spec = pow(clamp(light6invdist*(dot(camdir, light6dir) - light6facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light6spec) * lightcolor[6] * light6atten;
+
+
+
+ }
+ }
+
+ vec3 light7dir = pos.xyz * lightpos[7].w - lightpos[7].xyz;
+ float light7dist2 = dot(light7dir, light7dir);
+ if(light7dist2 < 1.0)
+ {
+
+ float light7facing = dot(light7dir, normal.xyz);
+ if(light7facing < 0.0)
+ {
+ float light7invdist = inversesqrt(light7dist2);
+
+ float light7atten = light7facing * (1.0 - light7invdist);
+
+
+
+
+
+
+ float light7spec = pow(clamp(light7invdist*(dot(camdir, light7dir) - light7facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light7spec) * lightcolor[7] * light7atten;
+
+
+
+ }
+ }
+
+
+ float foglerp = clamp(exp2(fogcoord*fogdensity.x)*fogdensity.y, 0.0, 1.0);
+
+ accumlight(light*foglerp);
+ accumalpha(0.0);
+
+
+
+
+ }
+
diff --git a/shaders/tesseract/443.shader_test b/shaders/tesseract/443.shader_test
new file mode 100644
index 0000000..8d1e01e
--- /dev/null
+++ b/shaders/tesseract/443.shader_test
@@ -0,0 +1,392 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ uniform mat4 lightmatrix;
+ void main(void)
+ {
+ gl_Position = lightmatrix * vvertex;
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform sampler2DRect tex0, tex1, tex3 ;
+
+
+ uniform sampler2DRectShadow tex4;
+
+
+ uniform vec4 lightpos[8];
+ uniform vec3 lightcolor[8];
+
+
+ uniform vec4 shadowparams[8];
+ uniform vec2 shadowoffset[8];
+
+
+
+ uniform vec3 splitcenter[3];
+ uniform vec3 splitbounds[3];
+ uniform vec3 splitscale[3];
+ uniform vec3 splitoffset[3];
+
+
+ uniform vec3 camera;
+ uniform mat4 worldmatrix;
+ uniform vec4 fogdir;
+ uniform vec3 fogcolor;
+ uniform vec2 fogdensity;
+ uniform vec4 radialfogscale;
+ uniform vec2 shadowatlasscale;
+ uniform vec4 lightscale;
+
+
+ uniform vec3 gdepthscale;
+ uniform vec3 gdepthunpackparams;
+
+ fragdata(0, fragcolor, vec4)
+
+
+ vec3 getshadowtc(vec3 dir, vec4 shadowparams, vec2 shadowoffset, float distbias)
+ {
+ vec3 adir = abs(dir);
+ float m = max(adir.x, adir.y), mz = max(adir.z, m);
+ vec2 mparams = shadowparams.xy / max(mz + distbias, 1e-5);
+ vec4 proj;
+ if(adir.x > adir.y) proj = vec4(dir.zyx, 0.0); else proj = vec4(dir.xzy, 1.0);
+ if(adir.z > m) proj = vec4(dir, 2.0);
+ return vec3(proj.xy * mparams.x + vec2(proj.w, step(proj.z, 0.0)) * shadowparams.z + shadowoffset, mparams.y + shadowparams.w);
+ }
+
+
+
+ #define shadowval(center, xoff, yoff) float(shadow2DRect(tex4, center + vec3(xoff, yoff, 0.0)))
+ float filtershadow(vec3 shadowtc)
+ {
+ vec2 offset = fract(shadowtc.xy - 0.5);
+ vec3 center = shadowtc;
+
+
+
+
+
+
+
+ center.xy -= offset*0.5;
+ vec4 size = vec4(offset + 1.0, 2.0 - offset);
+ return (1.0/9.0)*dot(size.zxzx*size.wwyy,
+ vec4(shadowval(center, -0.5, -0.5),
+ shadowval(center, 1.0, -0.5),
+ shadowval(center, -0.5, 1.0),
+ shadowval(center, 1.0, 1.0)));
+ }
+
+
+
+
+ void main(void)
+ {
+
+ #define gfetch(sampler, coords) texture2DRect(sampler, coords)
+
+ #define accumlight(light) fragcolor.rgb = light
+ #define accumalpha(alpha) fragcolor.a = alpha
+
+
+
+ vec4 normal = gfetch(tex1, gl_FragCoord.xy);
+
+
+
+ #define alpha 1.0
+
+
+ normal.xyz = normal.xyz*2.0 - 1.0;
+
+ #define glowscale normal.a
+
+
+ vec4 diffuse = gfetch(tex0, gl_FragCoord.xy);
+
+ diffuse.rgb *= glowscale;
+
+
+
+
+
+ #define depthvals gfetch(tex3, gl_FragCoord.xy)
+
+
+ float depth = depthvals.r;
+
+ vec4 pos = worldmatrix * vec4(gl_FragCoord.xy, depth, 1.0);
+ pos.xyz /= pos.w;
+
+
+
+ float fogcoord = length(camera - pos.xyz);
+
+
+
+ #define distbias -8.0
+
+ vec3 camdir = normalize(camera - pos.xyz);
+ float facing = 2.0*dot(normal.xyz, camdir);
+
+
+
+
+
+ vec3 light = vec3(0.0);
+
+
+
+
+
+ vec3 light0dir = pos.xyz * lightpos[0].w - lightpos[0].xyz;
+ float light0dist2 = dot(light0dir, light0dir);
+ if(light0dist2 < 1.0)
+ {
+
+ float light0facing = dot(light0dir, normal.xyz);
+ if(light0facing < 0.0)
+ {
+ float light0invdist = inversesqrt(light0dist2);
+
+ float light0atten = light0facing * (1.0 - light0invdist);
+
+
+
+ vec3 shadow0tc = getshadowtc(light0dir, shadowparams[0], shadowoffset[0], distbias * lightpos[0].w);
+ light0atten *= filtershadow(shadow0tc);
+
+
+
+
+ float light0spec = pow(clamp(light0invdist*(dot(camdir, light0dir) - light0facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light0spec) * lightcolor[0] * light0atten;
+
+
+
+ }
+ }
+
+ vec3 light1dir = pos.xyz * lightpos[1].w - lightpos[1].xyz;
+ float light1dist2 = dot(light1dir, light1dir);
+ if(light1dist2 < 1.0)
+ {
+
+ float light1facing = dot(light1dir, normal.xyz);
+ if(light1facing < 0.0)
+ {
+ float light1invdist = inversesqrt(light1dist2);
+
+ float light1atten = light1facing * (1.0 - light1invdist);
+
+
+
+ vec3 shadow1tc = getshadowtc(light1dir, shadowparams[1], shadowoffset[1], distbias * lightpos[1].w);
+ light1atten *= filtershadow(shadow1tc);
+
+
+
+
+ float light1spec = pow(clamp(light1invdist*(dot(camdir, light1dir) - light1facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light1spec) * lightcolor[1] * light1atten;
+
+
+
+ }
+ }
+
+ vec3 light2dir = pos.xyz * lightpos[2].w - lightpos[2].xyz;
+ float light2dist2 = dot(light2dir, light2dir);
+ if(light2dist2 < 1.0)
+ {
+
+ float light2facing = dot(light2dir, normal.xyz);
+ if(light2facing < 0.0)
+ {
+ float light2invdist = inversesqrt(light2dist2);
+
+ float light2atten = light2facing * (1.0 - light2invdist);
+
+
+
+ vec3 shadow2tc = getshadowtc(light2dir, shadowparams[2], shadowoffset[2], distbias * lightpos[2].w);
+ light2atten *= filtershadow(shadow2tc);
+
+
+
+
+ float light2spec = pow(clamp(light2invdist*(dot(camdir, light2dir) - light2facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light2spec) * lightcolor[2] * light2atten;
+
+
+
+ }
+ }
+
+ vec3 light3dir = pos.xyz * lightpos[3].w - lightpos[3].xyz;
+ float light3dist2 = dot(light3dir, light3dir);
+ if(light3dist2 < 1.0)
+ {
+
+ float light3facing = dot(light3dir, normal.xyz);
+ if(light3facing < 0.0)
+ {
+ float light3invdist = inversesqrt(light3dist2);
+
+ float light3atten = light3facing * (1.0 - light3invdist);
+
+
+
+ vec3 shadow3tc = getshadowtc(light3dir, shadowparams[3], shadowoffset[3], distbias * lightpos[3].w);
+ light3atten *= filtershadow(shadow3tc);
+
+
+
+
+ float light3spec = pow(clamp(light3invdist*(dot(camdir, light3dir) - light3facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light3spec) * lightcolor[3] * light3atten;
+
+
+
+ }
+ }
+
+ vec3 light4dir = pos.xyz * lightpos[4].w - lightpos[4].xyz;
+ float light4dist2 = dot(light4dir, light4dir);
+ if(light4dist2 < 1.0)
+ {
+
+ float light4facing = dot(light4dir, normal.xyz);
+ if(light4facing < 0.0)
+ {
+ float light4invdist = inversesqrt(light4dist2);
+
+ float light4atten = light4facing * (1.0 - light4invdist);
+
+
+
+ vec3 shadow4tc = getshadowtc(light4dir, shadowparams[4], shadowoffset[4], distbias * lightpos[4].w);
+ light4atten *= filtershadow(shadow4tc);
+
+
+
+
+ float light4spec = pow(clamp(light4invdist*(dot(camdir, light4dir) - light4facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light4spec) * lightcolor[4] * light4atten;
+
+
+
+ }
+ }
+
+ vec3 light5dir = pos.xyz * lightpos[5].w - lightpos[5].xyz;
+ float light5dist2 = dot(light5dir, light5dir);
+ if(light5dist2 < 1.0)
+ {
+
+ float light5facing = dot(light5dir, normal.xyz);
+ if(light5facing < 0.0)
+ {
+ float light5invdist = inversesqrt(light5dist2);
+
+ float light5atten = light5facing * (1.0 - light5invdist);
+
+
+
+ vec3 shadow5tc = getshadowtc(light5dir, shadowparams[5], shadowoffset[5], distbias * lightpos[5].w);
+ light5atten *= filtershadow(shadow5tc);
+
+
+
+
+ float light5spec = pow(clamp(light5invdist*(dot(camdir, light5dir) - light5facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light5spec) * lightcolor[5] * light5atten;
+
+
+
+ }
+ }
+
+ vec3 light6dir = pos.xyz * lightpos[6].w - lightpos[6].xyz;
+ float light6dist2 = dot(light6dir, light6dir);
+ if(light6dist2 < 1.0)
+ {
+
+ float light6facing = dot(light6dir, normal.xyz);
+ if(light6facing < 0.0)
+ {
+ float light6invdist = inversesqrt(light6dist2);
+
+ float light6atten = light6facing * (1.0 - light6invdist);
+
+
+
+ vec3 shadow6tc = getshadowtc(light6dir, shadowparams[6], shadowoffset[6], distbias * lightpos[6].w);
+ light6atten *= filtershadow(shadow6tc);
+
+
+
+
+ float light6spec = pow(clamp(light6invdist*(dot(camdir, light6dir) - light6facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light6spec) * lightcolor[6] * light6atten;
+
+
+
+ }
+ }
+
+ vec3 light7dir = pos.xyz * lightpos[7].w - lightpos[7].xyz;
+ float light7dist2 = dot(light7dir, light7dir);
+ if(light7dist2 < 1.0)
+ {
+
+ float light7facing = dot(light7dir, normal.xyz);
+ if(light7facing < 0.0)
+ {
+ float light7invdist = inversesqrt(light7dist2);
+
+ float light7atten = light7facing * (1.0 - light7invdist);
+
+
+
+ vec3 shadow7tc = getshadowtc(light7dir, shadowparams[7], shadowoffset[7], distbias * lightpos[7].w);
+ light7atten *= filtershadow(shadow7tc);
+
+
+
+
+ float light7spec = pow(clamp(light7invdist*(dot(camdir, light7dir) - light7facing*facing), 0.0, 1.0), 16.0) * diffuse.a;
+ light += (diffuse.rgb + light7spec) * lightcolor[7] * light7atten;
+
+
+
+ }
+ }
+
+
+ float foglerp = clamp(exp2(fogcoord*fogdensity.x)*fogdensity.y, 0.0, 1.0);
+
+ accumlight(light*foglerp);
+ accumalpha(0.0);
+
+
+
+
+ }
+
diff --git a/shaders/tesseract/446.shader_test b/shaders/tesseract/446.shader_test
new file mode 100644
index 0000000..8184517
--- /dev/null
+++ b/shaders/tesseract/446.shader_test
@@ -0,0 +1,140 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vtangent;
+ attribute vec3 vnormal;
+ attribute vec2 vtexcoord0;
+ uniform mat4 camprojmatrix;
+ uniform vec2 texgenscroll;
+
+
+ varying vec2 texcoord0;
+ varying mat3 world;
+
+
+ uniform vec3 camera;
+ varying vec3 camvec;
+
+
+
+
+
+uniform vec4 specscale;
+
+uniform vec4 envscale;
+ void main(void)
+ {
+ gl_Position = camprojmatrix * vvertex;
+
+
+
+
+ texcoord0 = vtexcoord0 + texgenscroll;
+
+ vec3 bitangent = cross(vnormal, vtangent.xyz) * vtangent.w;
+
+ world = mat3(vtangent.xyz, bitangent, vnormal);
+
+
+
+ camvec = camera - vvertex.xyz;
+
+
+
+
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define gcolor gl_FragData[0]
+#define gnormal gl_FragData[1]
+#define gglow gl_FragData[2]
+uniform vec4 colorparams;
+ uniform sampler2D diffusemap, normalmap;
+
+ varying mat3 world;
+
+ fragdata(0, gcolor, vec4)
+ fragdata(1, gnormal, vec4)
+ fragdata(2, gglow, vec4)
+
+
+
+
+ varying vec2 texcoord0;
+
+ varying vec3 camvec;
+
+
+ uniform samplerCube envmap;
+
+
+
+uniform vec4 specscale;
+
+uniform vec4 envscale;
+ void main(void)
+ {
+
+ vec3 camvecn = normalize(camvec);
+
+
+
+
+ #define dtc texcoord0
+
+
+ vec4 diffuse = texture2D(diffusemap, dtc);
+
+ vec3 bump = texture2D(normalmap, dtc).rgb*2.0 - 1.0;
+ vec3 bumpw = normalize(world * bump);
+
+
+ gcolor.rgb = diffuse.rgb*colorparams.rgb;
+
+ gcolor.a = diffuse.a*specscale.x * 0.5;
+
+
+
+ float invfresnel = dot(camvecn, bumpw);
+ vec3 rvec = 2.0*bumpw*invfresnel - camvecn;
+ vec3 reflect = textureCube(envmap, rvec).rgb;
+
+ vec3 rmod = envscale.xyz*diffuse.a;
+
+ gcolor.rgb = mix(gcolor.rgb, reflect, rmod*clamp(1.0 - invfresnel, 0.0, 1.0));
+
+
+
+
+
+
+
+ gnormal.rgb = bumpw*0.5 + 0.5;
+ #ifdef packnorm
+ gnormal.a = (packnorm);
+ #else
+ gnormal.a = 1.0;
+ #endif
+
+
+
+
+
+
+
+
+ }
+
diff --git a/shaders/tesseract/449.shader_test b/shaders/tesseract/449.shader_test
new file mode 100644
index 0000000..057b2a0
--- /dev/null
+++ b/shaders/tesseract/449.shader_test
@@ -0,0 +1,154 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vtangent;
+ attribute vec3 vnormal;
+ attribute vec2 vtexcoord0;
+ uniform mat4 camprojmatrix;
+ uniform vec2 texgenscroll;
+
+
+ varying vec2 texcoord0;
+ varying mat3 world;
+
+
+ uniform vec3 camera;
+ varying vec3 camvec;
+
+
+
+ uniform vec4 blendmapparams;
+ varying vec2 texcoord1;
+
+
+
+uniform vec4 specscale;
+
+uniform vec4 envscale;
+ void main(void)
+ {
+ gl_Position = camprojmatrix * vvertex;
+
+
+
+
+ texcoord0 = vtexcoord0 + texgenscroll;
+
+ vec3 bitangent = cross(vnormal, vtangent.xyz) * vtangent.w;
+
+ world = mat3(vtangent.xyz, bitangent, vnormal);
+
+
+
+ camvec = camera - vvertex.xyz;
+
+
+
+ texcoord1 = (vvertex.xy - blendmapparams.xy)*blendmapparams.zw;
+
+
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define gcolor gl_FragData[0]
+#define gnormal gl_FragData[1]
+#define gglow gl_FragData[2]
+uniform vec4 colorparams;
+ uniform sampler2D diffusemap, normalmap;
+
+ varying mat3 world;
+
+ fragdata(0, gcolor, vec4)
+ fragdata(1, gnormal, vec4)
+ fragdata(2, gglow, vec4)
+
+
+
+
+ varying vec2 texcoord0;
+
+ varying vec3 camvec;
+
+
+ uniform samplerCube envmap;
+
+ uniform float blendlayer;
+ uniform sampler2D blendmap;
+ varying vec2 texcoord1;
+
+
+
+uniform vec4 specscale;
+
+uniform vec4 envscale;
+ void main(void)
+ {
+
+ vec3 camvecn = normalize(camvec);
+
+
+
+
+ #define dtc texcoord0
+
+
+ vec4 diffuse = texture2D(diffusemap, dtc);
+
+ vec3 bump = texture2D(normalmap, dtc).rgb*2.0 - 1.0;
+ vec3 bumpw = normalize(world * bump);
+
+
+ gcolor.rgb = diffuse.rgb*colorparams.rgb;
+
+ gcolor.a = diffuse.a*specscale.x * 0.5;
+
+
+
+ float invfresnel = dot(camvecn, bumpw);
+ vec3 rvec = 2.0*bumpw*invfresnel - camvecn;
+ vec3 reflect = textureCube(envmap, rvec).rgb;
+
+ vec3 rmod = envscale.xyz*diffuse.a;
+
+ gcolor.rgb = mix(gcolor.rgb, reflect, rmod*clamp(1.0 - invfresnel, 0.0, 1.0));
+
+
+
+
+
+
+
+ gnormal.rgb = bumpw*0.5 + 0.5;
+ #ifdef packnorm
+ gnormal.a = (packnorm);
+ #else
+ gnormal.a = 1.0;
+ #endif
+
+
+
+
+
+
+
+
+ float blend = abs(texture2D(blendmap, texcoord1).r - blendlayer);
+ gcolor *= blend;
+ gnormal.rgb *= blend;
+ gnormal.a *= blendlayer;
+
+ }
+
diff --git a/shaders/tesseract/45.shader_test b/shaders/tesseract/45.shader_test
new file mode 100644
index 0000000..22a77d1
--- /dev/null
+++ b/shaders/tesseract/45.shader_test
@@ -0,0 +1,33 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vcolor;
+ uniform mat4 hudmatrix;
+ varying vec4 color;
+ void main(void)
+ {
+ gl_Position = hudmatrix * vvertex;
+ color = vcolor;
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+varying vec4 color;
+ fragdata(0, fragcolor, vec4)
+ void main(void)
+ {
+ fragcolor = color;
+ }
+
diff --git a/shaders/tesseract/452.shader_test b/shaders/tesseract/452.shader_test
new file mode 100644
index 0000000..3de476e
--- /dev/null
+++ b/shaders/tesseract/452.shader_test
@@ -0,0 +1,144 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vtangent;
+ attribute vec3 vnormal;
+ attribute vec2 vtexcoord0;
+ uniform mat4 camprojmatrix;
+ uniform vec2 texgenscroll;
+
+
+ varying vec2 texcoord0;
+ varying mat3 world;
+
+
+ uniform vec3 camera;
+ varying vec3 camvec;
+
+
+
+
+
+uniform vec4 specscale;
+
+uniform vec4 envscale;
+ void main(void)
+ {
+ gl_Position = camprojmatrix * vvertex;
+
+
+
+
+ texcoord0 = vtexcoord0 + texgenscroll;
+
+ vec3 bitangent = cross(vnormal, vtangent.xyz) * vtangent.w;
+
+ world = mat3(vtangent.xyz, bitangent, vnormal);
+
+
+
+ camvec = camera - vvertex.xyz;
+
+
+
+
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define gcolor gl_FragData[0]
+#define gnormal gl_FragData[1]
+#define gglow gl_FragData[2]
+uniform vec4 colorparams;
+ uniform sampler2D diffusemap, normalmap;
+
+ varying mat3 world;
+
+ fragdata(0, gcolor, vec4)
+ fragdata(1, gnormal, vec4)
+ fragdata(2, gglow, vec4)
+
+
+
+
+ varying vec2 texcoord0;
+
+ varying vec3 camvec;
+
+
+ uniform samplerCube envmap;
+
+
+
+uniform vec4 specscale;
+
+uniform vec4 envscale;
+ void main(void)
+ {
+
+ vec3 camvecn = normalize(camvec);
+
+
+
+
+ #define dtc texcoord0
+
+
+ vec4 diffuse = texture2D(diffusemap, dtc);
+
+ vec3 bump = texture2D(normalmap, dtc).rgb*2.0 - 1.0;
+ vec3 bumpw = normalize(world * bump);
+
+
+ gcolor.rgb = diffuse.rgb*colorparams.rgb;
+
+ gcolor.a = diffuse.a*specscale.x * 0.5;
+
+
+
+ float invfresnel = dot(camvecn, bumpw);
+ vec3 rvec = 2.0*bumpw*invfresnel - camvecn;
+ vec3 reflect = textureCube(envmap, rvec).rgb;
+
+ vec3 rmod = envscale.xyz*diffuse.a;
+
+ gcolor.rgb = mix(gcolor.rgb, reflect, rmod*clamp(1.0 - invfresnel, 0.0, 1.0));
+
+
+
+ gglow.rgb = vec3(0.0);
+
+
+
+ #define packnorm colorparams.a
+
+
+
+ gnormal.rgb = bumpw*0.5 + 0.5;
+ #ifdef packnorm
+ gnormal.a = (packnorm);
+ #else
+ gnormal.a = 1.0;
+ #endif
+
+
+
+
+
+
+
+
+ }
+
diff --git a/shaders/tesseract/455.shader_test b/shaders/tesseract/455.shader_test
new file mode 100644
index 0000000..a21edbd
--- /dev/null
+++ b/shaders/tesseract/455.shader_test
@@ -0,0 +1,170 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vtangent;
+ attribute vec3 vnormal;
+ attribute vec2 vtexcoord0;
+ uniform mat4 camprojmatrix;
+ uniform vec2 texgenscroll;
+
+ uniform vec2 lineardepthscale;
+ uniform vec3 gdepthpackparams;
+ varying float lineardepth;
+
+
+ varying vec2 texcoord0;
+ varying mat3 world;
+
+
+ uniform vec3 camera;
+ varying vec3 camvec;
+
+
+
+
+
+uniform vec4 specscale;
+
+uniform vec4 envscale;
+ void main(void)
+ {
+ gl_Position = camprojmatrix * vvertex;
+
+
+ lineardepth = dot(lineardepthscale, gl_Position.zw);
+
+
+
+ texcoord0 = vtexcoord0 + texgenscroll;
+
+ vec3 bitangent = cross(vnormal, vtangent.xyz) * vtangent.w;
+
+ world = mat3(vtangent.xyz, bitangent, vnormal);
+
+
+
+ camvec = camera - vvertex.xyz;
+
+
+
+
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define gcolor gl_FragData[0]
+#define gnormal gl_FragData[1]
+#define gglow gl_FragData[2]
+uniform sampler2DRect refractlight, refractmask;
+ #define gfetch(sampler, coords) texture2DRect(sampler, coords)
+ #define gfetchoffset(sampler, coords, offset) texture2DRectOffset(sampler, coords, offset)
+ #define gfetchproj(sampler, coords) texture2DRectProj(sampler, coords)
+ #define gfetchclamp(sampler, coords) texture2DRect(sampler, coords)
+
+ uniform vec3 gdepthscale;
+ uniform vec3 gdepthunpackparams;
+
+
+ uniform vec4 refractparams;
+ uniform float refractdepth;
+
+ uniform vec4 colorparams;
+ uniform sampler2D diffusemap, normalmap;
+
+ varying mat3 world;
+
+ fragdata(0, gcolor, vec4)
+ fragdata(1, gnormal, vec4)
+ fragdata(2, gglow, vec4)
+
+
+ uniform vec2 lineardepthscale;
+ uniform vec3 gdepthpackparams;
+ varying float lineardepth;
+
+
+
+ varying vec2 texcoord0;
+
+ varying vec3 camvec;
+
+
+ uniform samplerCube envmap;
+
+
+
+uniform vec4 specscale;
+
+uniform vec4 envscale;
+ void main(void)
+ {
+
+ vec3 camvecn = normalize(camvec);
+
+
+
+
+ #define dtc texcoord0
+
+
+ vec4 diffuse = texture2D(diffusemap, dtc);
+
+ vec3 bump = texture2D(normalmap, dtc).rgb*2.0 - 1.0;
+ vec3 bumpw = normalize(world * bump);
+
+
+ gcolor.rgb = diffuse.rgb*colorparams.rgb;
+
+ gcolor.a = diffuse.a*specscale.x * 0.5;
+
+
+
+ float invfresnel = dot(camvecn, bumpw);
+ vec3 rvec = 2.0*bumpw*invfresnel - camvecn;
+ vec3 reflect = textureCube(envmap, rvec).rgb;
+
+ vec3 rmod = envscale.xyz*diffuse.a;
+
+ gcolor.rgb = mix(gcolor.rgb, reflect, rmod*clamp(1.0 - invfresnel, 0.0, 1.0));
+
+
+
+ gglow.rgb = vec3(0.0);
+
+
+
+ vec2 rtc = bump.xy*refractparams.w;
+ float rmask = clamp(refractdepth*(lineardepth - dot(gfetch(refractmask, gl_FragCoord.xy + rtc).rgb, gdepthunpackparams)), 0.0, 1.0);
+ vec3 rlight = gfetch(refractlight, gl_FragCoord.xy + rtc*rmask).rgb;
+ gglow.rgb += rlight * refractparams.xyz;
+
+
+
+ gnormal.rgb = bumpw*0.5 + 0.5;
+ #ifdef packnorm
+ gnormal.a = (packnorm);
+ #else
+ gnormal.a = 1.0;
+ #endif
+
+
+
+
+
+
+
+
+ }
+
diff --git a/shaders/tesseract/458.shader_test b/shaders/tesseract/458.shader_test
new file mode 100644
index 0000000..a5b6b96
--- /dev/null
+++ b/shaders/tesseract/458.shader_test
@@ -0,0 +1,121 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vtangent;
+ attribute vec3 vnormal;
+ attribute vec2 vtexcoord0;
+ uniform mat4 camprojmatrix;
+ uniform vec2 texgenscroll;
+
+
+ varying vec2 texcoord0;
+ varying mat3 world;
+
+
+
+
+
+
+uniform vec4 specscale;
+ void main(void)
+ {
+ gl_Position = camprojmatrix * vvertex;
+
+
+
+
+ texcoord0 = vtexcoord0 + texgenscroll;
+
+ vec3 bitangent = cross(vnormal, vtangent.xyz) * vtangent.w;
+
+ world = mat3(vtangent.xyz, bitangent, vnormal);
+
+
+
+
+
+
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define gcolor gl_FragData[0]
+#define gnormal gl_FragData[1]
+#define gglow gl_FragData[2]
+uniform vec4 colorparams;
+ uniform sampler2D diffusemap, normalmap;
+
+ varying mat3 world;
+
+ fragdata(0, gcolor, vec4)
+ fragdata(1, gnormal, vec4)
+ fragdata(2, gglow, vec4)
+
+
+
+
+ varying vec2 texcoord0;
+
+
+
+
+
+
+
+
+uniform vec4 specscale;
+ void main(void)
+ {
+
+
+
+
+ #define dtc texcoord0
+
+
+ vec4 diffuse = texture2D(diffusemap, dtc);
+
+ vec3 bump = texture2D(normalmap, dtc).rgb*2.0 - 1.0;
+ vec3 bumpw = normalize(world * bump);
+
+
+ gcolor.rgb = diffuse.rgb*colorparams.rgb;
+
+ gcolor.a = diffuse.a*specscale.x * 0.5;
+
+
+
+
+
+
+
+
+
+ gnormal.rgb = bumpw*0.5 + 0.5;
+ #ifdef packnorm
+ gnormal.a = (packnorm);
+ #else
+ gnormal.a = 1.0;
+ #endif
+
+
+
+
+
+
+
+
+ }
+
diff --git a/shaders/tesseract/461.shader_test b/shaders/tesseract/461.shader_test
new file mode 100644
index 0000000..09c8920
--- /dev/null
+++ b/shaders/tesseract/461.shader_test
@@ -0,0 +1,135 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vtangent;
+ attribute vec3 vnormal;
+ attribute vec2 vtexcoord0;
+ uniform mat4 camprojmatrix;
+ uniform vec2 texgenscroll;
+
+
+ varying vec2 texcoord0;
+ varying mat3 world;
+
+
+
+
+ uniform vec4 blendmapparams;
+ varying vec2 texcoord1;
+
+
+
+uniform vec4 specscale;
+ void main(void)
+ {
+ gl_Position = camprojmatrix * vvertex;
+
+
+
+
+ texcoord0 = vtexcoord0 + texgenscroll;
+
+ vec3 bitangent = cross(vnormal, vtangent.xyz) * vtangent.w;
+
+ world = mat3(vtangent.xyz, bitangent, vnormal);
+
+
+
+
+
+ texcoord1 = (vvertex.xy - blendmapparams.xy)*blendmapparams.zw;
+
+
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define gcolor gl_FragData[0]
+#define gnormal gl_FragData[1]
+#define gglow gl_FragData[2]
+uniform vec4 colorparams;
+ uniform sampler2D diffusemap, normalmap;
+
+ varying mat3 world;
+
+ fragdata(0, gcolor, vec4)
+ fragdata(1, gnormal, vec4)
+ fragdata(2, gglow, vec4)
+
+
+
+
+ varying vec2 texcoord0;
+
+
+
+
+
+
+ uniform float blendlayer;
+ uniform sampler2D blendmap;
+ varying vec2 texcoord1;
+
+
+
+uniform vec4 specscale;
+ void main(void)
+ {
+
+
+
+
+ #define dtc texcoord0
+
+
+ vec4 diffuse = texture2D(diffusemap, dtc);
+
+ vec3 bump = texture2D(normalmap, dtc).rgb*2.0 - 1.0;
+ vec3 bumpw = normalize(world * bump);
+
+
+ gcolor.rgb = diffuse.rgb*colorparams.rgb;
+
+ gcolor.a = diffuse.a*specscale.x * 0.5;
+
+
+
+
+
+
+
+
+
+ gnormal.rgb = bumpw*0.5 + 0.5;
+ #ifdef packnorm
+ gnormal.a = (packnorm);
+ #else
+ gnormal.a = 1.0;
+ #endif
+
+
+
+
+
+
+
+
+ float blend = abs(texture2D(blendmap, texcoord1).r - blendlayer);
+ gcolor *= blend;
+ gnormal.rgb *= blend;
+ gnormal.a *= blendlayer;
+
+ }
+
diff --git a/shaders/tesseract/464.shader_test b/shaders/tesseract/464.shader_test
new file mode 100644
index 0000000..05ad5c6
--- /dev/null
+++ b/shaders/tesseract/464.shader_test
@@ -0,0 +1,125 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vtangent;
+ attribute vec3 vnormal;
+ attribute vec2 vtexcoord0;
+ uniform mat4 camprojmatrix;
+ uniform vec2 texgenscroll;
+
+
+ varying vec2 texcoord0;
+ varying mat3 world;
+
+
+
+
+
+
+uniform vec4 specscale;
+ void main(void)
+ {
+ gl_Position = camprojmatrix * vvertex;
+
+
+
+
+ texcoord0 = vtexcoord0 + texgenscroll;
+
+ vec3 bitangent = cross(vnormal, vtangent.xyz) * vtangent.w;
+
+ world = mat3(vtangent.xyz, bitangent, vnormal);
+
+
+
+
+
+
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define gcolor gl_FragData[0]
+#define gnormal gl_FragData[1]
+#define gglow gl_FragData[2]
+uniform vec4 colorparams;
+ uniform sampler2D diffusemap, normalmap;
+
+ varying mat3 world;
+
+ fragdata(0, gcolor, vec4)
+ fragdata(1, gnormal, vec4)
+ fragdata(2, gglow, vec4)
+
+
+
+
+ varying vec2 texcoord0;
+
+
+
+
+
+
+
+
+uniform vec4 specscale;
+ void main(void)
+ {
+
+
+
+
+ #define dtc texcoord0
+
+
+ vec4 diffuse = texture2D(diffusemap, dtc);
+
+ vec3 bump = texture2D(normalmap, dtc).rgb*2.0 - 1.0;
+ vec3 bumpw = normalize(world * bump);
+
+
+ gcolor.rgb = diffuse.rgb*colorparams.rgb;
+
+ gcolor.a = diffuse.a*specscale.x * 0.5;
+
+
+
+
+
+ gglow.rgb = vec3(0.0);
+
+
+
+ #define packnorm colorparams.a
+
+
+
+ gnormal.rgb = bumpw*0.5 + 0.5;
+ #ifdef packnorm
+ gnormal.a = (packnorm);
+ #else
+ gnormal.a = 1.0;
+ #endif
+
+
+
+
+
+
+
+
+ }
+
diff --git a/shaders/tesseract/467.shader_test b/shaders/tesseract/467.shader_test
new file mode 100644
index 0000000..1fe5708
--- /dev/null
+++ b/shaders/tesseract/467.shader_test
@@ -0,0 +1,151 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vtangent;
+ attribute vec3 vnormal;
+ attribute vec2 vtexcoord0;
+ uniform mat4 camprojmatrix;
+ uniform vec2 texgenscroll;
+
+ uniform vec2 lineardepthscale;
+ uniform vec3 gdepthpackparams;
+ varying float lineardepth;
+
+
+ varying vec2 texcoord0;
+ varying mat3 world;
+
+
+
+
+
+
+uniform vec4 specscale;
+ void main(void)
+ {
+ gl_Position = camprojmatrix * vvertex;
+
+
+ lineardepth = dot(lineardepthscale, gl_Position.zw);
+
+
+
+ texcoord0 = vtexcoord0 + texgenscroll;
+
+ vec3 bitangent = cross(vnormal, vtangent.xyz) * vtangent.w;
+
+ world = mat3(vtangent.xyz, bitangent, vnormal);
+
+
+
+
+
+
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define gcolor gl_FragData[0]
+#define gnormal gl_FragData[1]
+#define gglow gl_FragData[2]
+uniform sampler2DRect refractlight, refractmask;
+ #define gfetch(sampler, coords) texture2DRect(sampler, coords)
+ #define gfetchoffset(sampler, coords, offset) texture2DRectOffset(sampler, coords, offset)
+ #define gfetchproj(sampler, coords) texture2DRectProj(sampler, coords)
+ #define gfetchclamp(sampler, coords) texture2DRect(sampler, coords)
+
+ uniform vec3 gdepthscale;
+ uniform vec3 gdepthunpackparams;
+
+
+ uniform vec4 refractparams;
+ uniform float refractdepth;
+
+ uniform vec4 colorparams;
+ uniform sampler2D diffusemap, normalmap;
+
+ varying mat3 world;
+
+ fragdata(0, gcolor, vec4)
+ fragdata(1, gnormal, vec4)
+ fragdata(2, gglow, vec4)
+
+
+ uniform vec2 lineardepthscale;
+ uniform vec3 gdepthpackparams;
+ varying float lineardepth;
+
+
+
+ varying vec2 texcoord0;
+
+
+
+
+
+
+
+
+uniform vec4 specscale;
+ void main(void)
+ {
+
+
+
+
+ #define dtc texcoord0
+
+
+ vec4 diffuse = texture2D(diffusemap, dtc);
+
+ vec3 bump = texture2D(normalmap, dtc).rgb*2.0 - 1.0;
+ vec3 bumpw = normalize(world * bump);
+
+
+ gcolor.rgb = diffuse.rgb*colorparams.rgb;
+
+ gcolor.a = diffuse.a*specscale.x * 0.5;
+
+
+
+
+
+ gglow.rgb = vec3(0.0);
+
+
+
+ vec2 rtc = bump.xy*refractparams.w;
+ float rmask = clamp(refractdepth*(lineardepth - dot(gfetch(refractmask, gl_FragCoord.xy + rtc).rgb, gdepthunpackparams)), 0.0, 1.0);
+ vec3 rlight = gfetch(refractlight, gl_FragCoord.xy + rtc*rmask).rgb;
+ gglow.rgb += rlight * refractparams.xyz;
+
+
+
+ gnormal.rgb = bumpw*0.5 + 0.5;
+ #ifdef packnorm
+ gnormal.a = (packnorm);
+ #else
+ gnormal.a = 1.0;
+ #endif
+
+
+
+
+
+
+
+
+ }
+
diff --git a/shaders/tesseract/470.shader_test b/shaders/tesseract/470.shader_test
new file mode 100644
index 0000000..39c9dba
--- /dev/null
+++ b/shaders/tesseract/470.shader_test
@@ -0,0 +1,157 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vtangent;
+ attribute vec3 vnormal;
+ attribute vec2 vtexcoord0;
+ uniform mat4 camprojmatrix;
+ uniform vec2 texgenscroll;
+
+
+ varying vec2 texcoord0;
+ varying mat3 world;
+
+
+ uniform vec3 camera;
+ varying vec3 camvec;
+
+
+
+
+
+uniform vec4 glowcolor;
+
+uniform vec4 specscale;
+
+uniform vec4 envscale;
+ void main(void)
+ {
+ gl_Position = camprojmatrix * vvertex;
+
+
+
+
+ texcoord0 = vtexcoord0 + texgenscroll;
+
+ vec3 bitangent = cross(vnormal, vtangent.xyz) * vtangent.w;
+
+ world = mat3(vtangent.xyz, bitangent, vnormal);
+
+
+
+ camvec = camera - vvertex.xyz;
+
+
+
+
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define gcolor gl_FragData[0]
+#define gnormal gl_FragData[1]
+#define gglow gl_FragData[2]
+uniform vec4 colorparams;
+ uniform sampler2D diffusemap, normalmap;
+
+ varying mat3 world;
+
+ fragdata(0, gcolor, vec4)
+ fragdata(1, gnormal, vec4)
+ fragdata(2, gglow, vec4)
+
+
+
+
+ varying vec2 texcoord0;
+
+ varying vec3 camvec;
+ uniform sampler2D glowmap;
+
+ uniform samplerCube envmap;
+
+
+
+uniform vec4 glowcolor;
+
+uniform vec4 specscale;
+
+uniform vec4 envscale;
+ void main(void)
+ {
+
+ vec3 camvecn = normalize(camvec);
+
+
+
+
+ #define dtc texcoord0
+
+
+ vec4 diffuse = texture2D(diffusemap, dtc);
+
+ vec3 bump = texture2D(normalmap, dtc).rgb*2.0 - 1.0;
+ vec3 bumpw = normalize(world * bump);
+
+
+ gcolor.rgb = diffuse.rgb*colorparams.rgb;
+
+ gcolor.a = diffuse.a*specscale.x * 0.5;
+
+
+
+ float invfresnel = dot(camvecn, bumpw);
+ vec3 rvec = 2.0*bumpw*invfresnel - camvecn;
+ vec3 reflect = textureCube(envmap, rvec).rgb;
+
+ vec3 rmod = envscale.xyz*diffuse.a;
+
+ gcolor.rgb = mix(gcolor.rgb, reflect, rmod*clamp(1.0 - invfresnel, 0.0, 1.0));
+
+
+
+
+ vec3 glow = texture2D(glowmap, dtc).rgb;
+
+ glow *= glowcolor.xyz;
+
+
+ float colork = max(gcolor.r, max(gcolor.g, gcolor.b)), glowk = max(glow.r, max(glow.g, glow.b));
+
+ glowk /= glowk + colork + 1.0e-3;
+ gcolor.rgb = mix(gcolor.rgb, glow, glowk) * (1.0 - 2.0*glowk*(glowk - 1.0));
+ #define packnorm 1.0-glowk
+
+
+
+
+
+
+ gnormal.rgb = bumpw*0.5 + 0.5;
+ #ifdef packnorm
+ gnormal.a = (packnorm);
+ #else
+ gnormal.a = 1.0;
+ #endif
+
+
+
+
+
+
+
+
+ }
+
diff --git a/shaders/tesseract/473.shader_test b/shaders/tesseract/473.shader_test
new file mode 100644
index 0000000..d4e2e90
--- /dev/null
+++ b/shaders/tesseract/473.shader_test
@@ -0,0 +1,171 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vtangent;
+ attribute vec3 vnormal;
+ attribute vec2 vtexcoord0;
+ uniform mat4 camprojmatrix;
+ uniform vec2 texgenscroll;
+
+
+ varying vec2 texcoord0;
+ varying mat3 world;
+
+
+ uniform vec3 camera;
+ varying vec3 camvec;
+
+
+
+ uniform vec4 blendmapparams;
+ varying vec2 texcoord1;
+
+
+
+uniform vec4 glowcolor;
+
+uniform vec4 specscale;
+
+uniform vec4 envscale;
+ void main(void)
+ {
+ gl_Position = camprojmatrix * vvertex;
+
+
+
+
+ texcoord0 = vtexcoord0 + texgenscroll;
+
+ vec3 bitangent = cross(vnormal, vtangent.xyz) * vtangent.w;
+
+ world = mat3(vtangent.xyz, bitangent, vnormal);
+
+
+
+ camvec = camera - vvertex.xyz;
+
+
+
+ texcoord1 = (vvertex.xy - blendmapparams.xy)*blendmapparams.zw;
+
+
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define gcolor gl_FragData[0]
+#define gnormal gl_FragData[1]
+#define gglow gl_FragData[2]
+uniform vec4 colorparams;
+ uniform sampler2D diffusemap, normalmap;
+
+ varying mat3 world;
+
+ fragdata(0, gcolor, vec4)
+ fragdata(1, gnormal, vec4)
+ fragdata(2, gglow, vec4)
+
+
+
+
+ varying vec2 texcoord0;
+
+ varying vec3 camvec;
+ uniform sampler2D glowmap;
+
+ uniform samplerCube envmap;
+
+ uniform float blendlayer;
+ uniform sampler2D blendmap;
+ varying vec2 texcoord1;
+
+
+
+uniform vec4 glowcolor;
+
+uniform vec4 specscale;
+
+uniform vec4 envscale;
+ void main(void)
+ {
+
+ vec3 camvecn = normalize(camvec);
+
+
+
+
+ #define dtc texcoord0
+
+
+ vec4 diffuse = texture2D(diffusemap, dtc);
+
+ vec3 bump = texture2D(normalmap, dtc).rgb*2.0 - 1.0;
+ vec3 bumpw = normalize(world * bump);
+
+
+ gcolor.rgb = diffuse.rgb*colorparams.rgb;
+
+ gcolor.a = diffuse.a*specscale.x * 0.5;
+
+
+
+ float invfresnel = dot(camvecn, bumpw);
+ vec3 rvec = 2.0*bumpw*invfresnel - camvecn;
+ vec3 reflect = textureCube(envmap, rvec).rgb;
+
+ vec3 rmod = envscale.xyz*diffuse.a;
+
+ gcolor.rgb = mix(gcolor.rgb, reflect, rmod*clamp(1.0 - invfresnel, 0.0, 1.0));
+
+
+
+
+ vec3 glow = texture2D(glowmap, dtc).rgb;
+
+ glow *= glowcolor.xyz;
+
+
+ float colork = max(gcolor.r, max(gcolor.g, gcolor.b)), glowk = max(glow.r, max(glow.g, glow.b));
+
+ glowk /= glowk + colork + 1.0e-3;
+ gcolor.rgb = mix(gcolor.rgb, glow, glowk) * (1.0 - 2.0*glowk*(glowk - 1.0));
+ #define packnorm 1.0-glowk
+
+
+
+
+
+
+ gnormal.rgb = bumpw*0.5 + 0.5;
+ #ifdef packnorm
+ gnormal.a = (packnorm);
+ #else
+ gnormal.a = 1.0;
+ #endif
+
+
+
+
+
+
+
+
+ float blend = abs(texture2D(blendmap, texcoord1).r - blendlayer);
+ gcolor *= blend;
+ gnormal.rgb *= blend;
+ gnormal.a *= blendlayer;
+
+ }
+
diff --git a/shaders/tesseract/476.shader_test b/shaders/tesseract/476.shader_test
new file mode 100644
index 0000000..2593ee6
--- /dev/null
+++ b/shaders/tesseract/476.shader_test
@@ -0,0 +1,154 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vtangent;
+ attribute vec3 vnormal;
+ attribute vec2 vtexcoord0;
+ uniform mat4 camprojmatrix;
+ uniform vec2 texgenscroll;
+
+
+ varying vec2 texcoord0;
+ varying mat3 world;
+
+
+ uniform vec3 camera;
+ varying vec3 camvec;
+
+
+
+
+
+uniform vec4 glowcolor;
+
+uniform vec4 specscale;
+
+uniform vec4 envscale;
+ void main(void)
+ {
+ gl_Position = camprojmatrix * vvertex;
+
+
+
+
+ texcoord0 = vtexcoord0 + texgenscroll;
+
+ vec3 bitangent = cross(vnormal, vtangent.xyz) * vtangent.w;
+
+ world = mat3(vtangent.xyz, bitangent, vnormal);
+
+
+
+ camvec = camera - vvertex.xyz;
+
+
+
+
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define gcolor gl_FragData[0]
+#define gnormal gl_FragData[1]
+#define gglow gl_FragData[2]
+uniform vec4 colorparams;
+ uniform sampler2D diffusemap, normalmap;
+
+ varying mat3 world;
+
+ fragdata(0, gcolor, vec4)
+ fragdata(1, gnormal, vec4)
+ fragdata(2, gglow, vec4)
+
+
+
+
+ varying vec2 texcoord0;
+
+ varying vec3 camvec;
+ uniform sampler2D glowmap;
+
+ uniform samplerCube envmap;
+
+
+
+uniform vec4 glowcolor;
+
+uniform vec4 specscale;
+
+uniform vec4 envscale;
+ void main(void)
+ {
+
+ vec3 camvecn = normalize(camvec);
+
+
+
+
+ #define dtc texcoord0
+
+
+ vec4 diffuse = texture2D(diffusemap, dtc);
+
+ vec3 bump = texture2D(normalmap, dtc).rgb*2.0 - 1.0;
+ vec3 bumpw = normalize(world * bump);
+
+
+ gcolor.rgb = diffuse.rgb*colorparams.rgb;
+
+ gcolor.a = diffuse.a*specscale.x * 0.5;
+
+
+
+ float invfresnel = dot(camvecn, bumpw);
+ vec3 rvec = 2.0*bumpw*invfresnel - camvecn;
+ vec3 reflect = textureCube(envmap, rvec).rgb;
+
+ vec3 rmod = envscale.xyz*diffuse.a;
+
+ gcolor.rgb = mix(gcolor.rgb, reflect, rmod*clamp(1.0 - invfresnel, 0.0, 1.0));
+
+
+
+
+ vec3 glow = texture2D(glowmap, dtc).rgb;
+
+ glow *= glowcolor.xyz;
+
+ gglow.rgb = glow;
+
+
+
+
+ #define packnorm colorparams.a
+
+
+
+ gnormal.rgb = bumpw*0.5 + 0.5;
+ #ifdef packnorm
+ gnormal.a = (packnorm);
+ #else
+ gnormal.a = 1.0;
+ #endif
+
+
+
+
+
+
+
+
+ }
+
diff --git a/shaders/tesseract/479.shader_test b/shaders/tesseract/479.shader_test
new file mode 100644
index 0000000..7d98aa9
--- /dev/null
+++ b/shaders/tesseract/479.shader_test
@@ -0,0 +1,180 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vtangent;
+ attribute vec3 vnormal;
+ attribute vec2 vtexcoord0;
+ uniform mat4 camprojmatrix;
+ uniform vec2 texgenscroll;
+
+ uniform vec2 lineardepthscale;
+ uniform vec3 gdepthpackparams;
+ varying float lineardepth;
+
+
+ varying vec2 texcoord0;
+ varying mat3 world;
+
+
+ uniform vec3 camera;
+ varying vec3 camvec;
+
+
+
+
+
+uniform vec4 glowcolor;
+
+uniform vec4 specscale;
+
+uniform vec4 envscale;
+ void main(void)
+ {
+ gl_Position = camprojmatrix * vvertex;
+
+
+ lineardepth = dot(lineardepthscale, gl_Position.zw);
+
+
+
+ texcoord0 = vtexcoord0 + texgenscroll;
+
+ vec3 bitangent = cross(vnormal, vtangent.xyz) * vtangent.w;
+
+ world = mat3(vtangent.xyz, bitangent, vnormal);
+
+
+
+ camvec = camera - vvertex.xyz;
+
+
+
+
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define gcolor gl_FragData[0]
+#define gnormal gl_FragData[1]
+#define gglow gl_FragData[2]
+uniform sampler2DRect refractlight, refractmask;
+ #define gfetch(sampler, coords) texture2DRect(sampler, coords)
+ #define gfetchoffset(sampler, coords, offset) texture2DRectOffset(sampler, coords, offset)
+ #define gfetchproj(sampler, coords) texture2DRectProj(sampler, coords)
+ #define gfetchclamp(sampler, coords) texture2DRect(sampler, coords)
+
+ uniform vec3 gdepthscale;
+ uniform vec3 gdepthunpackparams;
+
+
+ uniform vec4 refractparams;
+ uniform float refractdepth;
+
+ uniform vec4 colorparams;
+ uniform sampler2D diffusemap, normalmap;
+
+ varying mat3 world;
+
+ fragdata(0, gcolor, vec4)
+ fragdata(1, gnormal, vec4)
+ fragdata(2, gglow, vec4)
+
+
+ uniform vec2 lineardepthscale;
+ uniform vec3 gdepthpackparams;
+ varying float lineardepth;
+
+
+
+ varying vec2 texcoord0;
+
+ varying vec3 camvec;
+ uniform sampler2D glowmap;
+
+ uniform samplerCube envmap;
+
+
+
+uniform vec4 glowcolor;
+
+uniform vec4 specscale;
+
+uniform vec4 envscale;
+ void main(void)
+ {
+
+ vec3 camvecn = normalize(camvec);
+
+
+
+
+ #define dtc texcoord0
+
+
+ vec4 diffuse = texture2D(diffusemap, dtc);
+
+ vec3 bump = texture2D(normalmap, dtc).rgb*2.0 - 1.0;
+ vec3 bumpw = normalize(world * bump);
+
+
+ gcolor.rgb = diffuse.rgb*colorparams.rgb;
+
+ gcolor.a = diffuse.a*specscale.x * 0.5;
+
+
+
+ float invfresnel = dot(camvecn, bumpw);
+ vec3 rvec = 2.0*bumpw*invfresnel - camvecn;
+ vec3 reflect = textureCube(envmap, rvec).rgb;
+
+ vec3 rmod = envscale.xyz*diffuse.a;
+
+ gcolor.rgb = mix(gcolor.rgb, reflect, rmod*clamp(1.0 - invfresnel, 0.0, 1.0));
+
+
+
+
+ vec3 glow = texture2D(glowmap, dtc).rgb;
+
+ glow *= glowcolor.xyz;
+
+ gglow.rgb = glow;
+
+
+
+
+ vec2 rtc = bump.xy*refractparams.w;
+ float rmask = clamp(refractdepth*(lineardepth - dot(gfetch(refractmask, gl_FragCoord.xy + rtc).rgb, gdepthunpackparams)), 0.0, 1.0);
+ vec3 rlight = gfetch(refractlight, gl_FragCoord.xy + rtc*rmask).rgb;
+ gglow.rgb += rlight * refractparams.xyz;
+
+
+
+ gnormal.rgb = bumpw*0.5 + 0.5;
+ #ifdef packnorm
+ gnormal.a = (packnorm);
+ #else
+ gnormal.a = 1.0;
+ #endif
+
+
+
+
+
+
+
+
+ }
+
diff --git a/shaders/tesseract/48.shader_test b/shaders/tesseract/48.shader_test
new file mode 100644
index 0000000..d2e2e78
--- /dev/null
+++ b/shaders/tesseract/48.shader_test
@@ -0,0 +1,38 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vcolor;
+ attribute vec2 vtexcoord0;
+ uniform mat4 hudmatrix;
+ varying vec2 texcoord0;
+ varying vec4 colorscale;
+ void main(void)
+ {
+ gl_Position = hudmatrix * vvertex;
+ texcoord0 = vtexcoord0;
+ colorscale = vcolor;
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform sampler2DRect tex0;
+ varying vec2 texcoord0;
+ varying vec4 colorscale;
+ fragdata(0, fragcolor, vec4)
+ void main(void)
+ {
+ fragcolor = colorscale * texture2DRect(tex0, texcoord0);
+ }
+
diff --git a/shaders/tesseract/482.shader_test b/shaders/tesseract/482.shader_test
new file mode 100644
index 0000000..bfbe244
--- /dev/null
+++ b/shaders/tesseract/482.shader_test
@@ -0,0 +1,111 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+
+ attribute vec4 vtangent;
+ varying mat3 world;
+
+ attribute vec3 vnormal, vtexcoord0;
+ uniform mat4 camprojmatrix;
+ varying vec3 texcoord0;
+
+
+
+uniform vec4 specscale;
+ void main(void)
+ {
+ gl_Position = camprojmatrix * vvertex;
+ texcoord0 = vtexcoord0;
+
+
+ vec3 bitangent = cross(vnormal, vtangent.xyz) * vtangent.w;
+
+ world = mat3(vtangent.xyz, bitangent, vnormal);
+
+
+
+
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define gcolor gl_FragData[0]
+#define gnormal gl_FragData[1]
+fragdata(0, gcolor, vec4)
+ fragdata(1, gnormal, vec4)
+
+ uniform sampler2D diffusemap;
+ uniform vec4 colorparams;
+ varying vec3 texcoord0;
+
+ uniform sampler2D normalmap;
+ varying mat3 world;
+
+
+ uniform sampler2D glowmap;
+
+
+
+uniform vec4 specscale;
+ void main(void)
+ {
+
+
+
+
+ #define dtc texcoord0.xy
+
+
+ vec4 diffuse = texture2D(diffusemap, dtc);
+
+
+ vec3 bump = texture2D(normalmap, dtc).rgb*2.0 - 1.0;
+ vec3 bumpw = world * bump;
+
+
+
+ gcolor.rgb = diffuse.rgb*colorparams.rgb;
+
+
+
+
+
+
+
+
+
+ bumpw = normalize(bumpw);
+
+
+ gnormal.rgb = bumpw*0.5 + 0.5;
+ #ifdef packnorm
+ gnormal.a = (packnorm);
+ #else
+ gnormal.a = 1.0;
+ #endif
+
+
+
+
+
+
+ float alpha = clamp(texcoord0.z, 0.0, 1.0) * diffuse.a;
+
+ gcolor.a = alpha;
+ gnormal.a = alpha;
+
+ }
+
diff --git a/shaders/tesseract/485.shader_test b/shaders/tesseract/485.shader_test
new file mode 100644
index 0000000..e898cb0
--- /dev/null
+++ b/shaders/tesseract/485.shader_test
@@ -0,0 +1,20 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+attribute vec4 position;
+void main()
+{
+ gl_Position = position;
+}
+
+[fragment shader]
+#ifdef GL_ES
+precision highp float;
+#endif
+uniform vec4 color;
+void main()
+{
+ gl_FragColor = color;
+}
+
diff --git a/shaders/tesseract/488.shader_test b/shaders/tesseract/488.shader_test
new file mode 100644
index 0000000..bf146e9
--- /dev/null
+++ b/shaders/tesseract/488.shader_test
@@ -0,0 +1,141 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ attribute vec2 vtexcoord0, vtexcoord1;
+ varying vec2 texcoord0, texcoord1;
+ void main(void)
+ {
+ gl_Position = vvertex;
+ texcoord0 = vtexcoord0;
+ texcoord1 = vtexcoord1;
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform sampler2DRect tex0;
+ #define gdepthfetch(sampler, coords) texture2DRect(sampler, coords)
+ #define gdepthfetchoffset(sampler, coords, offset) texture2DRectOffset(sampler, coords, offset)
+ #define gdepthfetchproj(sampler, coords) texture2DRectProj(sampler, coords)
+ #define gdepthfetchclamp(sampler, coords) texture2DRect(sampler, coords)
+
+
+
+ uniform sampler2DRect tex1;
+ #define gnormfetch(sampler, coords) texture2DRect(sampler, coords)
+ #define gnormfetchoffset(sampler, coords, offset) texture2DRectOffset(sampler, coords, offset)
+ #define gnormfetchproj(sampler, coords) texture2DRectProj(sampler, coords)
+ #define gnormfetchclamp(sampler, coords) texture2DRect(sampler, coords)
+
+
+
+ uniform vec3 gdepthscale;
+ uniform vec3 gdepthunpackparams;
+
+ uniform sampler2D tex2;
+ uniform vec3 tapparams;
+ uniform vec2 contrastparams;
+ uniform vec4 offsetscale;
+ uniform float prefilterdepth;
+
+ uniform mat3 normalmatrix;
+
+
+ #define depthtc gl_FragCoord.xy
+
+ uniform vec3 gdepthpackparams;
+ varying vec2 texcoord0, texcoord1;
+ fragdata(0, fragcolor, vec4)
+ void main(void)
+ {
+
+
+ float depth = gdepthfetch(tex0, depthtc).r;
+
+ vec2 tapscale = tapparams.xy/depth;
+
+
+
+ vec2 dpos = depthtc*offsetscale.xy + offsetscale.zw, pos = depth*dpos;
+
+ vec3 normal = gnormfetch(tex1, texcoord0).rgb*2.0 - 1.0;
+ float normscale = inversesqrt(dot(normal, normal));
+ normal *= normscale > 0.75 ? normscale : 0.0;
+ normal = normalmatrix * normal;
+
+ vec2 noise = texture2D(tex2, texcoord1).rg*2.0-1.0;
+ float obscure = 0.0;
+
+ vec2 offset0 = reflect(vec2(-0.933103, 0.025116), noise);
+ offset0 = depthtc + tapscale * offset0;
+
+ float depth0 = gdepthfetch(tex0, offset0).r;
+
+
+ vec3 v0 = vec3(depth0*(offset0*offsetscale.xy + offsetscale.zw) - pos, depth0 - depth);
+ float dist20 = dot(v0, v0);
+ obscure += step(dist20, tapparams.z) * max(0.0, dot(v0, normal) + depth*1.0e-2) / (dist20 + 1.0e-5);
+
+ vec2 offset1 = reflect(vec2(-0.432784, -0.989868), noise);
+ offset1 = depthtc + tapscale * offset1;
+
+ float depth1 = gdepthfetch(tex0, offset1).r;
+
+
+ vec3 v1 = vec3(depth1*(offset1*offsetscale.xy + offsetscale.zw) - pos, depth1 - depth);
+ float dist21 = dot(v1, v1);
+ obscure += step(dist21, tapparams.z) * max(0.0, dot(v1, normal) + depth*1.0e-2) / (dist21 + 1.0e-5);
+
+ vec2 offset2 = reflect(vec2(0.432416, -0.413800), noise);
+ offset2 = depthtc + tapscale * offset2;
+
+ float depth2 = gdepthfetch(tex0, offset2).r;
+
+
+ vec3 v2 = vec3(depth2*(offset2*offsetscale.xy + offsetscale.zw) - pos, depth2 - depth);
+ float dist22 = dot(v2, v2);
+ obscure += step(dist22, tapparams.z) * max(0.0, dot(v2, normal) + depth*1.0e-2) / (dist22 + 1.0e-5);
+
+ vec2 offset3 = reflect(vec2(-0.117770, 0.970336), noise);
+ offset3 = depthtc + tapscale * offset3;
+
+ float depth3 = gdepthfetch(tex0, offset3).r;
+
+
+ vec3 v3 = vec3(depth3*(offset3*offsetscale.xy + offsetscale.zw) - pos, depth3 - depth);
+ float dist23 = dot(v3, v3);
+ obscure += step(dist23, tapparams.z) * max(0.0, dot(v3, normal) + depth*1.0e-2) / (dist23 + 1.0e-5);
+
+ vec2 offset4 = reflect(vec2(0.837276, 0.531114), noise);
+ offset4 = depthtc + tapscale * offset4;
+
+ float depth4 = gdepthfetch(tex0, offset4).r;
+
+
+ vec3 v4 = vec3(depth4*(offset4*offsetscale.xy + offsetscale.zw) - pos, depth4 - depth);
+ float dist24 = dot(v4, v4);
+ obscure += step(dist24, tapparams.z) * max(0.0, dot(v4, normal) + depth*1.0e-2) / (dist24 + 1.0e-5);
+
+ obscure = pow(clamp(1.0 - contrastparams.x*obscure, 0.0, 1.0), contrastparams.y);
+
+ vec2 weights = step(fwidth(depth), prefilterdepth) * (2.0*fract((gl_FragCoord.xy - 0.5)*0.5) - 0.5);
+
+ obscure -= dFdx(obscure) * weights.x;
+ obscure -= dFdy(obscure) * weights.y;
+
+ fragcolor.rg = vec2(obscure, depth);
+
+ }
+
diff --git a/shaders/tesseract/491.shader_test b/shaders/tesseract/491.shader_test
new file mode 100644
index 0000000..6a63ec5
--- /dev/null
+++ b/shaders/tesseract/491.shader_test
@@ -0,0 +1,126 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+
+
+ void main(void)
+ {
+ gl_Position = vvertex;
+
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform sampler2DRect tex1;
+ #define gfetch(sampler, coords) texture2DRect(sampler, coords)
+ #define gfetchoffset(sampler, coords, offset) texture2DRectOffset(sampler, coords, offset)
+ #define gfetchproj(sampler, coords) texture2DRectProj(sampler, coords)
+ #define gfetchclamp(sampler, coords) texture2DRect(sampler, coords)
+
+ uniform vec3 gdepthscale;
+ uniform vec3 gdepthunpackparams;
+
+
+ uniform sampler2DRect tex0;
+ uniform vec2 bilateralparams;
+ uniform vec3 gdepthpackparams;
+
+
+ fragdata(0, fragcolor, vec4)
+ void main(void)
+ {
+ #define tc gl_FragCoord.xy
+ #define depthtc gl_FragCoord.xy
+ #define tapvec(type, i) type(i, 0.0)
+ #define texval(i) texture2DRect(tex0, tc + tapvec(vec2, i))
+ #define texvaloffset(i) texture2DRectOffset(tex0, tc, tapvec(ivec2, i))
+ #define depthval(i) gfetch(tex1, depthtc + tapvec(vec2, i))
+ #define depthvaloffset(i) gfetchoffset(tex1, depthtc, tapvec(ivec2, i))
+
+ vec2 vals = texture2DRect(tex0, tc).rg;
+ #define color vals.x
+
+ #define depth vals.y
+
+
+ float weights = 1.0;
+
+
+ vec2 vals0 = texval(-6.0).rg;
+ #define color0 vals0.x
+ #define depth0 vals0.y
+
+ depth0 -= depth;
+ float weight0 = exp2(-9.0*bilateralparams.x - depth0*depth0*bilateralparams.y);
+ weights += weight0;
+ color += weight0 * color0;
+
+
+ vec2 vals1 = texval(-4.0).rg;
+ #define color1 vals1.x
+ #define depth1 vals1.y
+
+ depth1 -= depth;
+ float weight1 = exp2(-4.0*bilateralparams.x - depth1*depth1*bilateralparams.y);
+ weights += weight1;
+ color += weight1 * color1;
+
+
+ vec2 vals2 = texval(-2.0).rg;
+ #define color2 vals2.x
+ #define depth2 vals2.y
+
+ depth2 -= depth;
+ float weight2 = exp2(-1.0*bilateralparams.x - depth2*depth2*bilateralparams.y);
+ weights += weight2;
+ color += weight2 * color2;
+
+
+ vec2 vals3 = texval(2.0).rg;
+ #define color3 vals3.x
+ #define depth3 vals3.y
+
+ depth3 -= depth;
+ float weight3 = exp2(-1.0*bilateralparams.x - depth3*depth3*bilateralparams.y);
+ weights += weight3;
+ color += weight3 * color3;
+
+
+ vec2 vals4 = texval(4.0).rg;
+ #define color4 vals4.x
+ #define depth4 vals4.y
+
+ depth4 -= depth;
+ float weight4 = exp2(-4.0*bilateralparams.x - depth4*depth4*bilateralparams.y);
+ weights += weight4;
+ color += weight4 * color4;
+
+
+ vec2 vals5 = texval(6.0).rg;
+ #define color5 vals5.x
+ #define depth5 vals5.y
+
+ depth5 -= depth;
+ float weight5 = exp2(-9.0*bilateralparams.x - depth5*depth5*bilateralparams.y);
+ weights += weight5;
+ color += weight5 * color5;
+
+
+ fragcolor.rg = vec2(color / weights, depth);
+
+ }
+
diff --git a/shaders/tesseract/494.shader_test b/shaders/tesseract/494.shader_test
new file mode 100644
index 0000000..2989ac7
--- /dev/null
+++ b/shaders/tesseract/494.shader_test
@@ -0,0 +1,126 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+
+
+ void main(void)
+ {
+ gl_Position = vvertex;
+
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform sampler2DRect tex1;
+ #define gfetch(sampler, coords) texture2DRect(sampler, coords)
+ #define gfetchoffset(sampler, coords, offset) texture2DRectOffset(sampler, coords, offset)
+ #define gfetchproj(sampler, coords) texture2DRectProj(sampler, coords)
+ #define gfetchclamp(sampler, coords) texture2DRect(sampler, coords)
+
+ uniform vec3 gdepthscale;
+ uniform vec3 gdepthunpackparams;
+
+
+ uniform sampler2DRect tex0;
+ uniform vec2 bilateralparams;
+ uniform vec3 gdepthpackparams;
+
+
+ fragdata(0, fragcolor, vec4)
+ void main(void)
+ {
+ #define tc gl_FragCoord.xy
+ #define depthtc gl_FragCoord.xy
+ #define tapvec(type, i) type(0.0, i)
+ #define texval(i) texture2DRect(tex0, tc + tapvec(vec2, i))
+ #define texvaloffset(i) texture2DRectOffset(tex0, tc, tapvec(ivec2, i))
+ #define depthval(i) gfetch(tex1, depthtc + tapvec(vec2, i))
+ #define depthvaloffset(i) gfetchoffset(tex1, depthtc, tapvec(ivec2, i))
+
+ vec2 vals = texture2DRect(tex0, tc).rg;
+ #define color vals.x
+
+ #define depth vals.y
+
+
+ float weights = 1.0;
+
+
+ vec2 vals0 = texval(-6.0).rg;
+ #define color0 vals0.x
+ #define depth0 vals0.y
+
+ depth0 -= depth;
+ float weight0 = exp2(-9.0*bilateralparams.x - depth0*depth0*bilateralparams.y);
+ weights += weight0;
+ color += weight0 * color0;
+
+
+ vec2 vals1 = texval(-4.0).rg;
+ #define color1 vals1.x
+ #define depth1 vals1.y
+
+ depth1 -= depth;
+ float weight1 = exp2(-4.0*bilateralparams.x - depth1*depth1*bilateralparams.y);
+ weights += weight1;
+ color += weight1 * color1;
+
+
+ vec2 vals2 = texval(-2.0).rg;
+ #define color2 vals2.x
+ #define depth2 vals2.y
+
+ depth2 -= depth;
+ float weight2 = exp2(-1.0*bilateralparams.x - depth2*depth2*bilateralparams.y);
+ weights += weight2;
+ color += weight2 * color2;
+
+
+ vec2 vals3 = texval(2.0).rg;
+ #define color3 vals3.x
+ #define depth3 vals3.y
+
+ depth3 -= depth;
+ float weight3 = exp2(-1.0*bilateralparams.x - depth3*depth3*bilateralparams.y);
+ weights += weight3;
+ color += weight3 * color3;
+
+
+ vec2 vals4 = texval(4.0).rg;
+ #define color4 vals4.x
+ #define depth4 vals4.y
+
+ depth4 -= depth;
+ float weight4 = exp2(-4.0*bilateralparams.x - depth4*depth4*bilateralparams.y);
+ weights += weight4;
+ color += weight4 * color4;
+
+
+ vec2 vals5 = texval(6.0).rg;
+ #define color5 vals5.x
+ #define depth5 vals5.y
+
+ depth5 -= depth;
+ float weight5 = exp2(-9.0*bilateralparams.x - depth5*depth5*bilateralparams.y);
+ weights += weight5;
+ color += weight5 * color5;
+
+
+ fragcolor = vec4(color / weights, 0.0, 0.0, 1.0);
+
+ }
+
diff --git a/shaders/tesseract/497.shader_test b/shaders/tesseract/497.shader_test
new file mode 100644
index 0000000..43269af
--- /dev/null
+++ b/shaders/tesseract/497.shader_test
@@ -0,0 +1,47 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ attribute vec3 vtexcoord0;
+ varying vec3 texcoord0;
+ void main(void)
+ {
+ gl_Position = vvertex;
+ texcoord0 = vtexcoord0;
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define rhr gl_FragData[0]
+#define rhg gl_FragData[1]
+#define rhb gl_FragData[2]
+#define rha gl_FragData[3]
+uniform sampler3D tex3, tex4, tex5, tex6;
+ uniform vec3 bordercenter, borderrange, borderscale;
+ varying vec3 texcoord0;
+ fragdata(0, rhr, vec4)
+ fragdata(1, rhg, vec4)
+ fragdata(2, rhb, vec4)
+ fragdata(3, rha, vec4)
+
+ void main(void)
+ {
+ float outside = clamp(borderscale.z*(abs(texcoord0.z - bordercenter.z) - borderrange.z), 0.0, 1.0);
+ vec3 tc = vec3(texcoord0.xy, clamp(texcoord0.z, bordercenter.z - borderrange.z, bordercenter.z + borderrange.z));
+ rhr = mix(texture3D(tex3, tc), vec4(0.5, 0.5, 0.5, 0.0), outside);
+ rhg = mix(texture3D(tex4, tc), vec4(0.5, 0.5, 0.5, 0.0), outside);
+ rhb = mix(texture3D(tex5, tc), vec4(0.5, 0.5, 0.5, 0.0), outside);
+ rha = mix(texture3D(tex6, tc), vec4(0.5, 0.5, 0.5, 0.0), outside);
+ }
+
diff --git a/shaders/tesseract/500.shader_test b/shaders/tesseract/500.shader_test
new file mode 100644
index 0000000..d678f59
--- /dev/null
+++ b/shaders/tesseract/500.shader_test
@@ -0,0 +1,44 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ attribute vec3 vtexcoord0;
+ varying vec3 texcoord0;
+ void main(void)
+ {
+ gl_Position = vvertex;
+ texcoord0 = vtexcoord0;
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define rhr gl_FragData[0]
+#define rhg gl_FragData[1]
+#define rhb gl_FragData[2]
+#define rha gl_FragData[3]
+uniform sampler3D tex7, tex8, tex9, tex10;
+ varying vec3 texcoord0;
+ fragdata(0, rhr, vec4)
+ fragdata(1, rhg, vec4)
+ fragdata(2, rhb, vec4)
+ fragdata(3, rha, vec4)
+
+ void main(void)
+ {
+ rhr = texture3D(tex7, texcoord0);
+ rhg = texture3D(tex8, texcoord0);
+ rhb = texture3D(tex9, texcoord0);
+ rha = texture3D(tex10, texcoord0);
+ }
+
diff --git a/shaders/tesseract/503.shader_test b/shaders/tesseract/503.shader_test
new file mode 100644
index 0000000..1d14bef
--- /dev/null
+++ b/shaders/tesseract/503.shader_test
@@ -0,0 +1,41 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ uniform vec3 rhcenter;
+ uniform float rhbounds;
+ void main(void)
+ {
+ gl_Position = vec4((vvertex.xy - rhcenter.xy)/rhbounds, vvertex.zw);
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define rhr gl_FragData[0]
+#define rhg gl_FragData[1]
+#define rhb gl_FragData[2]
+#define rha gl_FragData[3]
+fragdata(0, rhr, vec4)
+ fragdata(1, rhg, vec4)
+ fragdata(2, rhb, vec4)
+ fragdata(3, rha, vec4)
+
+ void main(void)
+ {
+ rhr = vec4(0.5, 0.5, 0.5, 0.0);
+ rhg = vec4(0.5, 0.5, 0.5, 0.0);
+ rhb = vec4(0.5, 0.5, 0.5, 0.0);
+ rha = vec4(0.5, 0.5, 0.5, 0.0);
+ }
+
diff --git a/shaders/tesseract/506.shader_test b/shaders/tesseract/506.shader_test
new file mode 100644
index 0000000..67c45d1
--- /dev/null
+++ b/shaders/tesseract/506.shader_test
@@ -0,0 +1,119 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ attribute vec3 vtexcoord0;
+ uniform mat4 rsmtcmatrix;
+ varying vec3 rhcenter;
+ varying vec2 rsmcenter;
+ void main(void)
+ {
+ gl_Position = vvertex;
+ rhcenter = vtexcoord0;
+ rsmcenter = (rsmtcmatrix * vec4(vtexcoord0, 1.0)).xy;
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define rhr gl_FragData[0]
+#define rhg gl_FragData[1]
+#define rhb gl_FragData[2]
+#define rha gl_FragData[3]
+uniform sampler2DRect tex0, tex1, tex2;
+ uniform mat4 rsmworldmatrix;
+ uniform vec2 rsmspread;
+ uniform float rhatten, rhspread, rhaothreshold, rhaoatten, rhaoheight;
+ uniform vec3 rsmdir;
+ varying vec3 rhcenter;
+ varying vec2 rsmcenter;
+ fragdata(0, rhr, vec4)
+ fragdata(1, rhg, vec4)
+ fragdata(2, rhb, vec4)
+ fragdata(3, rha, vec4)
+
+ void calcrhsample(vec3 rhtap, vec2 rsmtap, inout vec4 shr, inout vec4 shg, inout vec4 shb, inout vec4 sha)
+ {
+ vec3 rhpos = rhcenter + rhtap*rhspread;
+ vec2 rsmtc = rsmcenter + rsmtap*rsmspread;
+ float rsmdepth = texture2DRect(tex0, rsmtc).x;
+ vec3 rsmcolor = texture2DRect(tex1, rsmtc).rgb;
+ vec3 rsmnormal = texture2DRect(tex2, rsmtc).xyz*2.0 - 1.0;
+ vec3 rsmpos = (rsmworldmatrix * vec4(rsmtc, rsmdepth, 1.0)).xyz;
+
+ vec3 dir = rhpos - rsmpos;
+
+ sha += step(rhaothreshold, dir.z) * vec4(normalize(vec3(dir.xy, min(dot(dir.xy, dir.xy) * rhaoatten - rhaoheight, 0.0))), 1.0);
+
+ float dist = dot(dir, dir);
+ if(dist > 0.000049) dir = normalize(dir);
+ float atten = clamp(dot(dir, rsmnormal), 0.0, 1.0) / (0.1 + dist*rhatten);
+ rsmcolor *= atten;
+
+ shr += vec4(rsmcolor.r*dir, rsmcolor.r);
+ shg += vec4(rsmcolor.g*dir, rsmcolor.g);
+ shb += vec4(rsmcolor.b*dir, rsmcolor.b);
+ }
+
+ void main(void)
+ {
+ vec4 shr = vec4(0.0), shg = vec4(0.0), shb = vec4(0.0), sha = vec4(0.0);
+
+
+ calcrhsample(vec3(0.0540788, 0.411725, 0.134068)*2.0 - 1.0, vec2(0.00240055, 0.643992)*2.0 - 1.0, shr, shg, shb, sha);
+
+ calcrhsample(vec3(0.0163579, 0.416211, 0.992035)*2.0 - 1.0, vec2(0.0356464, 0.851616)*2.0 - 1.0, shr, shg, shb, sha);
+
+ calcrhsample(vec3(0.692068, 0.549272, 0.886502)*2.0 - 1.0, vec2(0.101733, 0.21876)*2.0 - 1.0, shr, shg, shb, sha);
+
+ calcrhsample(vec3(0.305795, 0.781854, 0.571337)*2.0 - 1.0, vec2(0.166119, 0.0278085)*2.0 - 1.0, shr, shg, shb, sha);
+
+ calcrhsample(vec3(0.791681, 0.139042, 0.247047)*2.0 - 1.0, vec2(0.166438, 0.474999)*2.0 - 1.0, shr, shg, shb, sha);
+
+ calcrhsample(vec3(0.83929, 0.973663, 0.460982)*2.0 - 1.0, vec2(0.24991, 0.766405)*2.0 - 1.0, shr, shg, shb, sha);
+
+ calcrhsample(vec3(0.0336314, 0.0867641, 0.582324)*2.0 - 1.0, vec2(0.333714, 0.130407)*2.0 - 1.0, shr, shg, shb, sha);
+
+ calcrhsample(vec3(0.148198, 0.961974, 0.0378124)*2.0 - 1.0, vec2(0.400681, 0.374781)*2.0 - 1.0, shr, shg, shb, sha);
+
+ calcrhsample(vec3(0.948729, 0.0713828, 0.916379)*2.0 - 1.0, vec2(0.424067, 0.888211)*2.0 - 1.0, shr, shg, shb, sha);
+
+ calcrhsample(vec3(0.586413, 0.591845, 0.031251)*2.0 - 1.0, vec2(0.448511, 0.678962)*2.0 - 1.0, shr, shg, shb, sha);
+
+ calcrhsample(vec3(0.00189215, 0.973968, 0.932981)*2.0 - 1.0, vec2(0.529383, 0.213568)*2.0 - 1.0, shr, shg, shb, sha);
+
+ calcrhsample(vec3(0.435865, 0.0853603, 0.995148)*2.0 - 1.0, vec2(0.608569, 0.47715)*2.0 - 1.0, shr, shg, shb, sha);
+
+ calcrhsample(vec3(0.36848, 0.820612, 0.942717)*2.0 - 1.0, vec2(0.617996, 0.862528)*2.0 - 1.0, shr, shg, shb, sha);
+
+ calcrhsample(vec3(0.500107, 0.0658284, 0.623005)*2.0 - 1.0, vec2(0.631784, 0.0515881)*2.0 - 1.0, shr, shg, shb, sha);
+
+ calcrhsample(vec3(0.580187, 0.4485, 0.379223)*2.0 - 1.0, vec2(0.740969, 0.20753)*2.0 - 1.0, shr, shg, shb, sha);
+
+ calcrhsample(vec3(0.258614, 0.0201422, 0.241005)*2.0 - 1.0, vec2(0.788203, 0.41923)*2.0 - 1.0, shr, shg, shb, sha);
+
+ calcrhsample(vec3(0.987152, 0.441664, 0.43318)*2.0 - 1.0, vec2(0.794066, 0.615141)*2.0 - 1.0, shr, shg, shb, sha);
+
+ calcrhsample(vec3(0.925108, 0.917203, 0.921506)*2.0 - 1.0, vec2(0.834504, 0.836612)*2.0 - 1.0, shr, shg, shb, sha);
+
+ calcrhsample(vec3(0.988372, 0.822047, 0.12479)*2.0 - 1.0, vec2(0.89446, 0.0677863)*2.0 - 1.0, shr, shg, shb, sha);
+
+ calcrhsample(vec3(0.330393, 0.43611, 0.762566)*2.0 - 1.0, vec2(0.975609, 0.446056)*2.0 - 1.0, shr, shg, shb, sha);
+
+
+ rhr = shr * (vec4(0.5, 0.5, 0.5, 1.0)/20.0) + vec4(0.5, 0.5, 0.5, 0.0);
+ rhg = shg * (vec4(0.5, 0.5, 0.5, 1.0)/20.0) + vec4(0.5, 0.5, 0.5, 0.0);
+ rhb = shb * (vec4(0.5, 0.5, 0.5, 1.0)/20.0) + vec4(0.5, 0.5, 0.5, 0.0);
+ rha = sha * (vec4(0.5, 0.5, 0.5, 1.0)/20.0) + vec4(0.5, 0.5, 0.5, 0.0);
+ }
+
diff --git a/shaders/tesseract/509.shader_test b/shaders/tesseract/509.shader_test
new file mode 100644
index 0000000..09db6f2
--- /dev/null
+++ b/shaders/tesseract/509.shader_test
@@ -0,0 +1,59 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ attribute vec3 vnormal;
+ attribute vec2 vtexcoord0;
+ uniform mat4 rsmmatrix;
+ uniform vec2 texgenscroll;
+ uniform vec4 colorparams;
+ uniform vec3 rsmdir;
+ varying vec4 normal;
+ varying vec2 texcoord0;
+
+ void main(void)
+ {
+ gl_Position = rsmmatrix * vvertex;
+ texcoord0 = vtexcoord0 + texgenscroll;
+
+ normal = vec4(vnormal, dot(vnormal, rsmdir));
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define gcolor gl_FragData[0]
+#define gnormal gl_FragData[1]
+uniform vec4 colorparams;
+ uniform sampler2D diffusemap;
+ varying vec4 normal;
+ varying vec2 texcoord0;
+
+ fragdata(0, gcolor, vec4)
+ fragdata(1, gnormal, vec4)
+ void main(void)
+ {
+ vec4 diffuse = texture2D(diffusemap, texcoord0);
+
+
+ #define alpha colorparams.a
+
+
+ gcolor.rgb = normal.w*diffuse.rgb*colorparams.rgb;
+ gnormal = vec4(normal.xyz*0.5+0.5, 0.0);
+
+
+ gcolor.a = alpha;
+
+ }
+
diff --git a/shaders/tesseract/51.shader_test b/shaders/tesseract/51.shader_test
new file mode 100644
index 0000000..41b8481
--- /dev/null
+++ b/shaders/tesseract/51.shader_test
@@ -0,0 +1,38 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vcolor;
+ attribute vec3 vtexcoord0;
+ uniform mat4 hudmatrix;
+ varying vec3 texcoord0;
+ varying vec4 color;
+ void main(void)
+ {
+ gl_Position = hudmatrix * vvertex;
+ texcoord0 = vtexcoord0;
+ color = vcolor;
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform sampler3D tex0;
+ varying vec3 texcoord0;
+ varying vec4 color;
+ fragdata(0, fragcolor, vec4)
+ void main(void)
+ {
+ fragcolor = color * texture3D(tex0, texcoord0);
+ }
+
diff --git a/shaders/tesseract/512.shader_test b/shaders/tesseract/512.shader_test
new file mode 100644
index 0000000..709ac5e
--- /dev/null
+++ b/shaders/tesseract/512.shader_test
@@ -0,0 +1,71 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ attribute vec3 vnormal;
+ attribute vec2 vtexcoord0;
+ uniform mat4 rsmmatrix;
+ uniform vec2 texgenscroll;
+ uniform vec4 colorparams;
+ uniform vec3 rsmdir;
+ varying vec4 normal;
+ varying vec2 texcoord0;
+
+ uniform vec4 blendmapparams;
+ varying vec2 texcoord1;
+
+ void main(void)
+ {
+ gl_Position = rsmmatrix * vvertex;
+ texcoord0 = vtexcoord0 + texgenscroll;
+
+ texcoord1 = (vvertex.xy - blendmapparams.xy)*blendmapparams.zw;
+
+ normal = vec4(vnormal, dot(vnormal, rsmdir));
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define gcolor gl_FragData[0]
+#define gnormal gl_FragData[1]
+uniform vec4 colorparams;
+ uniform sampler2D diffusemap;
+ varying vec4 normal;
+ varying vec2 texcoord0;
+
+ uniform float blendlayer;
+ uniform sampler2D blendmap;
+ varying vec2 texcoord1;
+
+ fragdata(0, gcolor, vec4)
+ fragdata(1, gnormal, vec4)
+ void main(void)
+ {
+ vec4 diffuse = texture2D(diffusemap, texcoord0);
+
+
+ #define alpha colorparams.a
+
+
+ gcolor.rgb = normal.w*diffuse.rgb*colorparams.rgb;
+ gnormal = vec4(normal.xyz*0.5+0.5, 0.0);
+
+
+ float blend = abs(texture2D(blendmap, texcoord1).r - blendlayer);
+ gcolor.rgb *= blend;
+ gcolor.a = blendlayer;
+ gnormal *= blend;
+
+ }
+
diff --git a/shaders/tesseract/515.shader_test b/shaders/tesseract/515.shader_test
new file mode 100644
index 0000000..42f2bf7
--- /dev/null
+++ b/shaders/tesseract/515.shader_test
@@ -0,0 +1,34 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ uniform mat4 rsmmatrix;
+ void main(void)
+ {
+ gl_Position = rsmmatrix * vvertex;
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define gcolor gl_FragData[0]
+#define gnormal gl_FragData[1]
+fragdata(0, gcolor, vec4)
+ fragdata(1, gnormal, vec4)
+ void main(void)
+ {
+ gcolor = vec4(0.0, 0.0, 0.0, 1.0);
+ gnormal = vec4(0.5, 0.5, 0.5, 0.0);
+ }
+
+
diff --git a/shaders/tesseract/518.shader_test b/shaders/tesseract/518.shader_test
new file mode 100644
index 0000000..5774de6
--- /dev/null
+++ b/shaders/tesseract/518.shader_test
@@ -0,0 +1,25 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+attribute vec2 position;
+attribute vec2 textureCoords;
+varying vec2 texCoords;
+void main()
+{
+ texCoords = textureCoords;
+ gl_Position = vec4(position, 0.0, 1.0);
+}
+
+[fragment shader]
+#ifdef GL_ES
+precision highp float;
+#endif
+uniform sampler2DRect texSampler;
+varying vec2 texCoords;
+void main()
+{
+ gl_FragColor = texture2DRect(texSampler, texCoords);
+ gl_FragDepth = gl_FragColor.r;
+}
+
diff --git a/shaders/tesseract/521.shader_test b/shaders/tesseract/521.shader_test
new file mode 100644
index 0000000..9b7d22f
--- /dev/null
+++ b/shaders/tesseract/521.shader_test
@@ -0,0 +1,61 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vtangent;
+ attribute vec2 vtexcoord0;
+
+ uniform mat4 modelmatrix;
+ uniform mat3 modelworld;
+ uniform vec2 texscroll;
+ varying vec2 texcoord0;
+ varying vec3 nvec;
+ void main(void)
+ {
+
+ #define mpos vvertex
+ #define mquat vtangent
+
+ vec3 mnormal = cross(mquat.xyz, vec3(mquat.y, -mquat.x, mquat.w))*2.0 + vec3(0.0, 0.0, 1.0);
+
+
+
+ gl_Position = modelmatrix * mpos;
+
+ texcoord0 = vtexcoord0 + texscroll;
+
+ nvec = modelworld * mnormal;
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define gcolor gl_FragData[0]
+#define gnormal gl_FragData[1]
+varying vec2 texcoord0;
+ varying vec3 nvec;
+ uniform vec4 colorscale;
+
+ uniform vec3 rsmdir;
+ uniform sampler2D tex0;
+ fragdata(0, gcolor, vec4)
+ fragdata(1, gnormal, vec4)
+ void main(void)
+ {
+ vec4 diffuse = texture2D(tex0, texcoord0);
+
+ vec3 normal = normalize(nvec);
+
+ gcolor = vec4(dot(normal, rsmdir)*diffuse.rgb*colorscale.rgb, 1.0);
+ gnormal = vec4(normal*0.5+0.5, 0.0);
+ }
+
diff --git a/shaders/tesseract/523.shader_test b/shaders/tesseract/523.shader_test
new file mode 100644
index 0000000..9e7ce66
--- /dev/null
+++ b/shaders/tesseract/523.shader_test
@@ -0,0 +1,74 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vtangent;
+ attribute vec2 vtexcoord0;
+
+ attribute vec4 vboneweight, vboneindex;
+ #pragma CUBE2_uniform animdata
+ uniform vec4 animdata[192];
+
+ uniform mat4 modelmatrix;
+ uniform mat3 modelworld;
+ uniform vec2 texscroll;
+ varying vec2 texcoord0;
+ varying vec3 nvec;
+ void main(void)
+ {
+
+ int index = int(vboneindex.x);
+
+ vec4 dqreal = animdata[index];
+ vec4 dqdual = animdata[index+1];
+
+
+ vec4 mpos = vec4((cross(dqreal.xyz, cross(dqreal.xyz, vvertex.xyz) + vvertex.xyz*dqreal.w + dqdual.xyz) + dqdual.xyz*dqreal.w - dqreal.xyz*dqdual.w)*2.0 + vvertex.xyz, vvertex.w);
+
+
+ vec4 mquat = vec4(cross(dqreal.xyz, vtangent.xyz) + dqreal.xyz*vtangent.w + vtangent.xyz*dqreal.w, dqreal.w*vtangent.w - dot(dqreal.xyz, vtangent.xyz));
+
+ vec3 mnormal = cross(mquat.xyz, vec3(mquat.y, -mquat.x, mquat.w))*2.0 + vec3(0.0, 0.0, 1.0);
+
+
+
+
+ gl_Position = modelmatrix * mpos;
+
+ texcoord0 = vtexcoord0 + texscroll;
+
+ nvec = modelworld * mnormal;
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define gcolor gl_FragData[0]
+#define gnormal gl_FragData[1]
+varying vec2 texcoord0;
+ varying vec3 nvec;
+ uniform vec4 colorscale;
+
+ uniform vec3 rsmdir;
+ uniform sampler2D tex0;
+ fragdata(0, gcolor, vec4)
+ fragdata(1, gnormal, vec4)
+ void main(void)
+ {
+ vec4 diffuse = texture2D(tex0, texcoord0);
+
+ vec3 normal = normalize(nvec);
+
+ gcolor = vec4(dot(normal, rsmdir)*diffuse.rgb*colorscale.rgb, 1.0);
+ gnormal = vec4(normal*0.5+0.5, 0.0);
+ }
+
diff --git a/shaders/tesseract/525.shader_test b/shaders/tesseract/525.shader_test
new file mode 100644
index 0000000..1f8965d
--- /dev/null
+++ b/shaders/tesseract/525.shader_test
@@ -0,0 +1,82 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vtangent;
+ attribute vec2 vtexcoord0;
+
+ attribute vec4 vboneweight, vboneindex;
+ #pragma CUBE2_uniform animdata
+ uniform vec4 animdata[192];
+
+ uniform mat4 modelmatrix;
+ uniform mat3 modelworld;
+ uniform vec2 texscroll;
+ varying vec2 texcoord0;
+ varying vec3 nvec;
+ void main(void)
+ {
+
+ int index = int(vboneindex.x);
+
+ vec4 dqreal = animdata[index] * vboneweight.x;
+ vec4 dqdual = animdata[index+1] * vboneweight.x;
+ index = int(vboneindex.y);
+ dqreal += animdata[index] * vboneweight.y;
+ dqdual += animdata[index+1] * vboneweight.y;
+
+
+ float len = length(dqreal);
+ dqreal /= len;
+ dqdual /= len;
+
+
+ vec4 mpos = vec4((cross(dqreal.xyz, cross(dqreal.xyz, vvertex.xyz) + vvertex.xyz*dqreal.w + dqdual.xyz) + dqdual.xyz*dqreal.w - dqreal.xyz*dqdual.w)*2.0 + vvertex.xyz, vvertex.w);
+
+
+ vec4 mquat = vec4(cross(dqreal.xyz, vtangent.xyz) + dqreal.xyz*vtangent.w + vtangent.xyz*dqreal.w, dqreal.w*vtangent.w - dot(dqreal.xyz, vtangent.xyz));
+
+ vec3 mnormal = cross(mquat.xyz, vec3(mquat.y, -mquat.x, mquat.w))*2.0 + vec3(0.0, 0.0, 1.0);
+
+
+
+
+ gl_Position = modelmatrix * mpos;
+
+ texcoord0 = vtexcoord0 + texscroll;
+
+ nvec = modelworld * mnormal;
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define gcolor gl_FragData[0]
+#define gnormal gl_FragData[1]
+varying vec2 texcoord0;
+ varying vec3 nvec;
+ uniform vec4 colorscale;
+
+ uniform vec3 rsmdir;
+ uniform sampler2D tex0;
+ fragdata(0, gcolor, vec4)
+ fragdata(1, gnormal, vec4)
+ void main(void)
+ {
+ vec4 diffuse = texture2D(tex0, texcoord0);
+
+ vec3 normal = normalize(nvec);
+
+ gcolor = vec4(dot(normal, rsmdir)*diffuse.rgb*colorscale.rgb, 1.0);
+ gnormal = vec4(normal*0.5+0.5, 0.0);
+ }
+
diff --git a/shaders/tesseract/527.shader_test b/shaders/tesseract/527.shader_test
new file mode 100644
index 0000000..10037eb
--- /dev/null
+++ b/shaders/tesseract/527.shader_test
@@ -0,0 +1,86 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vtangent;
+ attribute vec2 vtexcoord0;
+
+ attribute vec4 vboneweight, vboneindex;
+ #pragma CUBE2_uniform animdata
+ uniform vec4 animdata[192];
+
+ uniform mat4 modelmatrix;
+ uniform mat3 modelworld;
+ uniform vec2 texscroll;
+ varying vec2 texcoord0;
+ varying vec3 nvec;
+ void main(void)
+ {
+
+ int index = int(vboneindex.x);
+
+ vec4 dqreal = animdata[index] * vboneweight.x;
+ vec4 dqdual = animdata[index+1] * vboneweight.x;
+ index = int(vboneindex.y);
+ dqreal += animdata[index] * vboneweight.y;
+ dqdual += animdata[index+1] * vboneweight.y;
+
+ index = int(vboneindex.z);
+ dqreal += animdata[index] * vboneweight.z;
+ dqdual += animdata[index+1] * vboneweight.z;
+
+
+ float len = length(dqreal);
+ dqreal /= len;
+ dqdual /= len;
+
+
+ vec4 mpos = vec4((cross(dqreal.xyz, cross(dqreal.xyz, vvertex.xyz) + vvertex.xyz*dqreal.w + dqdual.xyz) + dqdual.xyz*dqreal.w - dqreal.xyz*dqdual.w)*2.0 + vvertex.xyz, vvertex.w);
+
+
+ vec4 mquat = vec4(cross(dqreal.xyz, vtangent.xyz) + dqreal.xyz*vtangent.w + vtangent.xyz*dqreal.w, dqreal.w*vtangent.w - dot(dqreal.xyz, vtangent.xyz));
+
+ vec3 mnormal = cross(mquat.xyz, vec3(mquat.y, -mquat.x, mquat.w))*2.0 + vec3(0.0, 0.0, 1.0);
+
+
+
+
+ gl_Position = modelmatrix * mpos;
+
+ texcoord0 = vtexcoord0 + texscroll;
+
+ nvec = modelworld * mnormal;
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define gcolor gl_FragData[0]
+#define gnormal gl_FragData[1]
+varying vec2 texcoord0;
+ varying vec3 nvec;
+ uniform vec4 colorscale;
+
+ uniform vec3 rsmdir;
+ uniform sampler2D tex0;
+ fragdata(0, gcolor, vec4)
+ fragdata(1, gnormal, vec4)
+ void main(void)
+ {
+ vec4 diffuse = texture2D(tex0, texcoord0);
+
+ vec3 normal = normalize(nvec);
+
+ gcolor = vec4(dot(normal, rsmdir)*diffuse.rgb*colorscale.rgb, 1.0);
+ gnormal = vec4(normal*0.5+0.5, 0.0);
+ }
+
diff --git a/shaders/tesseract/529.shader_test b/shaders/tesseract/529.shader_test
new file mode 100644
index 0000000..0028167
--- /dev/null
+++ b/shaders/tesseract/529.shader_test
@@ -0,0 +1,90 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vtangent;
+ attribute vec2 vtexcoord0;
+
+ attribute vec4 vboneweight, vboneindex;
+ #pragma CUBE2_uniform animdata
+ uniform vec4 animdata[192];
+
+ uniform mat4 modelmatrix;
+ uniform mat3 modelworld;
+ uniform vec2 texscroll;
+ varying vec2 texcoord0;
+ varying vec3 nvec;
+ void main(void)
+ {
+
+ int index = int(vboneindex.x);
+
+ vec4 dqreal = animdata[index] * vboneweight.x;
+ vec4 dqdual = animdata[index+1] * vboneweight.x;
+ index = int(vboneindex.y);
+ dqreal += animdata[index] * vboneweight.y;
+ dqdual += animdata[index+1] * vboneweight.y;
+
+ index = int(vboneindex.z);
+ dqreal += animdata[index] * vboneweight.z;
+ dqdual += animdata[index+1] * vboneweight.z;
+
+
+ index = int(vboneindex.w);
+ dqreal += animdata[index] * vboneweight.w;
+ dqdual += animdata[index+1] * vboneweight.w;
+
+ float len = length(dqreal);
+ dqreal /= len;
+ dqdual /= len;
+
+
+ vec4 mpos = vec4((cross(dqreal.xyz, cross(dqreal.xyz, vvertex.xyz) + vvertex.xyz*dqreal.w + dqdual.xyz) + dqdual.xyz*dqreal.w - dqreal.xyz*dqdual.w)*2.0 + vvertex.xyz, vvertex.w);
+
+
+ vec4 mquat = vec4(cross(dqreal.xyz, vtangent.xyz) + dqreal.xyz*vtangent.w + vtangent.xyz*dqreal.w, dqreal.w*vtangent.w - dot(dqreal.xyz, vtangent.xyz));
+
+ vec3 mnormal = cross(mquat.xyz, vec3(mquat.y, -mquat.x, mquat.w))*2.0 + vec3(0.0, 0.0, 1.0);
+
+
+
+
+ gl_Position = modelmatrix * mpos;
+
+ texcoord0 = vtexcoord0 + texscroll;
+
+ nvec = modelworld * mnormal;
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define gcolor gl_FragData[0]
+#define gnormal gl_FragData[1]
+varying vec2 texcoord0;
+ varying vec3 nvec;
+ uniform vec4 colorscale;
+
+ uniform vec3 rsmdir;
+ uniform sampler2D tex0;
+ fragdata(0, gcolor, vec4)
+ fragdata(1, gnormal, vec4)
+ void main(void)
+ {
+ vec4 diffuse = texture2D(tex0, texcoord0);
+
+ vec3 normal = normalize(nvec);
+
+ gcolor = vec4(dot(normal, rsmdir)*diffuse.rgb*colorscale.rgb, 1.0);
+ gnormal = vec4(normal*0.5+0.5, 0.0);
+ }
+
diff --git a/shaders/tesseract/532.shader_test b/shaders/tesseract/532.shader_test
new file mode 100644
index 0000000..931c850
--- /dev/null
+++ b/shaders/tesseract/532.shader_test
@@ -0,0 +1,64 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vtangent;
+ attribute vec2 vtexcoord0;
+
+ uniform mat4 modelmatrix;
+ uniform mat3 modelworld;
+ uniform vec2 texscroll;
+ varying vec2 texcoord0;
+ varying vec3 nvec;
+ void main(void)
+ {
+
+ #define mpos vvertex
+ #define mquat vtangent
+
+ vec3 mnormal = cross(mquat.xyz, vec3(mquat.y, -mquat.x, mquat.w))*2.0 + vec3(0.0, 0.0, 1.0);
+
+
+
+ gl_Position = modelmatrix * mpos;
+
+ texcoord0 = vtexcoord0 + texscroll;
+
+ nvec = modelworld * mnormal;
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define gcolor gl_FragData[0]
+#define gnormal gl_FragData[1]
+varying vec2 texcoord0;
+ varying vec3 nvec;
+ uniform vec4 colorscale;
+ uniform float alphatest;
+ uniform vec3 rsmdir;
+ uniform sampler2D tex0;
+ fragdata(0, gcolor, vec4)
+ fragdata(1, gnormal, vec4)
+ void main(void)
+ {
+ vec4 diffuse = texture2D(tex0, texcoord0);
+
+ if(diffuse.a <= alphatest)
+ discard;
+
+ vec3 normal = normalize(nvec);
+
+ gcolor = vec4(dot(normal, rsmdir)*diffuse.rgb*colorscale.rgb, 1.0);
+ gnormal = vec4(normal*0.5+0.5, 0.0);
+ }
+
diff --git a/shaders/tesseract/534.shader_test b/shaders/tesseract/534.shader_test
new file mode 100644
index 0000000..af76281
--- /dev/null
+++ b/shaders/tesseract/534.shader_test
@@ -0,0 +1,77 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vtangent;
+ attribute vec2 vtexcoord0;
+
+ attribute vec4 vboneweight, vboneindex;
+ #pragma CUBE2_uniform animdata
+ uniform vec4 animdata[192];
+
+ uniform mat4 modelmatrix;
+ uniform mat3 modelworld;
+ uniform vec2 texscroll;
+ varying vec2 texcoord0;
+ varying vec3 nvec;
+ void main(void)
+ {
+
+ int index = int(vboneindex.x);
+
+ vec4 dqreal = animdata[index];
+ vec4 dqdual = animdata[index+1];
+
+
+ vec4 mpos = vec4((cross(dqreal.xyz, cross(dqreal.xyz, vvertex.xyz) + vvertex.xyz*dqreal.w + dqdual.xyz) + dqdual.xyz*dqreal.w - dqreal.xyz*dqdual.w)*2.0 + vvertex.xyz, vvertex.w);
+
+
+ vec4 mquat = vec4(cross(dqreal.xyz, vtangent.xyz) + dqreal.xyz*vtangent.w + vtangent.xyz*dqreal.w, dqreal.w*vtangent.w - dot(dqreal.xyz, vtangent.xyz));
+
+ vec3 mnormal = cross(mquat.xyz, vec3(mquat.y, -mquat.x, mquat.w))*2.0 + vec3(0.0, 0.0, 1.0);
+
+
+
+
+ gl_Position = modelmatrix * mpos;
+
+ texcoord0 = vtexcoord0 + texscroll;
+
+ nvec = modelworld * mnormal;
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define gcolor gl_FragData[0]
+#define gnormal gl_FragData[1]
+varying vec2 texcoord0;
+ varying vec3 nvec;
+ uniform vec4 colorscale;
+ uniform float alphatest;
+ uniform vec3 rsmdir;
+ uniform sampler2D tex0;
+ fragdata(0, gcolor, vec4)
+ fragdata(1, gnormal, vec4)
+ void main(void)
+ {
+ vec4 diffuse = texture2D(tex0, texcoord0);
+
+ if(diffuse.a <= alphatest)
+ discard;
+
+ vec3 normal = normalize(nvec);
+
+ gcolor = vec4(dot(normal, rsmdir)*diffuse.rgb*colorscale.rgb, 1.0);
+ gnormal = vec4(normal*0.5+0.5, 0.0);
+ }
+
diff --git a/shaders/tesseract/536.shader_test b/shaders/tesseract/536.shader_test
new file mode 100644
index 0000000..37cac98
--- /dev/null
+++ b/shaders/tesseract/536.shader_test
@@ -0,0 +1,85 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vtangent;
+ attribute vec2 vtexcoord0;
+
+ attribute vec4 vboneweight, vboneindex;
+ #pragma CUBE2_uniform animdata
+ uniform vec4 animdata[192];
+
+ uniform mat4 modelmatrix;
+ uniform mat3 modelworld;
+ uniform vec2 texscroll;
+ varying vec2 texcoord0;
+ varying vec3 nvec;
+ void main(void)
+ {
+
+ int index = int(vboneindex.x);
+
+ vec4 dqreal = animdata[index] * vboneweight.x;
+ vec4 dqdual = animdata[index+1] * vboneweight.x;
+ index = int(vboneindex.y);
+ dqreal += animdata[index] * vboneweight.y;
+ dqdual += animdata[index+1] * vboneweight.y;
+
+
+ float len = length(dqreal);
+ dqreal /= len;
+ dqdual /= len;
+
+
+ vec4 mpos = vec4((cross(dqreal.xyz, cross(dqreal.xyz, vvertex.xyz) + vvertex.xyz*dqreal.w + dqdual.xyz) + dqdual.xyz*dqreal.w - dqreal.xyz*dqdual.w)*2.0 + vvertex.xyz, vvertex.w);
+
+
+ vec4 mquat = vec4(cross(dqreal.xyz, vtangent.xyz) + dqreal.xyz*vtangent.w + vtangent.xyz*dqreal.w, dqreal.w*vtangent.w - dot(dqreal.xyz, vtangent.xyz));
+
+ vec3 mnormal = cross(mquat.xyz, vec3(mquat.y, -mquat.x, mquat.w))*2.0 + vec3(0.0, 0.0, 1.0);
+
+
+
+
+ gl_Position = modelmatrix * mpos;
+
+ texcoord0 = vtexcoord0 + texscroll;
+
+ nvec = modelworld * mnormal;
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define gcolor gl_FragData[0]
+#define gnormal gl_FragData[1]
+varying vec2 texcoord0;
+ varying vec3 nvec;
+ uniform vec4 colorscale;
+ uniform float alphatest;
+ uniform vec3 rsmdir;
+ uniform sampler2D tex0;
+ fragdata(0, gcolor, vec4)
+ fragdata(1, gnormal, vec4)
+ void main(void)
+ {
+ vec4 diffuse = texture2D(tex0, texcoord0);
+
+ if(diffuse.a <= alphatest)
+ discard;
+
+ vec3 normal = normalize(nvec);
+
+ gcolor = vec4(dot(normal, rsmdir)*diffuse.rgb*colorscale.rgb, 1.0);
+ gnormal = vec4(normal*0.5+0.5, 0.0);
+ }
+
diff --git a/shaders/tesseract/538.shader_test b/shaders/tesseract/538.shader_test
new file mode 100644
index 0000000..daed8fe
--- /dev/null
+++ b/shaders/tesseract/538.shader_test
@@ -0,0 +1,89 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vtangent;
+ attribute vec2 vtexcoord0;
+
+ attribute vec4 vboneweight, vboneindex;
+ #pragma CUBE2_uniform animdata
+ uniform vec4 animdata[192];
+
+ uniform mat4 modelmatrix;
+ uniform mat3 modelworld;
+ uniform vec2 texscroll;
+ varying vec2 texcoord0;
+ varying vec3 nvec;
+ void main(void)
+ {
+
+ int index = int(vboneindex.x);
+
+ vec4 dqreal = animdata[index] * vboneweight.x;
+ vec4 dqdual = animdata[index+1] * vboneweight.x;
+ index = int(vboneindex.y);
+ dqreal += animdata[index] * vboneweight.y;
+ dqdual += animdata[index+1] * vboneweight.y;
+
+ index = int(vboneindex.z);
+ dqreal += animdata[index] * vboneweight.z;
+ dqdual += animdata[index+1] * vboneweight.z;
+
+
+ float len = length(dqreal);
+ dqreal /= len;
+ dqdual /= len;
+
+
+ vec4 mpos = vec4((cross(dqreal.xyz, cross(dqreal.xyz, vvertex.xyz) + vvertex.xyz*dqreal.w + dqdual.xyz) + dqdual.xyz*dqreal.w - dqreal.xyz*dqdual.w)*2.0 + vvertex.xyz, vvertex.w);
+
+
+ vec4 mquat = vec4(cross(dqreal.xyz, vtangent.xyz) + dqreal.xyz*vtangent.w + vtangent.xyz*dqreal.w, dqreal.w*vtangent.w - dot(dqreal.xyz, vtangent.xyz));
+
+ vec3 mnormal = cross(mquat.xyz, vec3(mquat.y, -mquat.x, mquat.w))*2.0 + vec3(0.0, 0.0, 1.0);
+
+
+
+
+ gl_Position = modelmatrix * mpos;
+
+ texcoord0 = vtexcoord0 + texscroll;
+
+ nvec = modelworld * mnormal;
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define gcolor gl_FragData[0]
+#define gnormal gl_FragData[1]
+varying vec2 texcoord0;
+ varying vec3 nvec;
+ uniform vec4 colorscale;
+ uniform float alphatest;
+ uniform vec3 rsmdir;
+ uniform sampler2D tex0;
+ fragdata(0, gcolor, vec4)
+ fragdata(1, gnormal, vec4)
+ void main(void)
+ {
+ vec4 diffuse = texture2D(tex0, texcoord0);
+
+ if(diffuse.a <= alphatest)
+ discard;
+
+ vec3 normal = normalize(nvec);
+
+ gcolor = vec4(dot(normal, rsmdir)*diffuse.rgb*colorscale.rgb, 1.0);
+ gnormal = vec4(normal*0.5+0.5, 0.0);
+ }
+
diff --git a/shaders/tesseract/54.shader_test b/shaders/tesseract/54.shader_test
new file mode 100644
index 0000000..efa1ad1
--- /dev/null
+++ b/shaders/tesseract/54.shader_test
@@ -0,0 +1,38 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vcolor;
+ attribute vec3 vtexcoord0;
+ uniform mat4 hudmatrix;
+ varying vec3 texcoord0;
+ varying vec4 colorscale;
+ void main(void)
+ {
+ gl_Position = hudmatrix * vvertex;
+ texcoord0 = vtexcoord0;
+ colorscale = vcolor;
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform samplerCube tex0;
+ varying vec3 texcoord0;
+ varying vec4 colorscale;
+ fragdata(0, fragcolor, vec4)
+ void main(void)
+ {
+ fragcolor = colorscale * textureCube(tex0, texcoord0);
+ }
+
diff --git a/shaders/tesseract/540.shader_test b/shaders/tesseract/540.shader_test
new file mode 100644
index 0000000..712935f
--- /dev/null
+++ b/shaders/tesseract/540.shader_test
@@ -0,0 +1,93 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vtangent;
+ attribute vec2 vtexcoord0;
+
+ attribute vec4 vboneweight, vboneindex;
+ #pragma CUBE2_uniform animdata
+ uniform vec4 animdata[192];
+
+ uniform mat4 modelmatrix;
+ uniform mat3 modelworld;
+ uniform vec2 texscroll;
+ varying vec2 texcoord0;
+ varying vec3 nvec;
+ void main(void)
+ {
+
+ int index = int(vboneindex.x);
+
+ vec4 dqreal = animdata[index] * vboneweight.x;
+ vec4 dqdual = animdata[index+1] * vboneweight.x;
+ index = int(vboneindex.y);
+ dqreal += animdata[index] * vboneweight.y;
+ dqdual += animdata[index+1] * vboneweight.y;
+
+ index = int(vboneindex.z);
+ dqreal += animdata[index] * vboneweight.z;
+ dqdual += animdata[index+1] * vboneweight.z;
+
+
+ index = int(vboneindex.w);
+ dqreal += animdata[index] * vboneweight.w;
+ dqdual += animdata[index+1] * vboneweight.w;
+
+ float len = length(dqreal);
+ dqreal /= len;
+ dqdual /= len;
+
+
+ vec4 mpos = vec4((cross(dqreal.xyz, cross(dqreal.xyz, vvertex.xyz) + vvertex.xyz*dqreal.w + dqdual.xyz) + dqdual.xyz*dqreal.w - dqreal.xyz*dqdual.w)*2.0 + vvertex.xyz, vvertex.w);
+
+
+ vec4 mquat = vec4(cross(dqreal.xyz, vtangent.xyz) + dqreal.xyz*vtangent.w + vtangent.xyz*dqreal.w, dqreal.w*vtangent.w - dot(dqreal.xyz, vtangent.xyz));
+
+ vec3 mnormal = cross(mquat.xyz, vec3(mquat.y, -mquat.x, mquat.w))*2.0 + vec3(0.0, 0.0, 1.0);
+
+
+
+
+ gl_Position = modelmatrix * mpos;
+
+ texcoord0 = vtexcoord0 + texscroll;
+
+ nvec = modelworld * mnormal;
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define gcolor gl_FragData[0]
+#define gnormal gl_FragData[1]
+varying vec2 texcoord0;
+ varying vec3 nvec;
+ uniform vec4 colorscale;
+ uniform float alphatest;
+ uniform vec3 rsmdir;
+ uniform sampler2D tex0;
+ fragdata(0, gcolor, vec4)
+ fragdata(1, gnormal, vec4)
+ void main(void)
+ {
+ vec4 diffuse = texture2D(tex0, texcoord0);
+
+ if(diffuse.a <= alphatest)
+ discard;
+
+ vec3 normal = normalize(nvec);
+
+ gcolor = vec4(dot(normal, rsmdir)*diffuse.rgb*colorscale.rgb, 1.0);
+ gnormal = vec4(normal*0.5+0.5, 0.0);
+ }
+
diff --git a/shaders/tesseract/57.shader_test b/shaders/tesseract/57.shader_test
new file mode 100644
index 0000000..77c2860
--- /dev/null
+++ b/shaders/tesseract/57.shader_test
@@ -0,0 +1,104 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ attribute vec3 vnormal;
+ attribute vec2 vtexcoord0;
+ uniform mat4 camprojmatrix;
+ uniform vec2 texgenscroll;
+ varying vec3 nvec;
+
+
+ varying vec2 texcoord0;
+
+
+
+
+
+ void main(void)
+ {
+ gl_Position = camprojmatrix * vvertex;
+
+ texcoord0 = vtexcoord0 + texgenscroll;
+
+
+ nvec = vnormal;
+
+
+
+
+
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define gcolor gl_FragData[0]
+#define gnormal gl_FragData[1]
+#define gglow gl_FragData[2]
+uniform vec4 colorparams;
+ uniform sampler2D diffusemap;
+
+ varying vec3 nvec;
+
+ fragdata(0, gcolor, vec4)
+ fragdata(1, gnormal, vec4)
+ fragdata(2, gglow, vec4)
+
+
+
+
+ varying vec2 texcoord0;
+
+
+
+
+
+
+ void main(void)
+ {
+ vec3 normal = normalize(nvec);
+
+
+ vec4 diffuse = texture2D(diffusemap, texcoord0);
+
+
+ gcolor.rgb = diffuse.rgb*colorparams.rgb;
+
+ gcolor.a = 0.0;
+
+
+
+
+
+
+
+
+
+ gnormal.rgb = normal*0.5 + 0.5;
+ #ifdef packnorm
+ gnormal.a = (packnorm);
+ #else
+ gnormal.a = 1.0;
+ #endif
+
+
+
+
+
+
+
+
+ }
+
diff --git a/shaders/tesseract/6.shader_test b/shaders/tesseract/6.shader_test
new file mode 100644
index 0000000..4d2f078
--- /dev/null
+++ b/shaders/tesseract/6.shader_test
@@ -0,0 +1,38 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vcolor;
+attribute vec2 vtexcoord0;
+uniform mat4 hudmatrix;
+varying vec2 texcoord0;
+varying vec4 colorscale;
+void main(void) {
+ gl_Position = hudmatrix * vvertex;
+ texcoord0 = vtexcoord0;
+ colorscale = vcolor;
+}
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform sampler2D tex0;
+varying vec2 texcoord0;
+varying vec4 colorscale;
+fragdata(0, fragcolor, vec4)
+void main(void) {
+ vec4 color = texture2D(tex0, texcoord0);
+ #pragma CUBE2_swizzle color
+ fragcolor = colorscale * color;
+}
+
diff --git a/shaders/tesseract/60.shader_test b/shaders/tesseract/60.shader_test
new file mode 100644
index 0000000..caa6ee0
--- /dev/null
+++ b/shaders/tesseract/60.shader_test
@@ -0,0 +1,118 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ attribute vec3 vnormal;
+ attribute vec2 vtexcoord0;
+ uniform mat4 camprojmatrix;
+ uniform vec2 texgenscroll;
+ varying vec3 nvec;
+
+
+ varying vec2 texcoord0;
+
+
+
+
+ uniform vec4 blendmapparams;
+ varying vec2 texcoord1;
+
+
+ void main(void)
+ {
+ gl_Position = camprojmatrix * vvertex;
+
+ texcoord0 = vtexcoord0 + texgenscroll;
+
+
+ texcoord1 = (vvertex.xy - blendmapparams.xy)*blendmapparams.zw;
+
+ nvec = vnormal;
+
+
+
+
+
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define gcolor gl_FragData[0]
+#define gnormal gl_FragData[1]
+#define gglow gl_FragData[2]
+uniform vec4 colorparams;
+ uniform sampler2D diffusemap;
+
+ varying vec3 nvec;
+
+ fragdata(0, gcolor, vec4)
+ fragdata(1, gnormal, vec4)
+ fragdata(2, gglow, vec4)
+
+
+
+
+ varying vec2 texcoord0;
+
+
+
+
+
+ uniform float blendlayer;
+ uniform sampler2D blendmap;
+ varying vec2 texcoord1;
+
+
+ void main(void)
+ {
+ vec3 normal = normalize(nvec);
+
+
+ vec4 diffuse = texture2D(diffusemap, texcoord0);
+
+
+ gcolor.rgb = diffuse.rgb*colorparams.rgb;
+
+ gcolor.a = 0.0;
+
+
+
+
+
+
+
+
+
+ gnormal.rgb = normal*0.5 + 0.5;
+ #ifdef packnorm
+ gnormal.a = (packnorm);
+ #else
+ gnormal.a = 1.0;
+ #endif
+
+
+
+
+
+
+
+
+ float blend = abs(texture2D(blendmap, texcoord1).r - blendlayer);
+ gcolor *= blend;
+ gnormal.rgb *= blend;
+ gnormal.a *= blendlayer;
+
+ }
+
diff --git a/shaders/tesseract/63.shader_test b/shaders/tesseract/63.shader_test
new file mode 100644
index 0000000..95c2b78
--- /dev/null
+++ b/shaders/tesseract/63.shader_test
@@ -0,0 +1,108 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ attribute vec3 vnormal;
+ attribute vec2 vtexcoord0;
+ uniform mat4 camprojmatrix;
+ uniform vec2 texgenscroll;
+ varying vec3 nvec;
+
+
+ varying vec2 texcoord0;
+
+
+
+
+
+ void main(void)
+ {
+ gl_Position = camprojmatrix * vvertex;
+
+ texcoord0 = vtexcoord0 + texgenscroll;
+
+
+ nvec = vnormal;
+
+
+
+
+
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define gcolor gl_FragData[0]
+#define gnormal gl_FragData[1]
+#define gglow gl_FragData[2]
+uniform vec4 colorparams;
+ uniform sampler2D diffusemap;
+
+ varying vec3 nvec;
+
+ fragdata(0, gcolor, vec4)
+ fragdata(1, gnormal, vec4)
+ fragdata(2, gglow, vec4)
+
+
+
+
+ varying vec2 texcoord0;
+
+
+
+
+
+
+ void main(void)
+ {
+ vec3 normal = normalize(nvec);
+
+
+ vec4 diffuse = texture2D(diffusemap, texcoord0);
+
+
+ gcolor.rgb = diffuse.rgb*colorparams.rgb;
+
+ gcolor.a = 0.0;
+
+
+
+
+
+ gglow.rgb = vec3(0.0);
+
+
+
+ #define packnorm colorparams.a
+
+
+
+ gnormal.rgb = normal*0.5 + 0.5;
+ #ifdef packnorm
+ gnormal.a = (packnorm);
+ #else
+ gnormal.a = 1.0;
+ #endif
+
+
+
+
+
+
+
+
+ }
+
diff --git a/shaders/tesseract/66.shader_test b/shaders/tesseract/66.shader_test
new file mode 100644
index 0000000..83d0e99
--- /dev/null
+++ b/shaders/tesseract/66.shader_test
@@ -0,0 +1,121 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ attribute vec3 vnormal;
+ attribute vec2 vtexcoord0;
+ uniform mat4 camprojmatrix;
+ uniform vec2 texgenscroll;
+ varying vec3 nvec;
+
+
+ varying vec2 texcoord0;
+
+
+
+
+
+ void main(void)
+ {
+ gl_Position = camprojmatrix * vvertex;
+
+ texcoord0 = vtexcoord0 + texgenscroll;
+
+
+ nvec = vnormal;
+
+
+
+
+
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define gcolor gl_FragData[0]
+#define gnormal gl_FragData[1]
+#define gglow gl_FragData[2]
+uniform sampler2DRect refractlight;
+ #define gfetch(sampler, coords) texture2DRect(sampler, coords)
+ #define gfetchoffset(sampler, coords, offset) texture2DRectOffset(sampler, coords, offset)
+ #define gfetchproj(sampler, coords) texture2DRectProj(sampler, coords)
+ #define gfetchclamp(sampler, coords) texture2DRect(sampler, coords)
+
+ uniform vec3 gdepthscale;
+ uniform vec3 gdepthunpackparams;
+
+
+ uniform vec4 refractparams;
+
+ uniform vec4 colorparams;
+ uniform sampler2D diffusemap;
+
+ varying vec3 nvec;
+
+ fragdata(0, gcolor, vec4)
+ fragdata(1, gnormal, vec4)
+ fragdata(2, gglow, vec4)
+
+
+
+
+ varying vec2 texcoord0;
+
+
+
+
+
+
+ void main(void)
+ {
+ vec3 normal = normalize(nvec);
+
+
+ vec4 diffuse = texture2D(diffusemap, texcoord0);
+
+
+ gcolor.rgb = diffuse.rgb*colorparams.rgb;
+
+ gcolor.a = 0.0;
+
+
+
+
+
+ gglow.rgb = vec3(0.0);
+
+
+
+ vec3 rlight = gfetch(refractlight, gl_FragCoord.xy).rgb;
+ gglow.rgb += rlight * refractparams.xyz;
+
+
+
+ gnormal.rgb = normal*0.5 + 0.5;
+ #ifdef packnorm
+ gnormal.a = (packnorm);
+ #else
+ gnormal.a = 1.0;
+ #endif
+
+
+
+
+
+
+
+
+ }
+
diff --git a/shaders/tesseract/69.shader_test b/shaders/tesseract/69.shader_test
new file mode 100644
index 0000000..ede252b
--- /dev/null
+++ b/shaders/tesseract/69.shader_test
@@ -0,0 +1,27 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ uniform mat4 shadowmatrix;
+ void main(void)
+ {
+ gl_Position = shadowmatrix * vvertex;
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+void main(void)
+ {
+ }
+
diff --git a/shaders/tesseract/72.shader_test b/shaders/tesseract/72.shader_test
new file mode 100644
index 0000000..efadd72
--- /dev/null
+++ b/shaders/tesseract/72.shader_test
@@ -0,0 +1,49 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex;
+ attribute vec2 vtexcoord0;
+ varying vec2 texcoord0;
+ void main(void)
+ {
+ gl_Position = vvertex;
+ texcoord0 = vtexcoord0;
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform sampler2DRect tex0;
+ #define gfetch(sampler, coords) texture2DRect(sampler, coords)
+ #define gfetchoffset(sampler, coords, offset) texture2DRectOffset(sampler, coords, offset)
+ #define gfetchproj(sampler, coords) texture2DRectProj(sampler, coords)
+ #define gfetchclamp(sampler, coords) texture2DRect(sampler, coords)
+
+ uniform vec3 gdepthscale;
+ uniform vec3 gdepthunpackparams;
+
+
+ uniform vec3 gdepthpackparams;
+ varying vec2 texcoord0;
+ fragdata(0, fragcolor, vec4)
+ void main(void)
+ {
+
+
+ float depth = gdepthscale.x / (gfetch(tex0, texcoord0).r*gdepthscale.y + gdepthscale.z);
+
+ fragcolor.r = depth;
+
+ }
+
diff --git a/shaders/tesseract/75.shader_test b/shaders/tesseract/75.shader_test
new file mode 100644
index 0000000..262aaea
--- /dev/null
+++ b/shaders/tesseract/75.shader_test
@@ -0,0 +1,77 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#pragma CUBE2_fog
+ attribute vec4 vvertex, vcolor;
+ uniform mat4 explosionmatrix;
+ uniform vec3 center;
+ uniform vec4 animstate;
+ uniform float side;
+
+
+ varying vec4 color;
+ varying vec2 texcoord0, texcoord1;
+
+uniform vec2 lineardepthscale;
+varying float lineardepth;
+ void main(void)
+ {
+ vec4 wobble = vec4(vvertex.xyz*(1.0 + 0.5*abs(fract(dot(vvertex.xyz, center) + animstate.w*2.0) - 0.5)), vvertex.w);
+ wobble.z *= side;
+ gl_Position = explosionmatrix * wobble;
+
+
+ color = vcolor;
+
+
+
+ float dtc = 1.768 - animstate.x*1.414;
+ dtc *= dtc;
+ texcoord0 = animstate.w*0.4 + dtc*vvertex.xy;
+ texcoord1 = vvertex.xy*0.5 + 0.5;
+
+
+lineardepth = dot(lineardepthscale, gl_Position.zw);
+}
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+varying vec4 color;
+ varying vec2 texcoord0, texcoord1;
+ uniform sampler2D tex0, tex1;
+ fragdata(0, fragcolor, vec4)
+
+varying float lineardepth;
+
+uniform vec3 fogcolor;
+uniform vec2 fogdensity;
+uniform vec4 radialfogscale;
+#define fogcoord lineardepth*length(vec3(gl_FragCoord.xy*radialfogscale.xy + radialfogscale.zw, 1.0))
+ void main(void)
+ {
+ vec2 dtc = texcoord0 + texture2D(tex0, texcoord1).xy*0.1;
+ vec4 diffuse = texture2D(tex0, dtc);
+ float blend = texture2D(tex1, texcoord1).r;
+ diffuse *= blend*4.0;
+ diffuse.b += 0.5 - blend*0.5;
+
+
+ fragcolor = diffuse * color;
+
+
+#define FOG_COLOR fogcolor
+fragcolor.rgb = mix((FOG_COLOR).rgb, fragcolor.rgb, clamp(exp2(fogcoord*-fogdensity.x)*fogdensity.y, 0.0, 1.0));
+}
+
diff --git a/shaders/tesseract/78.shader_test b/shaders/tesseract/78.shader_test
new file mode 100644
index 0000000..465c0ee
--- /dev/null
+++ b/shaders/tesseract/78.shader_test
@@ -0,0 +1,93 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#pragma CUBE2_fog
+ attribute vec4 vvertex, vcolor;
+ uniform mat4 explosionmatrix;
+ uniform vec3 center;
+ uniform vec4 animstate;
+ uniform float side;
+
+
+ uniform vec2 lineardepthscale;
+ varying float lineardepth;
+
+ varying vec4 color;
+ varying vec2 texcoord0, texcoord1;
+ void main(void)
+ {
+ vec4 wobble = vec4(vvertex.xyz*(1.0 + 0.5*abs(fract(dot(vvertex.xyz, center) + animstate.w*2.0) - 0.5)), vvertex.w);
+ wobble.z *= side;
+ gl_Position = explosionmatrix * wobble;
+
+ lineardepth = dot(lineardepthscale, gl_Position.zw);
+
+
+ color = vcolor;
+
+
+
+ float dtc = 1.768 - animstate.x*1.414;
+ dtc *= dtc;
+ texcoord0 = animstate.w*0.4 + dtc*vvertex.xy;
+ texcoord1 = vvertex.xy*0.5 + 0.5;
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform sampler2DRect tex2;
+ #define gfetch(sampler, coords) texture2DRect(sampler, coords)
+ #define gfetchoffset(sampler, coords, offset) texture2DRectOffset(sampler, coords, offset)
+ #define gfetchproj(sampler, coords) texture2DRectProj(sampler, coords)
+ #define gfetchclamp(sampler, coords) texture2DRect(sampler, coords)
+
+ uniform vec3 gdepthscale;
+ uniform vec3 gdepthunpackparams;
+
+
+ uniform vec3 softparams;
+ varying float lineardepth;
+
+ varying vec4 color;
+ varying vec2 texcoord0, texcoord1;
+ uniform sampler2D tex0, tex1;
+ fragdata(0, fragcolor, vec4)
+
+uniform vec3 fogcolor;
+uniform vec2 fogdensity;
+uniform vec4 radialfogscale;
+#define fogcoord lineardepth*length(vec3(gl_FragCoord.xy*radialfogscale.xy + radialfogscale.zw, 1.0))
+ void main(void)
+ {
+ vec2 dtc = texcoord0 + texture2D(tex0, texcoord1).xy*0.1;
+ vec4 diffuse = texture2D(tex0, dtc);
+ float blend = texture2D(tex1, texcoord1).r;
+ diffuse *= blend*4.0;
+ diffuse.b += 0.5 - blend*0.5;
+
+
+ fragcolor.rgb = diffuse.rgb * color.rgb;
+
+
+ float depth = gdepthscale.x / (gfetch(tex2, gl_FragCoord.xy).r*gdepthscale.y + gdepthscale.z);
+
+ fragcolor.a = diffuse.a * max(clamp((depth - lineardepth)*softparams.x - softparams.y, 0.0, 1.0) * color.a, softparams.z);
+
+
+#define FOG_COLOR fogcolor
+fragcolor.rgb = mix((FOG_COLOR).rgb, fragcolor.rgb, clamp(exp2(fogcoord*-fogdensity.x)*fogdensity.y, 0.0, 1.0));
+}
+
diff --git a/shaders/tesseract/81.shader_test b/shaders/tesseract/81.shader_test
new file mode 100644
index 0000000..24c6727
--- /dev/null
+++ b/shaders/tesseract/81.shader_test
@@ -0,0 +1,83 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#pragma CUBE2_fog
+ attribute vec4 vvertex, vcolor;
+ uniform mat4 explosionmatrix;
+ uniform vec3 center;
+ uniform vec4 animstate;
+ uniform float side;
+
+ attribute vec2 vtexcoord0;
+ varying vec2 texcoord2;
+ uniform vec4 texgenS, texgenT;
+
+
+ varying vec4 color;
+ varying vec2 texcoord0, texcoord1;
+
+uniform vec2 lineardepthscale;
+varying float lineardepth;
+ void main(void)
+ {
+ vec4 wobble = vec4(vvertex.xyz*(1.0 + 0.5*abs(fract(dot(vvertex.xyz, center) + animstate.w*2.0) - 0.5)), vvertex.w);
+ wobble.z *= side;
+ gl_Position = explosionmatrix * wobble;
+
+
+ color = vcolor;
+
+
+ texcoord0 = vtexcoord0;
+ vec2 texgen = vec2(dot(texgenS, vvertex), dot(texgenT, vvertex));
+ texcoord1 = texgen;
+ texcoord2 = texgen - animstate.w*0.5;
+
+
+lineardepth = dot(lineardepthscale, gl_Position.zw);
+}
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+varying vec2 texcoord2;
+
+
+ varying vec4 color;
+ varying vec2 texcoord0, texcoord1;
+ uniform sampler2D tex0, tex1;
+ fragdata(0, fragcolor, vec4)
+
+varying float lineardepth;
+
+uniform vec3 fogcolor;
+uniform vec2 fogdensity;
+uniform vec4 radialfogscale;
+#define fogcoord lineardepth*length(vec3(gl_FragCoord.xy*radialfogscale.xy + radialfogscale.zw, 1.0))
+ void main(void)
+ {
+ vec2 dtc = texcoord0 + texture2D(tex0, texcoord2).xy*0.1;
+ vec4 diffuse = texture2D(tex0, dtc);
+ float blend = texture2D(tex1, texcoord1).r;
+ diffuse *= blend*4.0;
+ diffuse.b += 0.5 - blend*0.5;
+
+
+ fragcolor = diffuse * color;
+
+
+#define FOG_COLOR fogcolor
+fragcolor.rgb = mix((FOG_COLOR).rgb, fragcolor.rgb, clamp(exp2(fogcoord*-fogdensity.x)*fogdensity.y, 0.0, 1.0));
+}
+
diff --git a/shaders/tesseract/84.shader_test b/shaders/tesseract/84.shader_test
new file mode 100644
index 0000000..84cc458
--- /dev/null
+++ b/shaders/tesseract/84.shader_test
@@ -0,0 +1,100 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#pragma CUBE2_fog
+ attribute vec4 vvertex, vcolor;
+ uniform mat4 explosionmatrix;
+ uniform vec3 center;
+ uniform vec4 animstate;
+ uniform float side;
+
+ attribute vec2 vtexcoord0;
+ varying vec2 texcoord2;
+ uniform vec4 texgenS, texgenT;
+
+
+ uniform vec2 lineardepthscale;
+ varying float lineardepth;
+
+ varying vec4 color;
+ varying vec2 texcoord0, texcoord1;
+ void main(void)
+ {
+ vec4 wobble = vec4(vvertex.xyz*(1.0 + 0.5*abs(fract(dot(vvertex.xyz, center) + animstate.w*2.0) - 0.5)), vvertex.w);
+ wobble.z *= side;
+ gl_Position = explosionmatrix * wobble;
+
+ lineardepth = dot(lineardepthscale, gl_Position.zw);
+
+
+ color = vcolor;
+
+
+ texcoord0 = vtexcoord0;
+ vec2 texgen = vec2(dot(texgenS, vvertex), dot(texgenT, vvertex));
+ texcoord1 = texgen;
+ texcoord2 = texgen - animstate.w*0.5;
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+varying vec2 texcoord2;
+
+
+
+ uniform sampler2DRect tex2;
+ #define gfetch(sampler, coords) texture2DRect(sampler, coords)
+ #define gfetchoffset(sampler, coords, offset) texture2DRectOffset(sampler, coords, offset)
+ #define gfetchproj(sampler, coords) texture2DRectProj(sampler, coords)
+ #define gfetchclamp(sampler, coords) texture2DRect(sampler, coords)
+
+ uniform vec3 gdepthscale;
+ uniform vec3 gdepthunpackparams;
+
+
+ uniform vec3 softparams;
+ varying float lineardepth;
+
+ varying vec4 color;
+ varying vec2 texcoord0, texcoord1;
+ uniform sampler2D tex0, tex1;
+ fragdata(0, fragcolor, vec4)
+
+uniform vec3 fogcolor;
+uniform vec2 fogdensity;
+uniform vec4 radialfogscale;
+#define fogcoord lineardepth*length(vec3(gl_FragCoord.xy*radialfogscale.xy + radialfogscale.zw, 1.0))
+ void main(void)
+ {
+ vec2 dtc = texcoord0 + texture2D(tex0, texcoord2).xy*0.1;
+ vec4 diffuse = texture2D(tex0, dtc);
+ float blend = texture2D(tex1, texcoord1).r;
+ diffuse *= blend*4.0;
+ diffuse.b += 0.5 - blend*0.5;
+
+
+ fragcolor.rgb = diffuse.rgb * color.rgb;
+
+
+ float depth = gdepthscale.x / (gfetch(tex2, gl_FragCoord.xy).r*gdepthscale.y + gdepthscale.z);
+
+ fragcolor.a = diffuse.a * max(clamp((depth - lineardepth)*softparams.x - softparams.y, 0.0, 1.0) * color.a, softparams.z);
+
+
+#define FOG_COLOR fogcolor
+fragcolor.rgb = mix((FOG_COLOR).rgb, fragcolor.rgb, clamp(exp2(fogcoord*-fogdensity.x)*fogdensity.y, 0.0, 1.0));
+}
+
diff --git a/shaders/tesseract/87.shader_test b/shaders/tesseract/87.shader_test
new file mode 100644
index 0000000..d35e721
--- /dev/null
+++ b/shaders/tesseract/87.shader_test
@@ -0,0 +1,50 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#pragma CUBE2_fog
+ attribute vec4 vvertex, vcolor;
+ uniform mat4 camprojmatrix;
+ uniform vec4 colorscale;
+ varying vec4 color;
+
+uniform vec2 lineardepthscale;
+varying float lineardepth;
+ void main(void)
+ {
+ gl_Position = camprojmatrix * vvertex;
+ color = vcolor * colorscale;
+
+lineardepth = dot(lineardepthscale, gl_Position.zw);
+}
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+varying vec4 color;
+ fragdata(0, fragcolor, vec4)
+
+varying float lineardepth;
+
+uniform vec3 fogcolor;
+uniform vec2 fogdensity;
+uniform vec4 radialfogscale;
+#define fogcoord lineardepth*length(vec3(gl_FragCoord.xy*radialfogscale.xy + radialfogscale.zw, 1.0))
+ void main(void)
+ {
+ fragcolor = color;
+
+#define FOG_COLOR fogcolor
+fragcolor.rgb = mix((FOG_COLOR).rgb, fragcolor.rgb, clamp(exp2(fogcoord*-fogdensity.x)*fogdensity.y, 0.0, 1.0));
+}
+
diff --git a/shaders/tesseract/9.shader_test b/shaders/tesseract/9.shader_test
new file mode 100644
index 0000000..3587b63
--- /dev/null
+++ b/shaders/tesseract/9.shader_test
@@ -0,0 +1,40 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vcolor;
+attribute vec2 vtexcoord0;
+uniform mat4 hudmatrix;
+varying vec2 texcoord0;
+varying vec4 colorscale;
+void main(void) {
+ gl_Position = hudmatrix * vvertex;
+ texcoord0 = vtexcoord0;
+ colorscale = vcolor;
+}
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform sampler2D tex0;
+uniform vec4 textparams;
+varying vec2 texcoord0;
+varying vec4 colorscale;
+fragdata(0, fragcolor, vec4)
+void main(void) {
+ float dist = texture2D(tex0, texcoord0).r;
+ float border = smoothstep(textparams.x, textparams.y, dist);
+ float outline = smoothstep(textparams.z, textparams.w, dist);
+ fragcolor = vec4(colorscale.rgb * outline, colorscale.a * border);
+}
+
diff --git a/shaders/tesseract/90.shader_test b/shaders/tesseract/90.shader_test
new file mode 100644
index 0000000..f366485
--- /dev/null
+++ b/shaders/tesseract/90.shader_test
@@ -0,0 +1,59 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#pragma CUBE2_fog
+ attribute vec4 vvertex, vcolor;
+ attribute vec2 vtexcoord0;
+ uniform mat4 camprojmatrix;
+ uniform float ldrscale;
+ varying vec4 color;
+ varying vec2 texcoord0;
+
+uniform vec2 lineardepthscale;
+varying float lineardepth;
+ void main(void)
+ {
+ gl_Position = camprojmatrix * vvertex;
+ texcoord0 = vtexcoord0;
+ color = vec4(vcolor.rgb * ldrscale, vcolor.a);
+
+lineardepth = dot(lineardepthscale, gl_Position.zw);
+}
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform vec4 textparams;
+ uniform sampler2D tex0;
+ varying vec4 color;
+ varying vec2 texcoord0;
+ fragdata(0, fragcolor, vec4)
+
+varying float lineardepth;
+
+uniform vec3 fogcolor;
+uniform vec2 fogdensity;
+uniform vec4 radialfogscale;
+#define fogcoord lineardepth*length(vec3(gl_FragCoord.xy*radialfogscale.xy + radialfogscale.zw, 1.0))
+ void main(void)
+ {
+ float dist = texture2D(tex0, texcoord0).r;
+ float border = smoothstep(textparams.x, textparams.y, dist);
+ float outline = smoothstep(textparams.z, textparams.w, dist);
+ fragcolor = vec4(color.rgb * outline, color.a * border);
+
+#define FOG_COLOR fogcolor
+fragcolor.rgb = mix((FOG_COLOR).rgb, fragcolor.rgb, clamp(exp2(fogcoord*-fogdensity.x)*fogdensity.y, 0.0, 1.0));
+}
+
diff --git a/shaders/tesseract/93.shader_test b/shaders/tesseract/93.shader_test
new file mode 100644
index 0000000..b2ae127
--- /dev/null
+++ b/shaders/tesseract/93.shader_test
@@ -0,0 +1,63 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#pragma CUBE2_fog
+ attribute vec4 vvertex, vcolor;
+ attribute vec2 vtexcoord0;
+ uniform mat4 camprojmatrix;
+ uniform vec4 colorscale;
+ varying vec4 color;
+ varying vec2 texcoord0;
+
+
+uniform vec2 lineardepthscale;
+varying float lineardepth;
+ void main(void)
+ {
+ gl_Position = camprojmatrix * vvertex;
+ texcoord0 = vtexcoord0;
+ color = vcolor * colorscale;
+
+
+
+lineardepth = dot(lineardepthscale, gl_Position.zw);
+}
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform sampler2D tex0;
+ varying vec4 color;
+ varying vec2 texcoord0;
+ fragdata(0, fragcolor, vec4)
+
+varying float lineardepth;
+
+uniform vec3 fogcolor;
+uniform vec2 fogdensity;
+uniform vec4 radialfogscale;
+#define fogcoord lineardepth*length(vec3(gl_FragCoord.xy*radialfogscale.xy + radialfogscale.zw, 1.0))
+ void main(void)
+ {
+ vec4 diffuse = texture2D(tex0, texcoord0);
+ #pragma CUBE2_swizzle diffuse
+
+
+
+ fragcolor = diffuse * color;
+
+#define FOG_COLOR fogcolor
+fragcolor.rgb = mix((FOG_COLOR).rgb, fragcolor.rgb, clamp(exp2(fogcoord*-fogdensity.x)*fogdensity.y, 0.0, 1.0));
+}
+
diff --git a/shaders/tesseract/96.shader_test b/shaders/tesseract/96.shader_test
new file mode 100644
index 0000000..8c1ca2b
--- /dev/null
+++ b/shaders/tesseract/96.shader_test
@@ -0,0 +1,82 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#pragma CUBE2_fog
+ attribute vec4 vvertex, vcolor;
+ attribute vec2 vtexcoord0;
+ uniform mat4 camprojmatrix;
+ uniform vec4 colorscale;
+ varying vec4 color;
+ varying vec2 texcoord0;
+
+ uniform vec2 lineardepthscale;
+ varying float lineardepth;
+ varying vec2 surface;
+
+ void main(void)
+ {
+ gl_Position = camprojmatrix * vvertex;
+ texcoord0 = vtexcoord0;
+ color = vcolor * colorscale;
+
+
+ lineardepth = dot(lineardepthscale, gl_Position.zw);
+ surface = vtexcoord0.xy*2.82842712474619 - 1.4142135623731;
+
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform sampler2DRect tex2;
+ #define gfetch(sampler, coords) texture2DRect(sampler, coords)
+ #define gfetchoffset(sampler, coords, offset) texture2DRectOffset(sampler, coords, offset)
+ #define gfetchproj(sampler, coords) texture2DRectProj(sampler, coords)
+ #define gfetchclamp(sampler, coords) texture2DRect(sampler, coords)
+
+ uniform vec3 gdepthscale;
+ uniform vec3 gdepthunpackparams;
+
+
+ uniform vec3 softparams;
+ varying float lineardepth;
+ varying vec2 surface;
+
+ uniform sampler2D tex0;
+ varying vec4 color;
+ varying vec2 texcoord0;
+ fragdata(0, fragcolor, vec4)
+
+uniform vec3 fogcolor;
+uniform vec2 fogdensity;
+uniform vec4 radialfogscale;
+#define fogcoord lineardepth*length(vec3(gl_FragCoord.xy*radialfogscale.xy + radialfogscale.zw, 1.0))
+ void main(void)
+ {
+ vec4 diffuse = texture2D(tex0, texcoord0);
+ #pragma CUBE2_swizzle diffuse
+
+
+
+ float depth = gdepthscale.x / (gfetch(tex2, gl_FragCoord.xy).r*gdepthscale.y + gdepthscale.z);
+
+ diffuse.a *= clamp((depth - lineardepth)*softparams.x - softparams.y - dot(surface, surface), 0.0, 1.0);
+
+
+ fragcolor = diffuse * color;
+
+#define FOG_COLOR fogcolor
+fragcolor.rgb = mix((FOG_COLOR).rgb, fragcolor.rgb, clamp(exp2(fogcoord*-fogdensity.x)*fogdensity.y, 0.0, 1.0));
+}
+
diff --git a/shaders/tesseract/99.shader_test b/shaders/tesseract/99.shader_test
new file mode 100644
index 0000000..01216c2
--- /dev/null
+++ b/shaders/tesseract/99.shader_test
@@ -0,0 +1,46 @@
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+attribute vec4 vvertex, vcolor;
+ attribute vec2 vtexcoord0;
+ uniform mat4 camprojmatrix;
+ uniform vec4 colorscale;
+ varying vec4 color;
+ varying vec2 texcoord0;
+ void main(void)
+ {
+ gl_Position = camprojmatrix * vvertex;
+ color = vcolor * colorscale;
+ texcoord0 = vtexcoord0;
+ }
+
+[fragment shader]
+#version 120
+#extension GL_ARB_texture_rectangle : enable
+#define flat
+#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))
+#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))
+#define fragdata(loc, name, type)
+#define fragcolor gl_FragData[0]
+uniform sampler2D tex0;
+ varying vec4 color;
+ varying vec2 texcoord0;
+ fragdata(0, fragcolor, vec4)
+
+ void main(void)
+ {
+ vec4 diffuse = texture2D(tex0, texcoord0);
+ #pragma CUBE2_swizzle diffuse
+
+ diffuse *= color;
+ fragcolor = diffuse;
+
+
+ }
+