Separating projects into separate workspaces
--HG-- rename : KREngine/3rdparty/forsyth/forsyth.cpp => 3rdparty/forsyth/forsyth.cpp rename : KREngine/3rdparty/forsyth/forsyth.h => 3rdparty/forsyth/forsyth.h rename : KREngine/3rdparty/pvrtexlib/include/PVRTArray.h => 3rdparty/pvrtexlib/include/PVRTArray.h rename : KREngine/3rdparty/pvrtexlib/include/PVRTDecompress.h => 3rdparty/pvrtexlib/include/PVRTDecompress.h rename : KREngine/3rdparty/pvrtexlib/include/PVRTError.h => 3rdparty/pvrtexlib/include/PVRTError.h rename : KREngine/3rdparty/pvrtexlib/include/PVRTGlobal.h => 3rdparty/pvrtexlib/include/PVRTGlobal.h rename : KREngine/3rdparty/pvrtexlib/include/PVRTMap.h => 3rdparty/pvrtexlib/include/PVRTMap.h rename : KREngine/3rdparty/pvrtexlib/include/PVRTString.h => 3rdparty/pvrtexlib/include/PVRTString.h rename : KREngine/3rdparty/pvrtexlib/include/PVRTTexture.h => 3rdparty/pvrtexlib/include/PVRTTexture.h rename : KREngine/3rdparty/pvrtexlib/include/PVRTexture.h => 3rdparty/pvrtexlib/include/PVRTexture.h rename : KREngine/3rdparty/pvrtexlib/include/PVRTextureDefines.h => 3rdparty/pvrtexlib/include/PVRTextureDefines.h rename : KREngine/3rdparty/pvrtexlib/include/PVRTextureFormat.h => 3rdparty/pvrtexlib/include/PVRTextureFormat.h rename : KREngine/3rdparty/pvrtexlib/include/PVRTextureHeader.h => 3rdparty/pvrtexlib/include/PVRTextureHeader.h rename : KREngine/3rdparty/pvrtexlib/include/PVRTextureUtilities.h => 3rdparty/pvrtexlib/include/PVRTextureUtilities.h rename : KREngine/3rdparty/pvrtexlib/include/PVRTextureVersion.h => 3rdparty/pvrtexlib/include/PVRTextureVersion.h rename : KREngine/3rdparty/pvrtexlib/static_osx/libPVRTexLib.a => 3rdparty/pvrtexlib/static_osx/libPVRTexLib.a rename : KREngine/3rdparty/tinyxml2/tinyxml2.cpp => 3rdparty/tinyxml2/tinyxml2.cpp rename : KREngine/3rdparty/tinyxml2/tinyxml2.h => 3rdparty/tinyxml2/tinyxml2.h rename : KREngine/3rdparty/tinyxml2/tinyxml2_readme.txt => 3rdparty/tinyxml2/tinyxml2_readme.txt rename : KREngine/Kraken.xcodeproj/project.pbxproj => Kraken.xcodeproj/project.pbxproj rename : KREngine/Kraken.xcodeproj/project.xcworkspace/contents.xcworkspacedata => Kraken.xcodeproj/project.xcworkspace/contents.xcworkspacedata rename : KREngine/kraken/KRAABB.cpp => kraken/KRAABB.cpp rename : KREngine/kraken/KRAABB.h => kraken/KRAABB.h rename : KREngine/kraken/KRAmbientZone.cpp => kraken/KRAmbientZone.cpp rename : KREngine/kraken/KRAmbientZone.h => kraken/KRAmbientZone.h rename : KREngine/kraken/KRAnimation.cpp => kraken/KRAnimation.cpp rename : KREngine/kraken/KRAnimation.h => kraken/KRAnimation.h rename : KREngine/kraken/KRAnimationAttribute.cpp => kraken/KRAnimationAttribute.cpp rename : KREngine/kraken/KRAnimationAttribute.h => kraken/KRAnimationAttribute.h rename : KREngine/kraken/KRAnimationCurve.cpp => kraken/KRAnimationCurve.cpp rename : KREngine/kraken/KRAnimationCurve.h => kraken/KRAnimationCurve.h rename : KREngine/kraken/KRAnimationCurveManager.cpp => kraken/KRAnimationCurveManager.cpp rename : KREngine/kraken/KRAnimationCurveManager.h => kraken/KRAnimationCurveManager.h rename : KREngine/kraken/KRAnimationLayer.cpp => kraken/KRAnimationLayer.cpp rename : KREngine/kraken/KRAnimationLayer.h => kraken/KRAnimationLayer.h rename : KREngine/kraken/KRAnimationManager.cpp => kraken/KRAnimationManager.cpp rename : KREngine/kraken/KRAnimationManager.h => kraken/KRAnimationManager.h rename : KREngine/kraken/KRAudioBuffer.cpp => kraken/KRAudioBuffer.cpp rename : KREngine/kraken/KRAudioBuffer.h => kraken/KRAudioBuffer.h rename : KREngine/kraken/KRAudioManager.cpp => kraken/KRAudioManager.cpp rename : KREngine/kraken/KRAudioManager.h => kraken/KRAudioManager.h rename : KREngine/kraken/KRAudioSample.cpp => kraken/KRAudioSample.cpp rename : KREngine/kraken/KRAudioSample.h => kraken/KRAudioSample.h rename : KREngine/kraken/KRAudioSource.cpp => kraken/KRAudioSource.cpp rename : KREngine/kraken/KRAudioSource.h => kraken/KRAudioSource.h rename : KREngine/kraken/KRBehavior.cpp => kraken/KRBehavior.cpp rename : KREngine/kraken/KRBehavior.h => kraken/KRBehavior.h rename : KREngine/kraken/KRBone.cpp => kraken/KRBone.cpp rename : KREngine/kraken/KRBone.h => kraken/KRBone.h rename : KREngine/kraken/KRBundle.cpp => kraken/KRBundle.cpp rename : KREngine/kraken/KRBundle.h => kraken/KRBundle.h rename : KREngine/kraken/KRBundleManager.cpp => kraken/KRBundleManager.cpp rename : KREngine/kraken/KRBundleManager.h => kraken/KRBundleManager.h rename : KREngine/kraken/KRCamera.cpp => kraken/KRCamera.cpp rename : KREngine/kraken/KRCamera.h => kraken/KRCamera.h rename : KREngine/kraken/KRCollider.cpp => kraken/KRCollider.cpp rename : KREngine/kraken/KRCollider.h => kraken/KRCollider.h rename : KREngine/kraken/KRContext.cpp => kraken/KRContext.cpp rename : KREngine/kraken/KRContext.h => kraken/KRContext.h rename : KREngine/kraken/KRContextObject.cpp => kraken/KRContextObject.cpp rename : KREngine/kraken/KRContextObject.h => kraken/KRContextObject.h rename : KREngine/kraken/KRDataBlock.cpp => kraken/KRDataBlock.cpp rename : KREngine/kraken/KRDataBlock.h => kraken/KRDataBlock.h rename : KREngine/kraken/KRDirectionalLight.cpp => kraken/KRDirectionalLight.cpp rename : KREngine/kraken/KRDirectionalLight.h => kraken/KRDirectionalLight.h rename : KREngine/kraken/KREngine-common.h => kraken/KREngine-common.h rename : KREngine/kraken/KREngine.h => kraken/KREngine.h rename : KREngine/kraken/KREngine.mm => kraken/KREngine.mm rename : KREngine/kraken/KRFloat.cpp => kraken/KRFloat.cpp rename : KREngine/kraken/KRFloat.h => kraken/KRFloat.h rename : KREngine/kraken/KRHitInfo.cpp => kraken/KRHitInfo.cpp rename : KREngine/kraken/KRHitInfo.h => kraken/KRHitInfo.h rename : KREngine/kraken/KRLODGroup.cpp => kraken/KRLODGroup.cpp rename : KREngine/kraken/KRLODGroup.h => kraken/KRLODGroup.h rename : KREngine/kraken/KRLODSet.cpp => kraken/KRLODSet.cpp rename : KREngine/kraken/KRLODSet.h => kraken/KRLODSet.h rename : KREngine/kraken/KRLight.cpp => kraken/KRLight.cpp rename : KREngine/kraken/KRLight.h => kraken/KRLight.h rename : KREngine/kraken/KRLocator.cpp => kraken/KRLocator.cpp rename : KREngine/kraken/KRLocator.h => kraken/KRLocator.h rename : KREngine/kraken/KRMat4.cpp => kraken/KRMat4.cpp rename : KREngine/kraken/KRMat4.h => kraken/KRMat4.h rename : KREngine/kraken/KRMaterial.cpp => kraken/KRMaterial.cpp rename : KREngine/kraken/KRMaterial.h => kraken/KRMaterial.h rename : KREngine/kraken/KRMaterialManager.cpp => kraken/KRMaterialManager.cpp rename : KREngine/kraken/KRMaterialManager.h => kraken/KRMaterialManager.h rename : KREngine/kraken/KRMesh.cpp => kraken/KRMesh.cpp rename : KREngine/kraken/KRMesh.h => kraken/KRMesh.h rename : KREngine/kraken/KRMeshCube.cpp => kraken/KRMeshCube.cpp rename : KREngine/kraken/KRMeshCube.h => kraken/KRMeshCube.h rename : KREngine/kraken/KRMeshManager.cpp => kraken/KRMeshManager.cpp rename : KREngine/kraken/KRMeshManager.h => kraken/KRMeshManager.h rename : KREngine/kraken/KRMeshQuad.cpp => kraken/KRMeshQuad.cpp rename : KREngine/kraken/KRMeshQuad.h => kraken/KRMeshQuad.h rename : KREngine/kraken/KRMeshSphere.cpp => kraken/KRMeshSphere.cpp rename : KREngine/kraken/KRMeshSphere.h => kraken/KRMeshSphere.h rename : KREngine/kraken/KRMeshStreamer.mm => kraken/KRMeshStreamer.mm rename : KREngine/kraken/KRModel.cpp => kraken/KRModel.cpp rename : KREngine/kraken/KRModel.h => kraken/KRModel.h rename : KREngine/kraken/KRNode.cpp => kraken/KRNode.cpp rename : KREngine/kraken/KRNode.h => kraken/KRNode.h rename : KREngine/kraken/KROctree.cpp => kraken/KROctree.cpp rename : KREngine/kraken/KROctree.h => kraken/KROctree.h rename : KREngine/kraken/KROctreeNode.cpp => kraken/KROctreeNode.cpp rename : KREngine/kraken/KROctreeNode.h => kraken/KROctreeNode.h rename : KREngine/kraken/KRParticleSystem.cpp => kraken/KRParticleSystem.cpp rename : KREngine/kraken/KRParticleSystem.h => kraken/KRParticleSystem.h rename : KREngine/kraken/KRParticleSystemNewtonian.cpp => kraken/KRParticleSystemNewtonian.cpp rename : KREngine/kraken/KRParticleSystemNewtonian.h => kraken/KRParticleSystemNewtonian.h rename : KREngine/kraken/KRPointLight.cpp => kraken/KRPointLight.cpp rename : KREngine/kraken/KRPointLight.h => kraken/KRPointLight.h rename : KREngine/kraken/KRQuaternion.cpp => kraken/KRQuaternion.cpp rename : KREngine/kraken/KRQuaternion.h => kraken/KRQuaternion.h rename : KREngine/kraken/KRRenderSettings.cpp => kraken/KRRenderSettings.cpp rename : KREngine/kraken/KRRenderSettings.h => kraken/KRRenderSettings.h rename : KREngine/kraken/KRResource+blend.cpp => kraken/KRResource+blend.cpp rename : KREngine/kraken/KRResource+blend.h => kraken/KRResource+blend.h rename : KREngine/kraken/KRResource+fbx.cpp => kraken/KRResource+fbx.cpp rename : KREngine/kraken/KRResource+obj.cpp => kraken/KRResource+obj.cpp rename : KREngine/kraken/KRResource.cpp => kraken/KRResource.cpp rename : KREngine/kraken/KRResource.h => kraken/KRResource.h rename : KREngine/kraken/KRReverbZone.cpp => kraken/KRReverbZone.cpp rename : KREngine/kraken/KRReverbZone.h => kraken/KRReverbZone.h rename : KREngine/kraken/KRScene.cpp => kraken/KRScene.cpp rename : KREngine/kraken/KRScene.h => kraken/KRScene.h rename : KREngine/kraken/KRSceneManager.cpp => kraken/KRSceneManager.cpp rename : KREngine/kraken/KRSceneManager.h => kraken/KRSceneManager.h rename : KREngine/kraken/KRShader.cpp => kraken/KRShader.cpp rename : KREngine/kraken/KRShader.h => kraken/KRShader.h rename : KREngine/kraken/KRShaderManager.cpp => kraken/KRShaderManager.cpp rename : KREngine/kraken/KRShaderManager.h => kraken/KRShaderManager.h rename : KREngine/kraken/KRSpotLight.cpp => kraken/KRSpotLight.cpp rename : KREngine/kraken/KRSpotLight.h => kraken/KRSpotLight.h rename : KREngine/kraken/KRSprite.cpp => kraken/KRSprite.cpp rename : KREngine/kraken/KRSprite.h => kraken/KRSprite.h rename : KREngine/kraken/KRStockGeometry.h => kraken/KRStockGeometry.h rename : KREngine/kraken/KRStreamer.h => kraken/KRStreamer.h rename : KREngine/kraken/KRStreamer.mm => kraken/KRStreamer.mm rename : KREngine/kraken/KRTexture.cpp => kraken/KRTexture.cpp rename : KREngine/kraken/KRTexture.h => kraken/KRTexture.h rename : KREngine/kraken/KRTexture2D.cpp => kraken/KRTexture2D.cpp rename : KREngine/kraken/KRTexture2D.h => kraken/KRTexture2D.h rename : KREngine/kraken/KRTextureAnimated.cpp => kraken/KRTextureAnimated.cpp rename : KREngine/kraken/KRTextureAnimated.h => kraken/KRTextureAnimated.h rename : KREngine/kraken/KRTextureCube.cpp => kraken/KRTextureCube.cpp rename : KREngine/kraken/KRTextureCube.h => kraken/KRTextureCube.h rename : KREngine/kraken/KRTextureKTX.cpp => kraken/KRTextureKTX.cpp rename : KREngine/kraken/KRTextureKTX.h => kraken/KRTextureKTX.h rename : KREngine/kraken/KRTextureManager.cpp => kraken/KRTextureManager.cpp rename : KREngine/kraken/KRTextureManager.h => kraken/KRTextureManager.h rename : KREngine/kraken/KRTexturePVR.cpp => kraken/KRTexturePVR.cpp rename : KREngine/kraken/KRTexturePVR.h => kraken/KRTexturePVR.h rename : KREngine/kraken/KRTextureStreamer.mm => kraken/KRTextureStreamer.mm rename : KREngine/kraken/KRTextureTGA.cpp => kraken/KRTextureTGA.cpp rename : KREngine/kraken/KRTextureTGA.h => kraken/KRTextureTGA.h rename : KREngine/kraken/KRTriangle3.cpp => kraken/KRTriangle3.cpp rename : KREngine/kraken/KRTriangle3.h => kraken/KRTriangle3.h rename : KREngine/kraken/KRUnknown.cpp => kraken/KRUnknown.cpp rename : KREngine/kraken/KRUnknown.h => kraken/KRUnknown.h rename : KREngine/kraken/KRUnknownManager.cpp => kraken/KRUnknownManager.cpp rename : KREngine/kraken/KRUnknownManager.h => kraken/KRUnknownManager.h rename : KREngine/kraken/KRVector2.cpp => kraken/KRVector2.cpp rename : KREngine/kraken/KRVector2.h => kraken/KRVector2.h rename : KREngine/kraken/KRVector3.cpp => kraken/KRVector3.cpp rename : KREngine/kraken/KRVector3.h => kraken/KRVector3.h rename : KREngine/kraken/KRVector4.cpp => kraken/KRVector4.cpp rename : KREngine/kraken/KRVector4.h => kraken/KRVector4.h rename : KREngine/kraken/KRViewport.cpp => kraken/KRViewport.cpp rename : KREngine/kraken/KRViewport.h => kraken/KRViewport.h rename : KREngine/kraken_ios/Kraken-Prefix.pch => kraken_ios/Kraken-Prefix.pch rename : KREngine/kraken_osx/Kraken-Info.plist => kraken_osx/Kraken-Info.plist rename : KRWorldBuilder/KRWorldBuilder/en.lproj/InfoPlist.strings => kraken_osx/en.lproj/InfoPlist.strings rename : KREngine/kraken_osx/kraken-prefix.pch => kraken_osx/kraken-prefix.pch rename : KREngine/kraken_osx/krengine_osx.h => kraken_osx/krengine_osx.h rename : KREngine/kraken_osx/krengine_osx.mm => kraken_osx/krengine_osx.mm rename : KREngine/kraken_standard_assets/hrtf_kemar.krbundle => kraken_standard_assets/hrtf_kemar.krbundle rename : KREngine/kraken_standard_assets_osx/Resources-Info.plist => kraken_standard_assets_ios/Resources-Info.plist rename : KREngine/kraken_standard_assets_ios/Shaders/ObjectShader.fsh => kraken_standard_assets_ios/Shaders/ObjectShader.fsh rename : KREngine/kraken_standard_assets_ios/Shaders/ObjectShader.vsh => kraken_standard_assets_ios/Shaders/ObjectShader.vsh rename : KREngine/kraken_standard_assets_ios/Shaders/PostShader.fsh => kraken_standard_assets_ios/Shaders/PostShader.fsh rename : KREngine/kraken_standard_assets_osx/Shaders/PostShader_osx.vsh => kraken_standard_assets_ios/Shaders/PostShader.vsh rename : KREngine/kraken_standard_assets_osx/Shaders/ShadowShader_osx.fsh => kraken_standard_assets_ios/Shaders/ShadowShader.fsh rename : KREngine/kraken_standard_assets_ios/Shaders/ShadowShader.vsh => kraken_standard_assets_ios/Shaders/ShadowShader.vsh rename : KREngine/kraken_standard_assets_ios/Shaders/debug_font.fsh => kraken_standard_assets_ios/Shaders/debug_font.fsh rename : KREngine/kraken_standard_assets_osx/Shaders/debug_font_osx.vsh => kraken_standard_assets_ios/Shaders/debug_font.vsh rename : KREngine/kraken_standard_assets_ios/Shaders/dust_particle.fsh => kraken_standard_assets_ios/Shaders/dust_particle.fsh rename : KREngine/kraken_standard_assets_osx/Shaders/dust_particle_osx.vsh => kraken_standard_assets_ios/Shaders/dust_particle.vsh rename : KREngine/kraken_standard_assets_ios/Shaders/flare.fsh => kraken_standard_assets_ios/Shaders/flare.fsh rename : KREngine/kraken_standard_assets_ios/Shaders/flare.vsh => kraken_standard_assets_ios/Shaders/flare.vsh rename : KREngine/kraken_standard_assets_osx/Shaders/light_directional_osx.fsh => kraken_standard_assets_ios/Shaders/light_directional.fsh rename : KREngine/kraken_standard_assets_osx/Shaders/light_point_inside_osx.vsh => kraken_standard_assets_ios/Shaders/light_directional.vsh rename : KREngine/kraken_standard_assets_osx/Shaders/light_point_osx.fsh => kraken_standard_assets_ios/Shaders/light_point.fsh rename : KREngine/kraken_standard_assets_osx/Shaders/light_point_osx.vsh => kraken_standard_assets_ios/Shaders/light_point.vsh rename : KREngine/kraken_standard_assets_osx/Shaders/light_point_inside_osx.fsh => kraken_standard_assets_ios/Shaders/light_point_inside.fsh rename : KREngine/kraken_standard_assets_osx/Shaders/light_point_inside_osx.vsh => kraken_standard_assets_ios/Shaders/light_point_inside.vsh rename : KREngine/kraken_standard_assets_ios/Shaders/occlusion_test.fsh => kraken_standard_assets_ios/Shaders/occlusion_test.fsh rename : KREngine/kraken_standard_assets_ios/Shaders/occlusion_test.vsh => kraken_standard_assets_ios/Shaders/occlusion_test.vsh rename : KREngine/kraken_standard_assets_osx/Shaders/simple_blit_osx.fsh => kraken_standard_assets_ios/Shaders/simple_blit.fsh rename : KREngine/kraken_standard_assets_ios/Shaders/simple_blit.vsh => kraken_standard_assets_ios/Shaders/simple_blit.vsh rename : KREngine/kraken_standard_assets_ios/Shaders/sky_box.fsh => kraken_standard_assets_ios/Shaders/sky_box.fsh rename : KREngine/kraken_standard_assets_ios/Shaders/sky_box.vsh => kraken_standard_assets_ios/Shaders/sky_box.vsh rename : KREngine/kraken_standard_assets_osx/Shaders/sprite_osx.fsh => kraken_standard_assets_ios/Shaders/sprite.fsh rename : KREngine/kraken_standard_assets_osx/Shaders/sprite_osx.vsh => kraken_standard_assets_ios/Shaders/sprite.vsh rename : KREngine/kraken_standard_assets_osx/Shaders/visualize_overlay_osx.fsh => kraken_standard_assets_ios/Shaders/visualize_overlay.fsh rename : KREngine/kraken_standard_assets_ios/Shaders/visualize_overlay.vsh => kraken_standard_assets_ios/Shaders/visualize_overlay.vsh rename : KREngine/kraken_standard_assets_ios/Shaders/volumetric_fog.fsh => kraken_standard_assets_ios/Shaders/volumetric_fog.fsh rename : KREngine/kraken_standard_assets_osx/Shaders/volumetric_fog_osx.vsh => kraken_standard_assets_ios/Shaders/volumetric_fog.vsh rename : KREngine/kraken_standard_assets_ios/Shaders/volumetric_fog_downsampled.fsh => kraken_standard_assets_ios/Shaders/volumetric_fog_downsampled.fsh rename : KREngine/kraken_standard_assets_ios/Shaders/volumetric_fog_downsampled.vsh => kraken_standard_assets_ios/Shaders/volumetric_fog_downsampled.vsh rename : KREngine/kraken_standard_assets_ios/font.pvr => kraken_standard_assets_ios/font.pvr rename : KREngine/kraken_standard_assets_osx/Resources-Info.plist => kraken_standard_assets_osx/Resources-Info.plist rename : KREngine/kraken_standard_assets_osx/Shaders/ObjectShader_osx.fsh => kraken_standard_assets_osx/Shaders/ObjectShader_osx.fsh rename : KREngine/kraken_standard_assets_ios/Shaders/ObjectShader.vsh => kraken_standard_assets_osx/Shaders/ObjectShader_osx.vsh rename : KREngine/kraken_standard_assets_osx/Shaders/PostShader_osx.fsh => kraken_standard_assets_osx/Shaders/PostShader_osx.fsh rename : KREngine/kraken_standard_assets_osx/Shaders/PostShader_osx.vsh => kraken_standard_assets_osx/Shaders/PostShader_osx.vsh rename : KREngine/kraken_standard_assets_osx/Shaders/ShadowShader_osx.fsh => kraken_standard_assets_osx/Shaders/ShadowShader_osx.fsh rename : KREngine/kraken_standard_assets_ios/Shaders/ShadowShader.vsh => kraken_standard_assets_osx/Shaders/ShadowShader_osx.vsh rename : KREngine/kraken_standard_assets_osx/Shaders/debug_font_osx.fsh => kraken_standard_assets_osx/Shaders/debug_font_osx.fsh rename : KREngine/kraken_standard_assets_osx/Shaders/debug_font_osx.vsh => kraken_standard_assets_osx/Shaders/debug_font_osx.vsh rename : KREngine/kraken_standard_assets_osx/Shaders/dust_particle_osx.fsh => kraken_standard_assets_osx/Shaders/dust_particle_osx.fsh rename : KREngine/kraken_standard_assets_osx/Shaders/dust_particle_osx.vsh => kraken_standard_assets_osx/Shaders/dust_particle_osx.vsh rename : KREngine/kraken_standard_assets_ios/Shaders/flare.fsh => kraken_standard_assets_osx/Shaders/flare_osx.fsh rename : KREngine/kraken_standard_assets_osx/Shaders/flare_osx.vsh => kraken_standard_assets_osx/Shaders/flare_osx.vsh rename : KREngine/kraken_standard_assets_osx/Shaders/light_directional_osx.fsh => kraken_standard_assets_osx/Shaders/light_directional_osx.fsh rename : KREngine/kraken_standard_assets_osx/Shaders/light_point_inside_osx.vsh => kraken_standard_assets_osx/Shaders/light_directional_osx.vsh rename : KREngine/kraken_standard_assets_osx/Shaders/light_point_inside_osx.fsh => kraken_standard_assets_osx/Shaders/light_point_inside_osx.fsh rename : KREngine/kraken_standard_assets_osx/Shaders/light_point_inside_osx.vsh => kraken_standard_assets_osx/Shaders/light_point_inside_osx.vsh rename : KREngine/kraken_standard_assets_osx/Shaders/light_point_osx.fsh => kraken_standard_assets_osx/Shaders/light_point_osx.fsh rename : KREngine/kraken_standard_assets_osx/Shaders/light_point_osx.vsh => kraken_standard_assets_osx/Shaders/light_point_osx.vsh rename : KREngine/kraken_standard_assets_ios/Shaders/occlusion_test.fsh => kraken_standard_assets_osx/Shaders/occlusion_test_osx.fsh rename : KREngine/kraken_standard_assets_ios/Shaders/occlusion_test.vsh => kraken_standard_assets_osx/Shaders/occlusion_test_osx.vsh rename : KREngine/kraken_standard_assets_osx/Shaders/simple_blit_osx.fsh => kraken_standard_assets_osx/Shaders/simple_blit_osx.fsh rename : KREngine/kraken_standard_assets_ios/Shaders/simple_blit.vsh => kraken_standard_assets_osx/Shaders/simple_blit_osx.vsh rename : KREngine/kraken_standard_assets_ios/Shaders/sky_box.fsh => kraken_standard_assets_osx/Shaders/sky_box_osx.fsh rename : KREngine/kraken_standard_assets_osx/Shaders/sky_box_osx.vsh => kraken_standard_assets_osx/Shaders/sky_box_osx.vsh rename : KREngine/kraken_standard_assets_osx/Shaders/sprite_osx.fsh => kraken_standard_assets_osx/Shaders/sprite_osx.fsh rename : KREngine/kraken_standard_assets_osx/Shaders/sprite_osx.vsh => kraken_standard_assets_osx/Shaders/sprite_osx.vsh rename : KREngine/kraken_standard_assets_osx/Shaders/visualize_overlay_osx.fsh => kraken_standard_assets_osx/Shaders/visualize_overlay_osx.fsh rename : KREngine/kraken_standard_assets_ios/Shaders/visualize_overlay.vsh => kraken_standard_assets_osx/Shaders/visualize_overlay_osx.vsh rename : KREngine/kraken_standard_assets_osx/Shaders/volumetric_fog_downsampled_osx.fsh => kraken_standard_assets_osx/Shaders/volumetric_fog_downsampled_osx.fsh rename : KREngine/kraken_standard_assets_ios/Shaders/volumetric_fog_downsampled.vsh => kraken_standard_assets_osx/Shaders/volumetric_fog_downsampled_osx.vsh rename : KREngine/kraken_standard_assets_osx/Shaders/volumetric_fog_osx.fsh => kraken_standard_assets_osx/Shaders/volumetric_fog_osx.fsh rename : KREngine/kraken_standard_assets_osx/Shaders/volumetric_fog_osx.vsh => kraken_standard_assets_osx/Shaders/volumetric_fog_osx.vsh rename : KREngine/kraken_standard_assets_osx/font.tga => kraken_standard_assets_osx/font.tga
This commit is contained in:
344
kraken_standard_assets_osx/Shaders/ObjectShader_osx.vsh
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344
kraken_standard_assets_osx/Shaders/ObjectShader_osx.vsh
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//
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// Shader.vsh
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// KREngine
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//
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// Copyright 2012 Kearwood Gilbert. All rights reserved.
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//
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// Redistribution and use in source and binary forms, with or without modification, are
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// permitted provided that the following conditions are met:
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//
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// 1. Redistributions of source code must retain the above copyright notice, this list of
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// conditions and the following disclaimer.
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//
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// 2. Redistributions in binary form must reproduce the above copyright notice, this list
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// of conditions and the following disclaimer in the documentation and/or other materials
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// provided with the distribution.
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//
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// THIS SOFTWARE IS PROVIDED BY KEARWOOD GILBERT ''AS IS'' AND ANY EXPRESS OR IMPLIED
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// WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
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// FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL KEARWOOD GILBERT OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
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// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
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// ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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// NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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// ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// The views and conclusions contained in the software and documentation are those of the
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// authors and should not be interpreted as representing official policies, either expressed
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// or implied, of Kearwood Gilbert.
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//
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attribute highp vec3 vertex_position, vertex_normal;
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#if HAS_NORMAL_MAP == 1
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attribute highp vec3 vertex_tangent;
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#endif
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attribute mediump vec2 vertex_uv;
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uniform highp mat4 mvp_matrix; // mvp_matrix is the result of multiplying the model, view, and projection matrices
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#if BONE_COUNT > 0
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attribute highp vec4 bone_weights;
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attribute highp vec4 bone_indexes;
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uniform highp mat4 bone_transforms[BONE_COUNT];
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#else
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#define vertex_position_skinned vertex_position
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#define vertex_normal_skinned vertex_normal
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#define vertex_tangent_skinned vertex_tangent
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#endif
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#if ENABLE_PER_PIXEL == 1 || GBUFFER_PASS == 1
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#if HAS_DIFFUSE_MAP == 1 || HAS_NORMAL_MAP == 1 || HAS_SPEC_MAP == 1 || HAS_REFLECTION_MAP == 1
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varying highp vec2 texCoord;
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#endif
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#if HAS_NORMAL_MAP == 1
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#if HAS_NORMAL_MAP_SCALE == 1
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uniform highp vec2 normalTexture_Scale;
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#endif
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#if HAS_NORMAL_MAP_OFFSET == 1
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uniform highp vec2 normalTexture_Offset;
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#endif
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#if HAS_NORMAL_MAP_OFFSET == 1 || HAS_NORMAL_MAP_SCALE == 1
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varying highp vec2 normal_uv;
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#endif
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#else
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varying mediump vec3 normal;
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#endif
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#else
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uniform mediump float material_shininess;
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#if HAS_DIFFUSE_MAP == 1
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varying highp vec2 texCoord;
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#endif
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#endif
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#if GBUFFER_PASS == 1
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#if HAS_NORMAL_MAP == 1
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uniform highp mat4 model_view_inverse_transpose_matrix;
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varying highp mat3 tangent_to_view_matrix;
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#endif
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#else
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uniform highp vec3 light_direction_model_space; // Must be normalized before entering shader
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uniform highp vec3 camera_position_model_space;
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#if HAS_LIGHT_MAP == 1
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attribute mediump vec2 vertex_lightmap_uv;
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varying mediump vec2 lightmap_uv;
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#endif
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#if ENABLE_PER_PIXEL == 1
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varying mediump vec3 lightVec;
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varying mediump vec3 halfVec;
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#if HAS_SPEC_MAP_OFFSET == 1 || HAS_SPEC_MAP_SCALE == 1
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varying highp vec2 spec_uv;
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#endif
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#if HAS_SPEC_MAP_SCALE == 1
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uniform highp vec2 specularTexture_Scale;
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#endif
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#if HAS_SPEC_MAP_OFFSET == 1
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uniform highp vec2 specularTexture_Offset;
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#endif
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#if HAS_REFLECTION_MAP_OFFSET == 1 || HAS_REFLECTION_MAP_SCALE == 1
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varying highp vec2 reflection_uv;
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#endif
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#if HAS_REFLECTION_MAP_SCALE == 1
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uniform highp vec2 reflectionTexture_Scale;
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#endif
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#if HAS_REFLECTION_MAP_OFFSET == 1
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uniform highp vec2 reflectionTexture_Offset;
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#endif
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#if SHADOW_QUALITY >= 1
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uniform highp mat4 shadow_mvp1;
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varying highp vec4 shadowMapCoord1;
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#endif
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#if SHADOW_QUALITY >= 2
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uniform highp mat4 shadow_mvp2;
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varying highp vec4 shadowMapCoord2;
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#endif
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#if SHADOW_QUALITY >= 3
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uniform highp mat4 shadow_mvp3;
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varying highp vec4 shadowMapCoord3;
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#endif
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#else
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varying mediump float lamberFactor;
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varying mediump float specularFactor;
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#endif
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#if ENABLE_RIM_COLOR == 1
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#define NEED_EYEVEC
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#endif
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#if HAS_REFLECTION_CUBE_MAP == 1
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#if HAS_NORMAL_MAP == 1
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#define NEED_EYEVEC
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uniform highp mat4 model_inverse_transpose_matrix;
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varying highp mat3 tangent_to_world_matrix;
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#else
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uniform highp mat4 model_matrix;
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varying mediump vec3 reflectionVec;
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#endif
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#endif
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#ifdef NEED_EYEVEC
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varying mediump vec3 eyeVec;
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#endif
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#if HAS_DIFFUSE_MAP_SCALE == 1
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uniform highp vec2 diffuseTexture_Scale;
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#endif
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#if HAS_DIFFUSE_MAP_OFFSET == 1
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uniform highp vec2 diffuseTexture_Offset;
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#endif
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#if HAS_DIFFUSE_MAP_OFFSET == 1 || HAS_DIFFUSE_MAP_SCALE == 1
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varying highp vec2 diffuse_uv;
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#endif
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#endif
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void main()
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{
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#if BONE_COUNT > 0
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mediump vec4 scaled_bone_indexes = bone_indexes;
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mediump vec4 scaled_bone_weights = bone_weights;
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//scaled_bone_indexes = vec4(0.0, 0.0, 0.0, 0.0);
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//scaled_bone_weights = vec4(1.0, 0.0, 0.0, 0.0);
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highp mat4 skin_matrix =
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bone_transforms[ int(scaled_bone_indexes.x) ] * scaled_bone_weights.x +
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bone_transforms[ int(scaled_bone_indexes.y) ] * scaled_bone_weights.y +
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bone_transforms[ int(scaled_bone_indexes.z) ] * scaled_bone_weights.z +
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bone_transforms[ int(scaled_bone_indexes.w) ] * scaled_bone_weights.w;
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//skin_matrix = bone_transforms[0];
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highp vec3 vertex_position_skinned = (skin_matrix * vec4(vertex_position, 1)).xyz;
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highp vec3 vertex_normal_skinned = normalize(mat3(skin_matrix) * vertex_normal);
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#if HAS_NORMAL_MAP == 1
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highp vec3 vertex_tangent_skinned = normalize(mat3(skin_matrix) * vertex_tangent);
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#endif
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#endif
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// Transform position
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gl_Position = mvp_matrix * vec4(vertex_position_skinned,1.0);
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#if HAS_DIFFUSE_MAP == 1 || (HAS_NORMAL_MAP == 1 && ENABLE_PER_PIXEL == 1) || (HAS_SPEC_MAP == 1 && ENABLE_PER_PIXEL == 1) || (HAS_REFLECTION_MAP == 1 && ENABLE_PER_PIXEL == 1)
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// Pass UV co-ordinates
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texCoord = vertex_uv.st;
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#endif
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// Scaled and translated normal map UV's
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#if (HAS_NORMAL_MAP_OFFSET == 1 || HAS_NORMAL_MAP_SCALE == 1) && ENABLE_PER_PIXEL == 1
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normal_uv = texCoord;
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#if HAS_NORMAL_MAP_OFFSET == 1
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normal_uv += normalTexture_Offset;
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#endif
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#if HAS_NORMAL_MAP_SCALE == 1
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normal_uv *= normalTexture_Scale;
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#endif
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#endif
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#if GBUFFER_PASS != 1 || ALPHA_TEST == 1
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// Scaled and translated diffuse map UV's
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#if HAS_DIFFUSE_MAP_OFFSET == 1 || HAS_DIFFUSE_MAP_SCALE == 1
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diffuse_uv = texCoord;
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#if HAS_DIFFUSE_MAP_OFFSET == 1
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diffuse_uv += diffuseTexture_Offset;
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#endif
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#if HAS_DIFFUSE_MAP_SCALE == 1
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diffuse_uv *= diffuseTexture_Scale;
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#endif
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#endif
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#endif
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#if GBUFFER_PASS == 1
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#if HAS_NORMAL_MAP == 1
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mediump vec3 a_bitangent = cross(vertex_normal_skinned, vertex_tangent_skinned);
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tangent_to_view_matrix[0] = vec3(model_view_inverse_transpose_matrix * vec4(vertex_tangent_skinned, 1.0));
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tangent_to_view_matrix[1] = vec3(model_view_inverse_transpose_matrix * vec4(a_bitangent, 1.0));
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tangent_to_view_matrix[2] = vec3(model_view_inverse_transpose_matrix * vec4(vertex_normal_skinned, 1.0));
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#else
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normal = vertex_normal_skinned;
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#endif
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#else
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#if HAS_REFLECTION_CUBE_MAP == 1
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#if HAS_NORMAL_MAP == 1
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#else
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// Calculate reflection vector as I - 2.0 * dot(N, I) * N
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mediump vec3 eyeVec = normalize(camera_position_model_space - vertex_position_skinned);
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mediump vec3 incidenceVec = -eyeVec;
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reflectionVec = mat3(model_matrix) * (incidenceVec - 2.0 * dot(vertex_normal_skinned, incidenceVec) * vertex_normal_skinned);
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#endif
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#endif
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#ifdef NEED_EYEVEC
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eyeVec = normalize(camera_position_model_space - vertex_position_skinned);
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#endif
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#if HAS_LIGHT_MAP == 1
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// Pass shadow UV co-ordinates
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lightmap_uv = vertex_lightmap_uv.st;
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#endif
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#if ENABLE_PER_PIXEL == 1
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// Scaled and translated specular map UV's
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#if HAS_SPEC_MAP_OFFSET == 1 || HAS_SPEC_MAP_SCALE == 1
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spec_uv = texCoord;
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#if HAS_SPEC_MAP_OFFSET == 1
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spec_uv += specularTexture_Offset;
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#endif
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#if HAS_SPEC_MAP_SCALE == 1
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spec_uv *= specularTexture_Scale;
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#endif
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#endif
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// Scaled and translated reflection map UV's
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#if HAS_REFLECTION_MAP_OFFSET == 1 || HAS_REFLECTION_MAP_SCALE == 1
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reflection_uv = texCoord;
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#if HAS_REFLECTION_MAP_OFFSET == 1
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reflection_uv += reflectionTexture_Offset;
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#endif
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#if HAS_REFLECTION_MAP_SCALE == 1
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reflection_uv *= reflectionTexture_Scale;
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#endif
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#endif
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#if SHADOW_QUALITY >= 1
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shadowMapCoord1 = shadow_mvp1 * vec4(vertex_position_skinned,1.0);
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#endif
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#if SHADOW_QUALITY >= 2
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shadowMapCoord2 = shadow_mvp2 * vec4(vertex_position_skinned,1.0);
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#endif
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#if SHADOW_QUALITY >= 3
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shadowMapCoord3 = shadow_mvp3 * vec4(vertex_position_skinned,1.0);
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#endif
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// ----------- Directional Light (Sun) -----------
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#if HAS_NORMAL_MAP == 1
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// ----- Calculate per-pixel lighting in tangent space, for normal mapping ------
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mediump vec3 a_bitangent = cross(vertex_normal_skinned, vertex_tangent_skinned);
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#if HAS_REFLECTION_CUBE_MAP == 0
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// The cube map reflections also require an eyeVec as a varying attribute when normal mapping, so only re-calculate here when needed
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mediump vec3 eyeVec = normalize(camera_position_model_space - vertex_position_skinned);
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#else
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tangent_to_world_matrix[0] = vec3(model_inverse_transpose_matrix * vec4(vertex_tangent_skinned, 1.0));
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tangent_to_world_matrix[1] = vec3(model_inverse_transpose_matrix * vec4(a_bitangent, 1.0));
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tangent_to_world_matrix[2] = vec3(model_inverse_transpose_matrix * vec4(vertex_normal_skinned, 1.0));
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#endif
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lightVec = normalize(vec3(dot(light_direction_model_space, vertex_tangent_skinned), dot(light_direction_model_space, a_bitangent), dot(light_direction_model_space, vertex_normal_skinned)));
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halfVec = normalize(vec3(dot(eyeVec, vertex_tangent_skinned), dot(eyeVec, a_bitangent), dot(eyeVec, vertex_normal_skinned)));
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halfVec = normalize(halfVec + lightVec); // Normalizing anyways, no need to divide by 2
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#else
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// ------ Calculate per-pixel lighting without normal mapping ------
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normal = vertex_normal_skinned;
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lightVec = light_direction_model_space;
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halfVec = normalize((normalize(camera_position_model_space - vertex_position_skinned) + lightVec)); // Normalizing anyways, no need to divide by 2
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#endif
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#else
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// ------ Calculate per-vertex lighting ------
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mediump vec3 halfVec = normalize((normalize(camera_position_model_space - vertex_position_skinned) + light_direction_model_space)); // Normalizing anyways, no need to divide by 2
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lamberFactor = max(0.0,dot(light_direction_model_space, vertex_normal_skinned));
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specularFactor = max(0.0,pow(dot(halfVec,vertex_normal_skinned), material_shininess));
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#endif
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#endif
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}
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