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88 lines
1.8 KiB
HLSL
88 lines
1.8 KiB
HLSL
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#include "Shadowmap.hlsli"
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#include "Quaternion.hlsli"
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cbuffer VSSceneVars : register(b0)
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{
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float4x4 ViewProj;
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}
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cbuffer VSEntityVars : register(b2)
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{
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float4 CamRel;
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float4 Orientation;
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uint HasSkeleton;
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uint HasTransforms;
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uint TintPaletteIndex;
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uint Pad1;
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float3 Scale;
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uint Pad2;
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}
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cbuffer VSModelVars : register(b3)
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{
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float4x4 Transform;
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}
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cbuffer VSGeomVars : register(b4)
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{
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uint EnableTint;
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float TintYVal;
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uint Pad4;
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uint Pad5;
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}
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struct VS_OUTPUT
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{
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float4 Position : SV_POSITION;
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float3 Normal : NORMAL;
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float4 Colour0 : COLOR0;
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float4 Colour1 : COLOR1;
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float4 Tint : COLOR2;
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float2 Texcoord0 : TEXCOORD0;
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float2 Texcoord1 : TEXCOORD1;
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float2 Texcoord2 : TEXCOORD2;
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float4 Shadows : TEXCOORD4;
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float4 LightShadow : TEXCOORD5;
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float4 Tangent : TEXCOORD6;
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float4 Bitangent : TEXCOORD7;
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float3 CamRelPos : TEXCOORD8;
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};
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Texture2D<float4> TintPalette : register(t0);
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SamplerState TextureSS : register(s0);
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float3 ModelTransform(float3 ipos)
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{
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float3 tpos = (HasTransforms == 1) ? mul(float4(ipos, 1), Transform).xyz : ipos;
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float3 spos = tpos * Scale;
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float3 bpos = mulvq(spos, Orientation);
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return CamRel.xyz + bpos;
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}
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float4 ScreenTransform(float3 opos)
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{
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float4 pos = float4(opos, 1);
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float4 cpos = mul(pos, ViewProj);
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cpos.z = DepthFunc(cpos.zw);
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return cpos;
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}
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float3 NormalTransform(float3 inorm)
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{
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float3 tnorm = (HasTransforms == 1) ? mul(inorm, (float3x3)Transform) : inorm;
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float3 bnorm = normalize(mulvq(tnorm, Orientation));
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return bnorm;
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}
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float4 ColourTint(float tx)
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{
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float4 tnt = 1;
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if (EnableTint == 1)
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{
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tnt = TintPalette.SampleLevel(TextureSS, float2(tx, TintYVal), 0);
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}
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return tnt;
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}
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