mirror of
https://mirror.ghproxy.com/https://github.com/dexyfex/CodeWalker
synced 2024-11-16 20:17:30 +08:00
68 lines
1.8 KiB
HLSL
68 lines
1.8 KiB
HLSL
|
#include "Shadowmap.hlsli"
|
||
|
|
||
|
Texture2D<float4> Colourmap0 : register(t0);
|
||
|
Texture2D<float4> Colourmap1 : register(t2);
|
||
|
Texture2D<float4> Colourmap2 : register(t3);
|
||
|
Texture2D<float4> Colourmap3 : register(t4);
|
||
|
Texture2D<float4> Colourmap4 : register(t5);
|
||
|
Texture2D<float4> Colourmask : register(t6);
|
||
|
Texture2D<float4> Normalmap0 : register(t7);
|
||
|
Texture2D<float4> Normalmap1 : register(t8);
|
||
|
Texture2D<float4> Normalmap2 : register(t9);
|
||
|
Texture2D<float4> Normalmap3 : register(t10);
|
||
|
Texture2D<float4> Normalmap4 : register(t11);
|
||
|
SamplerState TextureSS : register(s0);
|
||
|
|
||
|
|
||
|
cbuffer PSSceneVars : register(b0)
|
||
|
{
|
||
|
ShaderGlobalLightParams GlobalLights;
|
||
|
uint EnableShadows;
|
||
|
uint RenderMode; //0=default, 1=normals, 2=tangents, 3=colours, 4=texcoords, 5=diffuse, 6=normalmap, 7=spec, 8=direct
|
||
|
uint RenderModeIndex; //colour or texcoord index
|
||
|
uint RenderSamplerCoord;
|
||
|
}
|
||
|
cbuffer PSEntityVars : register(b2)
|
||
|
{
|
||
|
uint EnableTexture0;
|
||
|
uint EnableTexture1;
|
||
|
uint EnableTexture2;
|
||
|
uint EnableTexture3;
|
||
|
uint EnableTexture4;
|
||
|
uint EnableTextureMask;
|
||
|
uint EnableNormalMap;
|
||
|
uint ShaderName;
|
||
|
uint EnableTint;
|
||
|
uint EnableVertexColour;
|
||
|
float bumpiness;
|
||
|
uint Pad102;
|
||
|
}
|
||
|
|
||
|
|
||
|
struct VS_OUTPUT
|
||
|
{
|
||
|
float4 Position : SV_POSITION;
|
||
|
float3 Normal : NORMAL;
|
||
|
float4 Colour0 : COLOR0;
|
||
|
float4 Colour1 : COLOR1;
|
||
|
float4 Tint : COLOR2;
|
||
|
float2 Texcoord0 : TEXCOORD0;
|
||
|
float2 Texcoord1 : TEXCOORD1;
|
||
|
float2 Texcoord2 : TEXCOORD2;
|
||
|
float4 Shadows : TEXCOORD4;
|
||
|
float4 LightShadow : TEXCOORD5;
|
||
|
float4 Tangent : TEXCOORD6;
|
||
|
float4 Bitangent : TEXCOORD7;
|
||
|
float3 CamRelPos : TEXCOORD8;
|
||
|
};
|
||
|
|
||
|
struct PS_OUTPUT
|
||
|
{
|
||
|
float4 Diffuse : SV_Target0;
|
||
|
float4 Normal : SV_Target1;
|
||
|
float4 Specular : SV_Target2;
|
||
|
float4 Irradiance : SV_Target3;
|
||
|
};
|
||
|
|
||
|
|