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68 lines
1.8 KiB
HLSL
68 lines
1.8 KiB
HLSL
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#include "Shadowmap.hlsli"
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Texture2D<float4> Colourmap0 : register(t0);
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Texture2D<float4> Colourmap1 : register(t2);
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Texture2D<float4> Colourmap2 : register(t3);
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Texture2D<float4> Colourmap3 : register(t4);
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Texture2D<float4> Colourmap4 : register(t5);
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Texture2D<float4> Colourmask : register(t6);
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Texture2D<float4> Normalmap0 : register(t7);
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Texture2D<float4> Normalmap1 : register(t8);
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Texture2D<float4> Normalmap2 : register(t9);
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Texture2D<float4> Normalmap3 : register(t10);
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Texture2D<float4> Normalmap4 : register(t11);
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SamplerState TextureSS : register(s0);
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cbuffer PSSceneVars : register(b0)
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{
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ShaderGlobalLightParams GlobalLights;
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uint EnableShadows;
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uint RenderMode; //0=default, 1=normals, 2=tangents, 3=colours, 4=texcoords, 5=diffuse, 6=normalmap, 7=spec, 8=direct
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uint RenderModeIndex; //colour or texcoord index
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uint RenderSamplerCoord;
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}
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cbuffer PSEntityVars : register(b2)
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{
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uint EnableTexture0;
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uint EnableTexture1;
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uint EnableTexture2;
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uint EnableTexture3;
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uint EnableTexture4;
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uint EnableTextureMask;
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uint EnableNormalMap;
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uint ShaderName;
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uint EnableTint;
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uint EnableVertexColour;
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float bumpiness;
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uint Pad102;
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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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struct PS_OUTPUT
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{
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float4 Diffuse : SV_Target0;
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float4 Normal : SV_Target1;
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float4 Specular : SV_Target2;
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float4 Irradiance : SV_Target3;
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};
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