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Refactored deferred lights code, and skipping SSAA when sample count is 1
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@@ -0,0 +1,30 @@
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#include "Common.hlsli"
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struct VS_Output
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{
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float4 Pos : SV_POSITION;
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float4 Screen : TEXCOORD0;
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};
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cbuffer VSLightVars : register(b0)
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{
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float4x4 ViewProj;
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float4 CameraPos;
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uint LightType; //0=directional, 1=Point, 2=Spot, 4=Capsule
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uint IsLOD; //useful or not?
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uint Pad0;
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uint Pad1;
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}
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VS_Output main(float4 ipos : POSITION)
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{
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float3 opos = ipos.xyz;
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float4 spos = mul(float4(opos, 1), ViewProj);
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VS_Output output;
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output.Pos = spos;
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output.Screen = spos;
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return output;
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}
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