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Moved Shaders src to CodeWalker.Shaders
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@@ -0,0 +1,57 @@
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#include "Common.hlsli"
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struct VS_INPUT
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{
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float4 Position : POSITION;
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float2 Texcoord : TEXCOORD0;
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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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float2 Texcoord : TEXCOORD0;
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float4 Colour : COLOR0;
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};
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struct DistLODLight
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{
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float3 Position;
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uint Colour;
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};
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StructuredBuffer<DistLODLight> LightInstances : register(t0);
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cbuffer VSSceneVars : register(b0)
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{
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float4x4 ViewProj;
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float4x4 ViewInv;
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float3 CamPos;
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float Pad0;
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};
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VS_OUTPUT main(VS_INPUT input, uint iid : SV_InstanceID)
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{
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VS_OUTPUT output;
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DistLODLight light = LightInstances[iid];
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float4 ipos = float4(light.Position - CamPos, 1.0);
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float4 vpos = float4(input.Position.xy, 0.0, 0.0);// *20.0f;
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float4 rgbi = Unpack4x8UNF(light.Colour).gbar;
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float dist = length(ipos.xyz);
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float size = rgbi.a * min(dist, 50);
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float3 offs = vpos.xyz * min(size*0.1f, 3.0f);
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float3 tpos = mul(offs, (float3x3)ViewInv);
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ipos.xyz += tpos;
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float4 opos = mul(ipos, ViewProj);
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//opos.xy += offs * opos.w;
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output.Position = opos;// +vpos;
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output.Texcoord = input.Texcoord;
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output.Colour = float4(rgbi.rgb, 0.25);
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return output;
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}
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