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Moved Shaders src to CodeWalker.Shaders
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@@ -0,0 +1,63 @@
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cbuffer SceneVars : register(b0)
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{
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float4x4 ViewProj;
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uint Mode; //0=Vertices, 1=Arc
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float Size; //world units
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float SegScale; //arc angle / number of segments
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float SegOffset; //angle offset of arc
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float3 CamRel; //center position
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uint CullBack; //culls pixels behind 0,0,0
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float4 Colour; //colour for arc
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float3 Axis1; //axis 1 of arc
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float WidgetPad2;
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float3 Axis2; //axis 2 of arc
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float WidgetPad3;
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}
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struct WidgetShaderVertex
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{
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float4 Position;
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float4 Colour;
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};
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StructuredBuffer<WidgetShaderVertex> Vertices : register(t0);
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struct VS_OUTPUT
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{
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float4 Position : SV_POSITION;
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float4 Colour : COLOR0;
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float CullValue : TEXCOORD0;
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};
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VS_OUTPUT main(uint id : SV_VertexID)
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{
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float3 ipos;
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float4 colour;
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float cull;
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if (Mode == 0) //Vertices
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{
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ipos = CamRel + Vertices[id].Position.xyz;
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colour = Vertices[id].Colour;
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cull = 1;
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}
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else //(Mode == 1) //Arc
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{
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float a = SegOffset + (id * SegScale);
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float3 a1 = Axis1 * sin(a);
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float3 a2 = Axis2 * cos(a);
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ipos = CamRel + (a1 + a2) * Size;
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colour = Colour;
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cull = (CullBack == 1) ? ((length(CamRel) - length(ipos)) / Size) : 1;
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}
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float4 opos = mul(float4(ipos, 1), ViewProj);
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VS_OUTPUT output;
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output.Position = opos;
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output.Colour = colour;
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output.CullValue = cull;
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return output;
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}
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