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Added vertex shader PNCTT and started implementation of DiffuseSampler2. (#43)
Added vertex shader PNCTT and implementation of DiffuseSampler2.
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committed by
dexyfex
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parent
7fe0bef6bd
commit
3690b082bc
@@ -4,6 +4,7 @@ Texture2D<float4> Colourmap : register(t0);
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Texture2D<float4> Bumpmap : register(t2);
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Texture2D<float4> Specmap : register(t3);
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Texture2D<float4> Detailmap : register(t4);
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Texture2D<float4> Colourmap2 : register(t5);
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SamplerState TextureSS : register(s0);
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@@ -18,6 +19,10 @@ cbuffer PSSceneVars : register(b0)
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cbuffer PSGeomVars : register(b2)
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{
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uint EnableTexture;
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uint EnableTexture2;
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uint pad1;
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uint pad2;
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uint pad3;
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uint EnableTint;
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uint EnableNormalMap;
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uint EnableSpecMap;
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@@ -74,6 +79,12 @@ float4 main(VS_OUTPUT input) : SV_TARGET
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c = Colourmap.Sample(TextureSS, texc);
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if (EnableTexture2 == 1)
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{
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float4 c2 = Colourmap2.Sample(TextureSS, input.Texcoord1);
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c = c2.a * c2 + (1 - c2.a) * c;
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}
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if (IsDistMap) c = float4(c.rgb*2, (c.r+c.g+c.b) - 1);
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if ((IsDecal == 0) && (c.a <= 0.33)) discard;
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if ((IsDecal == 1) && (c.a <= 0.0)) discard;
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@@ -0,0 +1,40 @@
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#include "BasicVS.hlsli"
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struct VS_INPUT
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{
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float4 Position : POSITION;
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float3 Normal : NORMAL;
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float2 Texcoord0 : TEXCOORD0;
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float2 Texcoord1 : TEXCOORD1;
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float4 Colour0 : COLOR0;
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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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float3 opos = ModelTransform(input.Position.xyz, input.Colour0.xyz, input.Colour0.xyz, iid);
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float4 cpos = ScreenTransform(opos);
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float3 bnorm = NormalTransform(input.Normal);
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float3 btang = 0.5;// NormalTransform(float3(1, 0, 0)); //no tangent to use on this vertex type...
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float4 tnt = ColourTint(input.Colour0.b, 0, iid); //colour tinting if enabled
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float4 lightspacepos;
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float shadowdepth = ShadowmapSceneDepth(opos, lightspacepos);
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output.LightShadow = lightspacepos;
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output.Shadows = float4(shadowdepth, 0, 0, 0);
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output.Position = cpos;
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output.CamRelPos = opos;
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output.Normal = bnorm;
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output.Texcoord0 = input.Texcoord0;
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output.Texcoord1 = input.Texcoord1;
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output.Texcoord2 = 0.5;// input.Texcoord;
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output.Colour0 = input.Colour0;
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output.Colour1 = float4(0.5, 0.5, 0.5, 1); //input.Colour;
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output.Tint = tnt;
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output.Tangent = float4(btang, 1);
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output.Bitangent = float4(cross(btang, bnorm), 0);
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return output;
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}
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@@ -196,6 +196,16 @@
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<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">4.0</ShaderModel>
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<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|x64'">4.0</ShaderModel>
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</FxCompile>
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<FxCompile Include="BasicVS_PNCTT.hlsl">
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Vertex</ShaderType>
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<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|x64'">4.0</ShaderModel>
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType>
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<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">4.0</ShaderModel>
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType>
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<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">4.0</ShaderModel>
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType>
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<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">4.0</ShaderModel>
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</FxCompile>
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<FxCompile Include="BasicVS_PNCTTTX.hlsl">
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType>
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType>
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@@ -22,6 +22,7 @@
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<FxCompile Include="ShadowVS.hlsl" />
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<FxCompile Include="ShadowPS.hlsl" />
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<FxCompile Include="BasicVS_PNCT.hlsl" />
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<FxCompile Include="BasicVS_PNCTT.hlsl" />
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<FxCompile Include="BasicVS_PNCTX.hlsl" />
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<FxCompile Include="BasicVS_PNCCT.hlsl" />
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<FxCompile Include="BasicVS_PNCCTT.hlsl" />
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