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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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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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