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Finxed rendering issues due to reversed depth
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@ -196,8 +196,8 @@ namespace CodeWalker.World
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float my = MouseY;
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ViewProjMatrix = Matrix.Multiply(ViewMatrix, ProjMatrix);
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ViewProjInvMatrix = Matrix.Invert(ViewProjMatrix);
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MouseRayNear = ViewProjInvMatrix.MultiplyW(new Vector3(mx, my, 0.0f));
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MouseRayFar = ViewProjInvMatrix.MultiplyW(new Vector3(mx, my, 1.0f));
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MouseRayNear = ViewProjInvMatrix.MultiplyW(new Vector3(mx, my, 1.0f));
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MouseRayFar = ViewProjInvMatrix.MultiplyW(new Vector3(mx, my, 0.0f));
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MouseRay.Position = Vector3.Zero;
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MouseRay.Direction = Vector3.Normalize(MouseRayFar - MouseRayNear);
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if (IsMapView || IsOrthographic)
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@ -35,7 +35,7 @@ VS_OUTPUT main(VS_INPUT input, uint iid : SV_InstanceID)
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float3 ipos = input.Position.xyz * 0.25f;
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float3 opos = ipos + npos - CameraPos.xyz;
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float4 cpos = mul(float4(opos, 1), ViewProj);
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cpos.z -= 0.01; //bias paths depth slightly to bring it in front of normal geometry...
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cpos.z *= 1.01; //bias paths depth slightly to bring it in front of normal geometry...
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output.Position = cpos;
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output.Colour = ((float4)1) * LightColour.a; //apply intensity
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@ -36,7 +36,7 @@ VS_OUTPUT main(uint id : SV_VertexID)
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float3 opos = pos - CameraPos.xyz;
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float4 cpos = mul(float4(opos, 1), ViewProj);
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cpos.z -= 0.01; //bias paths depth slightly to bring it in front of normal geometry...
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cpos.z *= 1.01; //bias paths depth slightly to bring it in front of normal geometry...
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output.Position = cpos;
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output.Colour.rgb = col.rgb * LightColour.a; //apply intensity
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output.Colour.a = col.a;
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@ -28,8 +28,8 @@ VS_OUTPUT main(VS_INPUT input)
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float3 opos = pos - CameraPos.xyz;
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float4 cpos = mul(float4(opos, 1), ViewProj);
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cpos.z -= 0.01; //bias paths depth slightly to bring it in front of normal geometry...
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output.Position = cpos;
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cpos.z *= 1.01; //bias paths depth slightly to bring it in front of normal geometry...
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output.Position = cpos;
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output.Colour.rgb = col.rgb * LightColour.a; //apply intensity
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output.Colour.a = col.a;
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