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Deferred shading
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@@ -1,64 +1,4 @@
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#include "Shadowmap.hlsli"
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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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Texture2D<float4> TintPalette : register(t6);
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SamplerState TextureSS : register(s0);
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cbuffer PSSceneVars : register(b0)
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{
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ShaderGlobalLightParams GlobalLights;
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uint EnableShadows;
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uint RenderMode;//0=default, 1=normals, 2=tangents, 3=colours, 4=texcoords, 5=diffuse, 6=normalmap, 7=spec, 8=direct
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uint RenderModeIndex;
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uint RenderSamplerCoord;
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}
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cbuffer PSGeomVars : register(b2)
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{
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uint EnableTexture;//1+=diffuse1, 2+=diffuse2
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uint EnableTint;//1=default, 2=weapons (use diffuse.a for tint lookup)
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uint EnableNormalMap;
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uint EnableSpecMap;
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uint EnableDetailMap;
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uint IsDecal;
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uint IsEmissive;
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uint IsDistMap;
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float bumpiness;
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float AlphaScale;
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float HardAlphaBlend;
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float useTessellation;
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float4 detailSettings;
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float3 specMapIntMask;
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float specularIntensityMult;
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float specularFalloffMult;
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float specularFresnel;
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float wetnessMultiplier;
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uint SpecOnly;
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float4 TextureAlphaMask;
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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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float3 Normal : NORMAL;
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float2 Texcoord0 : TEXCOORD0;
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float2 Texcoord1 : TEXCOORD1;
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float2 Texcoord2 : TEXCOORD2;
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float4 Shadows : TEXCOORD3;
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float4 LightShadow : TEXCOORD4;
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float4 Colour0 : COLOR0;
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float4 Colour1 : COLOR1;
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float4 Tint : COLOR2;
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float4 Tangent : TEXCOORD5;
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float4 Bitangent : TEXCOORD6;
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float3 CamRelPos : TEXCOORD7;
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};
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#include "BasicPS.hlsli"
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float4 main(VS_OUTPUT input) : SV_TARGET
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