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Deferred shading
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@@ -0,0 +1,71 @@
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#include "CablePS.hlsli"
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PS_OUTPUT main(VS_OUTPUT input)
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{
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float4 c = float4(0.2, 0.2, 0.2, 1);
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if (EnableTexture == 1)
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{
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float2 texc = input.Texcoord0;
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if (RenderMode >= 5)
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{
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if (RenderSamplerCoord == 2) texc = input.Texcoord1;
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else if (RenderSamplerCoord == 3) texc = input.Texcoord2;
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}
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c = Colourmap.Sample(TextureSS, texc);
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//c = Depthmap.SampleLevel(DepthmapSS, input.Texcoord, 0); c.a = 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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//if(IsDecal==0) c.a = 1;
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c.a = 1;
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}
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//else //if(RenderMode!=8)//
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//{
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// c = float4(input.Colour0.rgb, 1);
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//}
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if (EnableTint > 0)
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{
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c.rgb *= input.Tint.rgb;
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}
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//if (IsDecal == 1)
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//{
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// c.a *= input.Colour0.a;
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//}
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float3 norm = normalize(input.Normal);
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if (RenderMode == 1) //normals
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{
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c.rgb = norm*0.5+0.5;
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}
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else if (RenderMode == 2) //tangents
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{
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c.rgb = normalize(input.Tangent.rgb)*0.5+0.5;
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}
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else if (RenderMode == 3) //colours
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{
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c.rgb = input.Colour0.rgb;
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if (RenderModeIndex == 2) c.rgb = input.Colour1.rgb;
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}
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else if (RenderMode == 4) //texcoords
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{
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c.rgb = float3(input.Texcoord0, 0);
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if (RenderModeIndex == 2) c.rgb = float3(input.Texcoord1, 0);
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if (RenderModeIndex == 3) c.rgb = float3(input.Texcoord2, 0);
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}
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float3 spec = 0;
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c.a = saturate(c.a);
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PS_OUTPUT output;
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output.Diffuse = c;
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output.Normal = float4(saturate(norm * 0.5 + 0.5), c.a);
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output.Specular = float4(spec, c.a);
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output.Irradiance = float4(input.Colour0.rg, 0, c.a);
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return output;
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}
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