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https://mirror.ghproxy.com/https://github.com/dexyfex/CodeWalker
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Added vertex shaders for skin mesh support
This commit is contained in:
+33
-1
@@ -56,7 +56,10 @@ cbuffer VSInstLocals : register(b6)
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float3 gLodFadeInstRange; // Offset: 352 Size: 12 [unused]
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uint gUseComputeShaderOutputBuffer;// Offset: 364 Size: 4
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}
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cbuffer BoneMatrices : register(b7) //rage_bonemtx
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{
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row_major float3x4 gBoneMtx[255]; // Offset: 0 Size: 12240
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}
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struct VS_OUTPUT
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{
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@@ -254,6 +257,35 @@ float3 GetGrassInstancePosition(float3 ipos, float3 vc0, float3 vc1, uint iid)
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}
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float3x4 BoneMatrix(float4 weights, float4 indices)
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{
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uint4 binds = (uint4)(indices * 255.001953);
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float3x4 b0 = gBoneMtx[binds.x];
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float3x4 b1 = gBoneMtx[binds.y];
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float3x4 b2 = gBoneMtx[binds.z];
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float3x4 b3 = gBoneMtx[binds.w];
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float4 t0 = b0[0]*weights.x + b1[0]*weights.y + b2[0]*weights.z + b3[0]*weights.w;
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float4 t1 = b0[1]*weights.x + b1[1]*weights.y + b2[1]*weights.z + b3[1]*weights.w;
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float4 t2 = b0[2]*weights.x + b1[2]*weights.y + b2[2]*weights.z + b3[2]*weights.w;
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return float3x4(t0, t1, t2);
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}
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float3 BoneTransform(float3 ipos, float3x4 m)
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{
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float3 r;
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float4 p = float4(ipos, 1);
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r.x = dot(m[0], p);
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r.y = dot(m[1], p);
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r.z = dot(m[2], p);
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return r;
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}
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float3 BoneTransformNormal(float3 inorm, float3x4 m)
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{
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float3 r;
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r.x = dot(m[0].xyz, inorm);
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r.y = dot(m[1].xyz, inorm);
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r.z = dot(m[2].xyz, inorm);
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return r;
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}
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float3 ModelTransform(float3 ipos, float3 vc0, float3 vc1, uint iid)
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{
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if (IsInstanced)
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Binary file not shown.
@@ -0,0 +1,46 @@
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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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float4 BlendWeights : BLENDWEIGHTS;
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float4 BlendIndices : BLENDINDICES;
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float3 Normal : NORMAL;
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float4 Colour0 : COLOR0;
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float4 Colour1 : COLOR1;
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float2 Texcoord0 : TEXCOORD0;
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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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float3x4 bone = BoneMatrix(input.BlendWeights, input.BlendIndices);
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float3 bpos = BoneTransform(input.Position.xyz, bone);
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float3 opos = ModelTransform(bpos, input.Colour0.xyz, input.Colour1.xyz, iid);
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float4 cpos = ScreenTransform(opos);
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float3 bnorm = BoneTransformNormal(input.Normal, bone);
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float3 onorm = NormalTransform(bnorm);
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float3 otang = 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, input.Colour1.b, 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 = onorm;
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output.Texcoord0 = GlobalUVAnim(input.Texcoord0);
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output.Texcoord1 = 0.5; // input.Texcoord;
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output.Texcoord2 = 0.5; // input.Texcoord;
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output.Colour0 = input.Colour0;
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output.Colour1 = input.Colour1;
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output.Tint = tnt;
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output.Tangent = float4(otang, 1);
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output.Bitangent = float4(cross(otang, onorm), 0);
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return output;
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}
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Binary file not shown.
@@ -0,0 +1,49 @@
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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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float4 BlendWeights : BLENDWEIGHTS;
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float4 BlendIndices : BLENDINDICES;
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float3 Normal : NORMAL;
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float4 Colour0 : COLOR0;
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float4 Colour1 : COLOR1;
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float2 Texcoord0 : TEXCOORD0;
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float4 Tangent : TANGENT;
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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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float3x4 bone = BoneMatrix(input.BlendWeights, input.BlendIndices);
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float3 bpos = BoneTransform(input.Position.xyz, bone);
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float3 opos = ModelTransform(bpos, input.Colour0.xyz, input.Colour1.xyz, iid);
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float4 cpos = ScreenTransform(opos);
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float3 bnorm = BoneTransformNormal(input.Normal.xyz, bone);
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float3 btang = BoneTransformNormal(input.Tangent.xyz, bone);
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float3 onorm = NormalTransform(bnorm);
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float3 otang = NormalTransform(btang);
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float4 tnt = ColourTint(input.Colour0.b, input.Colour1.b, 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 = onorm;
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output.Texcoord0 = GlobalUVAnim(input.Texcoord0);
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output.Texcoord1 = 0.5; // input.Texcoord;
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output.Texcoord2 = 0.5; // input.Texcoord;
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output.Colour0 = input.Colour0;
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output.Colour1 = input.Colour1;
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output.Tint = tnt;
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output.Tangent = float4(otang, input.Tangent.w);
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output.Bitangent = float4(cross(otang, onorm) * input.Tangent.w, 0);
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return output;
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}
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Binary file not shown.
@@ -0,0 +1,45 @@
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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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float4 BlendWeights : BLENDWEIGHTS;
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float4 BlendIndices : BLENDINDICES;
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float3 Normal : NORMAL;
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float4 Colour0 : COLOR0;
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float2 Texcoord0 : TEXCOORD0;
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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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float3x4 bone = BoneMatrix(input.BlendWeights, input.BlendIndices);
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float3 bpos = BoneTransform(input.Position.xyz, bone);
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float3 opos = ModelTransform(bpos, input.Colour0.xyz, input.Colour0.xyz, iid);
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float4 cpos = ScreenTransform(opos);
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float3 bnorm = BoneTransformNormal(input.Normal, bone);
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float3 onorm = NormalTransform(bnorm);
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float3 otang = 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 = onorm;
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output.Texcoord0 = GlobalUVAnim(input.Texcoord0);
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output.Texcoord1 = 0.5; // input.Texcoord;
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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(otang, 1);
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output.Bitangent = float4(cross(otang, onorm), 0);
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return output;
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}
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Binary file not shown.
@@ -0,0 +1,46 @@
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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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float4 BlendWeights : BLENDWEIGHTS;
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float4 BlendIndices : BLENDINDICES;
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float3 Normal : NORMAL;
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float4 Colour0 : COLOR0;
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float2 Texcoord0 : TEXCOORD0;
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float2 Texcoord1 : TEXCOORD1;
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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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float3x4 bone = BoneMatrix(input.BlendWeights, input.BlendIndices);
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float3 bpos = BoneTransform(input.Position.xyz, bone);
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float3 opos = ModelTransform(bpos, input.Colour0.xyz, input.Colour0.xyz, iid);
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float4 cpos = ScreenTransform(opos);
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float3 bnorm = BoneTransformNormal(input.Normal, bone);
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float3 onorm = NormalTransform(bnorm);
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float3 otang = 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 = onorm;
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output.Texcoord0 = GlobalUVAnim(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(otang, 1);
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output.Bitangent = float4(cross(otang, onorm), 0);
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return output;
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}
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Binary file not shown.
@@ -0,0 +1,47 @@
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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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float4 BlendWeights : BLENDWEIGHTS;
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float4 BlendIndices : BLENDINDICES;
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float3 Normal : NORMAL;
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float4 Colour0 : COLOR0;
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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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};
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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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float3x4 bone = BoneMatrix(input.BlendWeights, input.BlendIndices);
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float3 bpos = BoneTransform(input.Position.xyz, bone);
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float3 opos = ModelTransform(bpos, input.Colour0.xyz, input.Colour0.xyz, iid);
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float4 cpos = ScreenTransform(opos);
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float3 bnorm = BoneTransformNormal(input.Normal, bone);
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float3 onorm = NormalTransform(bnorm);
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float3 otang = 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 = onorm;
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output.Texcoord0 = GlobalUVAnim(input.Texcoord0);
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output.Texcoord1 = input.Texcoord1;
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output.Texcoord2 = input.Texcoord2;
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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(otang, 1);
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output.Bitangent = float4(cross(otang, onorm), 0);
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return output;
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}
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Binary file not shown.
@@ -0,0 +1,47 @@
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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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float4 BlendWeights : BLENDWEIGHTS;
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float4 BlendIndices : BLENDINDICES;
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float3 Normal : NORMAL;
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float4 Colour0 : COLOR0;
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float2 Texcoord0 : TEXCOORD0;
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float2 Texcoord1 : TEXCOORD1;
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float4 Tangent : TANGENT;
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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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float3x4 bone = BoneMatrix(input.BlendWeights, input.BlendIndices);
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float3 bpos = BoneTransform(input.Position.xyz, bone);
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float3 opos = ModelTransform(bpos, input.Colour0.xyz, input.Colour0.xyz, iid);
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float4 cpos = ScreenTransform(opos);
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float3 bnorm = BoneTransformNormal(input.Normal.xyz, bone);
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float3 btang = BoneTransformNormal(input.Tangent.xyz, bone);
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float3 onorm = NormalTransform(bnorm);
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float3 otang = NormalTransform(btang);
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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 = onorm;
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output.Texcoord0 = GlobalUVAnim(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(otang, input.Tangent.w);
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output.Bitangent = float4(cross(otang, onorm) * input.Tangent.w, 0);
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return output;
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}
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Binary file not shown.
@@ -0,0 +1,47 @@
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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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float4 BlendWeights : BLENDWEIGHTS;
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float4 BlendIndices : BLENDINDICES;
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float3 Normal : NORMAL;
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float4 Colour0 : COLOR0;
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float2 Texcoord0 : TEXCOORD0;
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float4 Tangent : TANGENT;
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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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float3x4 bone = BoneMatrix(input.BlendWeights, input.BlendIndices);
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float3 bpos = BoneTransform(input.Position.xyz, bone);
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float3 opos = ModelTransform(bpos, input.Colour0.xyz, input.Colour0.xyz, iid);
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float4 cpos = ScreenTransform(opos);
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float3 bnorm = BoneTransformNormal(input.Normal.xyz, bone);
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float3 btang = BoneTransformNormal(input.Tangent.xyz, bone);
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float3 onorm = NormalTransform(bnorm);
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float3 otang = NormalTransform(btang);
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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 = onorm;
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output.Texcoord0 = GlobalUVAnim(input.Texcoord0);
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output.Texcoord1 = 0.5; // input.Texcoord;
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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(otang, input.Tangent.w);
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output.Bitangent = float4(cross(otang, onorm) * input.Tangent.w, 0);
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return output;
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}
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Binary file not shown.
@@ -0,0 +1,41 @@
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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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float4 Colour0 : COLOR0;
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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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};
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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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||||
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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 = GlobalUVAnim(input.Texcoord0);
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output.Texcoord1 = input.Texcoord1;
|
||||
output.Texcoord2 = input.Texcoord2;
|
||||
output.Colour0 = input.Colour0;
|
||||
output.Colour1 = float4(0.5, 0.5, 0.5, 1); //input.Colour
|
||||
output.Tint = tnt;
|
||||
output.Tangent = float4(btang, 1);
|
||||
output.Bitangent = float4(cross(btang, bnorm), 0);
|
||||
return output;
|
||||
}
|
||||
@@ -150,6 +150,76 @@
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Vertex</ShaderType>
|
||||
</FxCompile>
|
||||
<FxCompile Include="BasicVS_PBBNCCT.hlsl">
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Vertex</ShaderType>
|
||||
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|x64'">4.0</ShaderModel>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType>
|
||||
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">4.0</ShaderModel>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType>
|
||||
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">4.0</ShaderModel>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType>
|
||||
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">4.0</ShaderModel>
|
||||
</FxCompile>
|
||||
<FxCompile Include="BasicVS_PBBNCCTX.hlsl">
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Vertex</ShaderType>
|
||||
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|x64'">4.0</ShaderModel>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType>
|
||||
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">4.0</ShaderModel>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType>
|
||||
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">4.0</ShaderModel>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType>
|
||||
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">4.0</ShaderModel>
|
||||
</FxCompile>
|
||||
<FxCompile Include="BasicVS_PBBNCT.hlsl">
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Vertex</ShaderType>
|
||||
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|x64'">4.0</ShaderModel>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType>
|
||||
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">4.0</ShaderModel>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType>
|
||||
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">4.0</ShaderModel>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType>
|
||||
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">4.0</ShaderModel>
|
||||
</FxCompile>
|
||||
<FxCompile Include="BasicVS_PBBNCTT.hlsl">
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Vertex</ShaderType>
|
||||
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|x64'">4.0</ShaderModel>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType>
|
||||
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">4.0</ShaderModel>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType>
|
||||
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">4.0</ShaderModel>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType>
|
||||
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">4.0</ShaderModel>
|
||||
</FxCompile>
|
||||
<FxCompile Include="BasicVS_PBBNCTTT.hlsl">
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Vertex</ShaderType>
|
||||
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|x64'">4.0</ShaderModel>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType>
|
||||
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">4.0</ShaderModel>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType>
|
||||
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">4.0</ShaderModel>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType>
|
||||
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">4.0</ShaderModel>
|
||||
</FxCompile>
|
||||
<FxCompile Include="BasicVS_PBBNCTTX.hlsl">
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Vertex</ShaderType>
|
||||
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|x64'">4.0</ShaderModel>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType>
|
||||
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">4.0</ShaderModel>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType>
|
||||
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">4.0</ShaderModel>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType>
|
||||
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">4.0</ShaderModel>
|
||||
</FxCompile>
|
||||
<FxCompile Include="BasicVS_PBBNCTX.hlsl">
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Vertex</ShaderType>
|
||||
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|x64'">4.0</ShaderModel>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType>
|
||||
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">4.0</ShaderModel>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType>
|
||||
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">4.0</ShaderModel>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType>
|
||||
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">4.0</ShaderModel>
|
||||
</FxCompile>
|
||||
<FxCompile Include="BasicVS_PNCCT.hlsl">
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType>
|
||||
@@ -206,6 +276,16 @@
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType>
|
||||
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">4.0</ShaderModel>
|
||||
</FxCompile>
|
||||
<FxCompile Include="BasicVS_PNCTTT.hlsl">
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Vertex</ShaderType>
|
||||
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|x64'">4.0</ShaderModel>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType>
|
||||
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">4.0</ShaderModel>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType>
|
||||
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">4.0</ShaderModel>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType>
|
||||
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">4.0</ShaderModel>
|
||||
</FxCompile>
|
||||
<FxCompile Include="BasicVS_PNCTTTX.hlsl">
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType>
|
||||
|
||||
@@ -66,6 +66,14 @@
|
||||
<FxCompile Include="SkyMoonVS.hlsl" />
|
||||
<FxCompile Include="SkyMoonPS.hlsl" />
|
||||
<FxCompile Include="PathDynVS.hlsl" />
|
||||
<FxCompile Include="BasicVS_PBBNCT.hlsl" />
|
||||
<FxCompile Include="BasicVS_PBBNCTX.hlsl" />
|
||||
<FxCompile Include="BasicVS_PBBNCTT.hlsl" />
|
||||
<FxCompile Include="BasicVS_PBBNCTTT.hlsl" />
|
||||
<FxCompile Include="BasicVS_PNCTTT.hlsl" />
|
||||
<FxCompile Include="BasicVS_PBBNCCT.hlsl" />
|
||||
<FxCompile Include="BasicVS_PBBNCCTX.hlsl" />
|
||||
<FxCompile Include="BasicVS_PBBNCTTX.hlsl" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="Quaternion.hlsli" />
|
||||
|
||||
Reference in New Issue
Block a user