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Optimised BasicShaderPSGeomVars for DiffuseSampler2, added BasicVS_PNCTT.cso to source control
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@ -54,11 +54,7 @@ namespace CodeWalker.Rendering
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}
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}
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public struct BasicShaderPSGeomVars
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public struct BasicShaderPSGeomVars
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{
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{
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public uint EnableTexture;
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public uint EnableTexture;//1+=diffuse1, 2+=diffuse2
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public uint EnableTexture2;
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public uint pad1;
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public uint pad2;
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public uint pad3;
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public uint EnableTint;
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public uint EnableTint;
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public uint EnableNormalMap;
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public uint EnableNormalMap;
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public uint EnableSpecMap;
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public uint EnableSpecMap;
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@ -671,8 +667,7 @@ namespace CodeWalker.Rendering
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}
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}
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PSGeomVars.Vars.EnableTexture = usediff ? 1u : 0u;
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PSGeomVars.Vars.EnableTexture = (usediff ? 1u : 0u) + (usediff2 ? 2u : 0u);
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PSGeomVars.Vars.EnableTexture2 = usediff2 ? 1u : 0u;
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PSGeomVars.Vars.EnableTint = pstintflag;
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PSGeomVars.Vars.EnableTint = pstintflag;
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PSGeomVars.Vars.EnableNormalMap = usebump ? 1u : 0u;
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PSGeomVars.Vars.EnableNormalMap = usebump ? 1u : 0u;
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PSGeomVars.Vars.EnableSpecMap = usespec ? 1u : 0u;
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PSGeomVars.Vars.EnableSpecMap = usespec ? 1u : 0u;
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@ -18,11 +18,7 @@ cbuffer PSSceneVars : register(b0)
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}
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}
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cbuffer PSGeomVars : register(b2)
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cbuffer PSGeomVars : register(b2)
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{
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{
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uint EnableTexture;
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uint EnableTexture;//1+=diffuse1, 2+=diffuse2
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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 EnableTint;
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uint EnableNormalMap;
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uint EnableNormalMap;
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uint EnableSpecMap;
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uint EnableSpecMap;
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@ -68,7 +64,7 @@ float4 main(VS_OUTPUT input) : SV_TARGET
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{
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{
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float4 c = float4(0.5, 0.5, 0.5, 1);
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float4 c = float4(0.5, 0.5, 0.5, 1);
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if (RenderMode == 0) c = float4(1, 1, 1, 1);
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if (RenderMode == 0) c = float4(1, 1, 1, 1);
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if (EnableTexture == 1)
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if (EnableTexture > 0)
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{
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{
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float2 texc = input.Texcoord0;
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float2 texc = input.Texcoord0;
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if (RenderMode >= 5)
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if (RenderMode >= 5)
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@ -79,7 +75,7 @@ float4 main(VS_OUTPUT input) : SV_TARGET
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c = Colourmap.Sample(TextureSS, texc);
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c = Colourmap.Sample(TextureSS, texc);
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if (EnableTexture2 == 1)
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if (EnableTexture > 1) //2+ enables diffuse2
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{
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{
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float4 c2 = Colourmap2.Sample(TextureSS, input.Texcoord1);
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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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c = c2.a * c2 + (1 - c2.a) * c;
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BIN
Shaders/BasicVS_PNCTT.cso
Normal file
BIN
Shaders/BasicVS_PNCTT.cso
Normal file
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