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Weapon rendering improvements
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@ -5,6 +5,7 @@ Texture2D<float4> Bumpmap : register(t2);
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Texture2D<float4> Specmap : register(t3);
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Texture2D<float4> Specmap : register(t3);
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Texture2D<float4> Detailmap : register(t4);
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Texture2D<float4> Detailmap : register(t4);
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Texture2D<float4> Colourmap2 : register(t5);
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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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SamplerState TextureSS : register(s0);
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@ -19,7 +20,7 @@ cbuffer PSSceneVars : register(b0)
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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;//1+=diffuse1, 2+=diffuse2
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uint EnableTexture;//1+=diffuse1, 2+=diffuse2
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uint EnableTint;
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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 EnableNormalMap;
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uint EnableSpecMap;
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uint EnableSpecMap;
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uint EnableDetailMap;
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uint EnableDetailMap;
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@ -80,6 +81,15 @@ float4 main(VS_OUTPUT input) : SV_TARGET
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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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}
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}
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if (EnableTint == 2)
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{
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//weapon tint
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float tx = (round(c.a * 255.009995) - 32.0) * 0.007813; //okay R* this is just silly
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float ty = 0.03125 * 0.5;// //1;//what to use for Y value? cb12[2].w in R* shader
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float4 c3 = TintPalette.Sample(TextureSS, float2(tx, ty));
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c.rgb *= c3.rgb;
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c.a = 1;
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}
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if (IsDistMap) c = float4(c.rgb*2, (c.r+c.g+c.b) - 1);
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if (IsDistMap) c = float4(c.rgb*2, (c.r+c.g+c.b) - 1);
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if ((IsDecal == 0) && (c.a <= 0.33)) discard;
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if ((IsDecal == 0) && (c.a <= 0.33)) discard;
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@ -93,7 +103,7 @@ float4 main(VS_OUTPUT input) : SV_TARGET
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}
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}
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c.a = saturate(c.a*AlphaScale);
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c.a = saturate(c.a*AlphaScale);
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}
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}
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if (EnableTint > 0)
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if (EnableTint == 1)
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{
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{
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c.rgb *= input.Tint.rgb;
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c.rgb *= input.Tint.rgb;
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}
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}
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@ -25,6 +25,7 @@ float4 main(VS_OUTPUT input) : SV_TARGET
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if (EnableTexture == 1)
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if (EnableTexture == 1)
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{
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{
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float4 c = Colourmap.Sample(TextureSS, input.Texcoord);
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float4 c = Colourmap.Sample(TextureSS, input.Texcoord);
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if (EnableTint == 2) { c.a = 1; }
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if ((IsDecal == 0) && (c.a <= 0.33)) discard;
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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 == 1) && (c.a <= 0.0)) discard;
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}
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}
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@ -637,6 +637,7 @@ namespace CodeWalker.Rendering
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detltex = itex;
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detltex = itex;
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break;
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break;
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case ShaderParamNames.TintPaletteSampler:
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case ShaderParamNames.TintPaletteSampler:
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case ShaderParamNames.TextureSamplerDiffPal:
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tintpal = itex;
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tintpal = itex;
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if (tintpal.Key != null)
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if (tintpal.Key != null)
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{
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{
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@ -649,6 +650,7 @@ namespace CodeWalker.Rendering
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isdistmap = true;
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isdistmap = true;
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break;
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break;
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case ShaderParamNames.DiffuseSampler2:
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case ShaderParamNames.DiffuseSampler2:
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case ShaderParamNames.DiffuseExtraSampler:
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texture2 = itex;
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texture2 = itex;
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break;
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break;
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case ShaderParamNames.heightSampler:
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case ShaderParamNames.heightSampler:
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@ -710,6 +712,14 @@ namespace CodeWalker.Rendering
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case 1229591973://{trees_normal_spec_tnt.sps}
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case 1229591973://{trees_normal_spec_tnt.sps}
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if (usetint) tintflag = 2; //use 2nd vertex colour channel for tint...
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if (usetint) tintflag = 2; //use 2nd vertex colour channel for tint...
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break;
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break;
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case 3267631682: //weapon_normal_spec_detail_tnt.sps
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case 14185869: //weapon_normal_spec_tnt.sps
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break; //regular tinting?
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case 231364109: //weapon_normal_spec_cutout_palette.sps
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case 3294641629://weapon_normal_spec_detail_palette.sps
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case 731050667: //weapon_normal_spec_palette.sps
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if (usetint) { tintflag = 0; pstintflag = 2; } //use diffuse sampler alpha for tint lookup!
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break;
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case 3880384844://{decal_spec_only.sps}w
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case 3880384844://{decal_spec_only.sps}w
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case 600733812://{decal_amb_only.sps}
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case 600733812://{decal_amb_only.sps}
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case 2842248626://{spec_decal.sps}
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case 2842248626://{spec_decal.sps}
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@ -799,6 +809,10 @@ namespace CodeWalker.Rendering
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{
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{
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tintpal.SetVSResource(context, 0);
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tintpal.SetVSResource(context, 0);
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}
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}
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if (pstintflag == 2)
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{
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tintpal.SetPSResource(context, 6);
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}
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if (geom.BoneTransforms != null)
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if (geom.BoneTransforms != null)
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@ -323,6 +323,7 @@ namespace CodeWalker.Rendering
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uint windflag = 0;
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uint windflag = 0;
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uint tintflag = 0;
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var shaderFile = geom.DrawableGeom.Shader.FileName;
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var shaderFile = geom.DrawableGeom.Shader.FileName;
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switch (shaderFile.Hash)
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switch (shaderFile.Hash)
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{
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{
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@ -335,13 +336,18 @@ namespace CodeWalker.Rendering
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case 4265705004://{trees_normal_diffspec.sps}
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case 4265705004://{trees_normal_diffspec.sps}
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windflag = 1;
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windflag = 1;
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break;
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break;
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case 231364109: //weapon_normal_spec_cutout_palette.sps
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case 3294641629://weapon_normal_spec_detail_palette.sps
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case 731050667: //weapon_normal_spec_palette.sps
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tintflag = 2; //use diffuse sampler alpha for tint lookup! (ignore texture alpha in PS)
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break;
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}
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}
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GeomVars.Vars.EnableTexture = usediff ? 1u : 0u;
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GeomVars.Vars.EnableTexture = usediff ? 1u : 0u;
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GeomVars.Vars.EnableTint = 0u;// usetint ? 1u : 0u;
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GeomVars.Vars.EnableTint = tintflag;// usetint ? 1u : 0u;
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GeomVars.Vars.IsDecal = 0u;// DecalMode ? 1u : 0u;
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GeomVars.Vars.IsDecal = 0u;// DecalMode ? 1u : 0u;
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GeomVars.Vars.EnableWind = windflag;
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GeomVars.Vars.EnableWind = windflag;
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GeomVars.Vars.WindOverrideParams = geom.WindOverrideParams;
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GeomVars.Vars.WindOverrideParams = geom.WindOverrideParams;
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