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53 lines
1.1 KiB
HLSL
53 lines
1.1 KiB
HLSL
#include "Common.hlsli"
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Texture2D<float4> Colourmap : register(t0);
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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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}
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cbuffer PSEntityVars : register(b1)
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{
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uint EnableTexture;
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uint Pad1;
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uint Pad2;
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uint Pad3;
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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 Texcoord : TEXCOORD0;
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float4 Colour : COLOR0;
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};
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float4 main(VS_OUTPUT input) : SV_TARGET
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{
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//return float4(1,0,0,1);//red
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float4 c = 0;// float4(input.Colour.rgb, 1);
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//return c;
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if (EnableTexture == 1)
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{
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//c = Colourmap.SampleLevel(TextureSS, input.Texcoord, 0);
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c = Colourmap.Sample(TextureSS, input.Texcoord);
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if (c.a <= 0.25) discard;
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c.a = 1;
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// c = float4(input.Colour.rgb, 1);
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}
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float3 norm = input.Normal;
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float lf = saturate(dot(normalize(norm), GlobalLights.LightDir.xyz));
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c.rgb = GlobalLighting(c.rgb, norm, input.Colour, lf, GlobalLights);
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c.a = saturate(c.a);
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return c;
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} |