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https://github.com/TorqueGameEngines/Torque3D.git
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Direct3D11 common shader changes.
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283 changed files with 3547 additions and 1834 deletions
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@ -20,9 +20,18 @@
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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float4 main( float4 color_in : COLOR0,
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float2 texCoord_in : TEXCOORD0,
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uniform sampler2D diffuseMap : register(S0) ) : COLOR0
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#include "../shaderModel.hlsl"
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struct Conn
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{
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return float4(color_in.rgb, color_in.a * tex2D(diffuseMap, texCoord_in).a);
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float4 HPOS : TORQUE_POSITION;
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float4 color : COLOR;
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float2 texCoord : TEXCOORD0;
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};
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TORQUE_UNIFORM_SAMPLER2D(diffuseMap, 0);
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float4 main( Conn IN ) : TORQUE_TARGET0
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{
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return float4(IN.color.rgb, IN.color.a * TORQUE_TEX2D(diffuseMap, IN.texCoord).a);
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}
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@ -20,22 +20,28 @@
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "../shaderModel.hlsl"
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struct Appdata
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{
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float4 position : POSITION;
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float3 position : POSITION;
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float4 color : COLOR;
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float2 texCoord : TEXCOORD0;
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};
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struct Conn
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{
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float4 HPOS : POSITION;
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float4 HPOS : TORQUE_POSITION;
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float4 color : COLOR;
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float2 texCoord : TEXCOORD0;
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};
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Conn main( Appdata In, uniform float4x4 modelview : register(C0) )
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uniform float4x4 modelview;
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Conn main( Appdata In )
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{
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Conn Out;
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Out.HPOS = mul(modelview, In.position);
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Out.HPOS = mul(modelview, float4(In.position,1.0));
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Out.color = In.color;
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Out.texCoord = In.texCoord;
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return Out;
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@ -20,7 +20,15 @@
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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float4 main( float4 color_in : COLOR0, uniform sampler2D diffuseMap : register(S0) ) : COLOR0
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#include "../shaderModel.hlsl"
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struct Conn
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{
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return color_in;
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float4 HPOS : TORQUE_POSITION;
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float4 color : COLOR;
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};
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float4 main(Conn IN) : TORQUE_TARGET0
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{
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return IN.color;
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}
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@ -20,20 +20,26 @@
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "../shaderModel.hlsl"
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struct Appdata
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{
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float4 position : POSITION;
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float3 position : POSITION;
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float4 color : COLOR;
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};
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struct Conn
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{
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float4 HPOS : POSITION;
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float4 HPOS : TORQUE_POSITION;
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float4 color : COLOR;
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};
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Conn main( Appdata In, uniform float4x4 modelview : register(C0) )
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uniform float4x4 modelview;
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Conn main( Appdata In )
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{
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Conn Out;
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Out.HPOS = mul(modelview, In.position);
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Out.HPOS = mul(modelview, float4(In.position,1.0));
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Out.color = In.color;
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return Out;
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}
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@ -20,9 +20,18 @@
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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float4 main( float4 color_in : COLOR0,
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float2 texCoord_in : TEXCOORD0,
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uniform sampler2D diffuseMap : register(S0) ) : COLOR0
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#include "../shaderModel.hlsl"
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struct Conn
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{
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return tex2D(diffuseMap, texCoord_in) * color_in;
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float4 HPOS : TORQUE_POSITION;
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float4 color : COLOR;
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float2 texCoord : TEXCOORD0;
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};
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TORQUE_UNIFORM_SAMPLER2D(diffuseMap, 0);
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float4 main( Conn IN ) : TORQUE_TARGET0
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{
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return TORQUE_TEX2D(diffuseMap, IN.texCoord) * IN.color;
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}
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@ -20,22 +20,28 @@
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "../shaderModel.hlsl"
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struct Appdata
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{
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float4 position : POSITION;
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float3 position : POSITION;
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float4 color : COLOR;
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float2 texCoord : TEXCOORD0;
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};
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struct Conn
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{
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float4 HPOS : POSITION;
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float4 HPOS : TORQUE_POSITION;
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float4 color : COLOR;
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float2 texCoord : TEXCOORD0;
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};
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Conn main( Appdata In, uniform float4x4 modelview : register(C0) )
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uniform float4x4 modelview;
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Conn main( Appdata In )
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{
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Conn Out;
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Out.HPOS = mul(modelview, In.position);
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Out.HPOS = mul(modelview, float4(In.position,1.0));
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Out.color = In.color;
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Out.texCoord = In.texCoord;
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return Out;
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@ -0,0 +1,36 @@
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "../shaderModel.hlsl"
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TORQUE_UNIFORM_SAMPLER2D(diffuseMap, 0);
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struct Conn
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{
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float4 hpos : TORQUE_POSITION;
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float2 texCoord : TEXCOORD0;
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};
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float4 main(Conn IN) : TORQUE_TARGET0
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{
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return TORQUE_TEX2D(diffuseMap, IN.texCoord);
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}
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@ -0,0 +1,46 @@
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "../shaderModel.hlsl"
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struct Appdata
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{
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float3 position : POSITION;
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float4 color : COLOR;
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float2 texCoord : TEXCOORD0;
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};
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struct Conn
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{
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float4 hpos : TORQUE_POSITION;
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float2 texCoord : TEXCOORD0;
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};
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uniform float4x4 modelview;
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Conn main( Appdata In )
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{
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Conn Out;
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Out.hpos = mul(modelview, float4(In.position, 1.0));
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Out.texCoord = In.texCoord;
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return Out;
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}
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