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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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@ -23,18 +23,26 @@
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//-----------------------------------------------------------------------------
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// Structures
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//-----------------------------------------------------------------------------
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#include "shaderModel.hlsl"
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struct ConnectData
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{
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float4 texCoord : TEXCOORD0;
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float2 tex2 : TEXCOORD1;
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float4 hpos : TORQUE_POSITION;
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float2 texCoord : TEXCOORD0;
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float4 tex2 : TEXCOORD1;
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};
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struct Fragout
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{
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float4 col : COLOR0;
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float4 col : TORQUE_TARGET0;
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};
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TORQUE_UNIFORM_SAMPLER2D(texMap, 0);
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TORQUE_UNIFORM_SAMPLER2D(refractMap, 1);
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TORQUE_UNIFORM_SAMPLER2D(bumpMap, 2);
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//-----------------------------------------------------------------------------
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// Fade edges of axis for texcoord passed in
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@ -54,15 +62,11 @@ float fadeAxis( float val )
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//-----------------------------------------------------------------------------
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// Main
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//-----------------------------------------------------------------------------
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Fragout main( ConnectData IN,
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uniform sampler2D refractMap : register(S1),
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uniform sampler2D texMap : register(S0),
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uniform sampler2D bumpMap : register(S2)
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)
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Fragout main( ConnectData IN )
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{
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Fragout OUT;
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float3 bumpNorm = tex2D( bumpMap, IN.tex2 ) * 2.0 - 1.0;
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float3 bumpNorm = TORQUE_TEX2D( bumpMap, IN.tex2 ) * 2.0 - 1.0;
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float2 offset = float2( bumpNorm.x, bumpNorm.y );
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float4 texIndex = IN.texCoord;
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@ -74,8 +78,8 @@ Fragout main( ConnectData IN,
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const float distortion = 0.2;
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texIndex.xy += offset * distortion * fadeVal;
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float4 reflectColor = tex2Dproj( refractMap, texIndex );
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float4 diffuseColor = tex2D( texMap, IN.tex2 );
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float4 reflectColor = TORQUE_TEX2DPROJ( refractMap, texIndex );
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float4 diffuseColor = TORQUE_TEX2D( texMap, IN.tex2 );
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OUT.col = diffuseColor + reflectColor * diffuseColor.a;
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