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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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@ -21,36 +21,39 @@
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//-----------------------------------------------------------------------------
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#include "shdrConsts.h"
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#include "shaderModel.hlsl"
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//-----------------------------------------------------------------------------
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// Structures
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//-----------------------------------------------------------------------------
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struct ConnectData
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{
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float2 texCoord : TEXCOORD0;
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float4 lum : COLOR0;
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float4 hpos : TORQUE_POSITION;
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float2 outTexCoord : TEXCOORD0;
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float4 color : COLOR0;
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float4 groundAlphaCoeff : COLOR1;
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float2 alphaLookup : 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(diffuseMap, 0);
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TORQUE_UNIFORM_SAMPLER2D(alphaMap, 1);
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uniform float4 groundAlpha;
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uniform float4 ambient;
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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 diffuseMap : register(S0),
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uniform sampler2D alphaMap : register(S1),
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uniform float4 groundAlpha,
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uniform float4 ambient )
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Fragout main( ConnectData IN )
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{
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Fragout OUT;
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float4 alpha = tex2D(alphaMap, IN.alphaLookup);
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OUT.col = float4( ambient.rgb * IN.lum.rgb, 1.0 ) * tex2D(diffuseMap, IN.texCoord);
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float4 alpha = TORQUE_TEX2D(alphaMap, IN.alphaLookup);
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OUT.col = float4( ambient.rgb * IN.lum.rgb, 1.0 ) * TORQUE_TEX2D(diffuseMap, IN.texCoord);
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OUT.col.a = OUT.col.a * min(alpha, groundAlpha + IN.groundAlphaCoeff.x).x;
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return OUT;
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