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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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@ -23,39 +23,42 @@
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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 VertData
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{
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float2 texCoord : TEXCOORD0;
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float2 waveScale : TEXCOORD1;
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float3 position : POSITION;
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float3 normal : NORMAL;
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float4 position : POSITION;
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float2 texCoord : TEXCOORD0;
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float2 waveScale : TEXCOORD1;
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};
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struct ConnectData
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{
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float4 hpos : POSITION;
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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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uniform float4x4 projection : register(C0);
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uniform float4x4 world : register(C4);
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uniform float GlobalSwayPhase : register(C8);
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uniform float SwayMagnitudeSide : register(C9);
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uniform float SwayMagnitudeFront : register(C10);
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uniform float GlobalLightPhase : register(C11);
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uniform float LuminanceMagnitude : register(C12);
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uniform float LuminanceMidpoint : register(C13);
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uniform float DistanceRange : register(C14);
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uniform float3 CameraPos : register(C15);
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uniform float TrueBillboard : register(C16);
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//-----------------------------------------------------------------------------
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// Main
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//-----------------------------------------------------------------------------
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ConnectData main( VertData IN,
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uniform float4x4 projection : register(C0),
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uniform float4x4 world : register(C4),
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uniform float GlobalSwayPhase : register(C8),
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uniform float SwayMagnitudeSide : register(C9),
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uniform float SwayMagnitudeFront : register(C10),
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uniform float GlobalLightPhase : register(C11),
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uniform float LuminanceMagnitude : register(C12),
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uniform float LuminanceMidpoint : register(C13),
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uniform float DistanceRange : register(C14),
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uniform float3 CameraPos : register(C15),
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uniform float TrueBillboard : register(C16)
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)
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ConnectData main( VertData IN )
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{
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ConnectData OUT;
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@ -113,7 +116,7 @@ ConnectData main( VertData IN,
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float Luminance = LuminanceMidpoint + LuminanceMagnitude * cos(GlobalLightPhase + IN.normal.y);
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// Alpha
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float3 worldPos = float3(IN.position.x, IN.position.y, IN.position.z);
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float3 worldPos = IN.position;
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float alpha = abs(distance(worldPos, CameraPos)) / DistanceRange;
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alpha = clamp(alpha, 0.0f, 1.0f); //pass it through
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