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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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@ -1,15 +1,16 @@
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#define IN_HLSL
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#include "../shdrConsts.h"
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#include "../shaderModel.hlsl"
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struct v2f
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{
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float4 hpos : TORQUE_POSITION;
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float4 color : COLOR0;
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float2 texCoord : TEXCOORD0;
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float2 shiftdata : TEXCOORD1;
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float4 color : COLOR0;
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};
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float4 main(v2f IN) : COLOR0
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float4 main(v2f IN) : TORQUE_TARGET0
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{
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float fade = 1.0 - abs(IN.shiftdata.y - 0.5) * 2.0;
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IN.color.xyz = IN.color.xyz + pow(fade, 4) / 10;
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@ -1,21 +1,22 @@
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#define IN_HLSL
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#include "../shdrConsts.h"
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#include "../shaderModel.hlsl"
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struct a2v
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{
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float2 texCoord : TEXCOORD0;
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float2 shiftdata : TEXCOORD1;
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float3 normal : NORMAL;
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float4 position : POSITION;
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float4 color : COLOR0;
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float3 position : POSITION;
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float3 normal : NORMAL;
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float4 color : COLOR0;
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float2 texCoord : TEXCOORD0;
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float2 shiftdata : TEXCOORD1;
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};
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struct v2f
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{
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float4 hpos : POSITION;
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float2 texCoord : TEXCOORD0;
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float2 shiftdata : TEXCOORD1;
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float4 color : COLOR0;
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float4 hpos : TORQUE_POSITION;
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float4 color : COLOR0;
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float2 texCoord : TEXCOORD0;
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float2 shiftdata : TEXCOORD1;
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};
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uniform float4x4 modelview;
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@ -25,7 +26,7 @@ v2f main(a2v IN)
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{
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v2f 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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OUT.shiftdata = IN.shiftdata;
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@ -2,19 +2,20 @@
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#include "../shdrConsts.h"
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#include "../torque.hlsl"
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uniform sampler2D ribTex : register(S0);
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TORQUE_UNIFORM_SAMPLER2D(ribTex, 0);
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struct v2f
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{
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float4 hpos : TORQUE_POSITION;
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float4 color : COLOR0;
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float2 texCoord : TEXCOORD0;
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float2 shiftdata : TEXCOORD1;
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float4 color : COLOR0;
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};
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float4 main(v2f IN) : COLOR0
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float4 main(v2f IN) : TORQUE_TARGET0
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{
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float4 Tex = tex2D(ribTex,IN.texCoord);
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float4 Tex = TORQUE_TEX2D(ribTex,IN.texCoord);
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Tex.a *= IN.color.a;
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return hdrEncode(Tex);
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}
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@ -1,21 +1,22 @@
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#define IN_HLSL
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#include "../shdrConsts.h"
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#include "../shaderModel.hlsl"
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struct a2v
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{
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float2 texCoord : TEXCOORD0;
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float2 shiftdata : TEXCOORD1;
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float3 normal : NORMAL;
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float4 position : POSITION;
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float4 color : COLOR0;
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float3 position : POSITION;
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float4 color : COLOR0;
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float3 normal : NORMAL;
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float2 texCoord : TEXCOORD0;
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float2 shiftdata : TEXCOORD1;
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};
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struct v2f
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{
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float4 hpos : POSITION;
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float2 texCoord : TEXCOORD0;
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float2 shiftdata : TEXCOORD1;
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float4 color : COLOR0;
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float4 hpos : TORQUE_POSITION;
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float4 color : COLOR0;
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float2 texCoord : TEXCOORD0;
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float2 shiftdata : TEXCOORD1;
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};
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uniform float4x4 modelview;
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@ -25,7 +26,7 @@ v2f main(a2v IN)
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{
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v2f 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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OUT.shiftdata = IN.shiftdata;
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