mirror of
https://github.com/ncblakely/GiantsTools
synced 2024-11-16 19:55:36 +01:00
608 lines
13 KiB
HLSL
608 lines
13 KiB
HLSL
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// Copyright (c) Microsoft Corporation. All rights reserved.
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// Licensed under the MIT License.
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//
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// http://go.microsoft.com/fwlink/?LinkId=248929
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// http://create.msdn.com/en-US/education/catalog/sample/stock_effects
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Texture2D<float4> Texture : register(t0);
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sampler Sampler : register(s0);
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cbuffer Parameters : register(b0)
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{
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float4 DiffuseColor : packoffset(c0);
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float3 EmissiveColor : packoffset(c1);
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float3 SpecularColor : packoffset(c2);
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float SpecularPower : packoffset(c2.w);
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float3 LightDirection[3] : packoffset(c3);
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float3 LightDiffuseColor[3] : packoffset(c6);
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float3 LightSpecularColor[3] : packoffset(c9);
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float3 EyePosition : packoffset(c12);
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float3 FogColor : packoffset(c13);
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float4 FogVector : packoffset(c14);
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float4x4 World : packoffset(c15);
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float3x3 WorldInverseTranspose : packoffset(c19);
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float4x4 WorldViewProj : packoffset(c22);
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};
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#include "Structures.fxh"
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#include "Common.fxh"
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#include "Lighting.fxh"
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#include "Utilities.fxh"
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// Vertex shader: basic.
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VSOutput VSBasic(VSInput vin)
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{
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VSOutput vout;
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CommonVSOutput cout = ComputeCommonVSOutput(vin.Position);
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SetCommonVSOutputParams;
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return vout;
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}
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// Vertex shader: no fog.
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VSOutputNoFog VSBasicNoFog(VSInput vin)
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{
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VSOutputNoFog vout;
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CommonVSOutput cout = ComputeCommonVSOutput(vin.Position);
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SetCommonVSOutputParamsNoFog;
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return vout;
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}
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// Vertex shader: vertex color.
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VSOutput VSBasicVc(VSInputVc vin)
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{
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VSOutput vout;
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CommonVSOutput cout = ComputeCommonVSOutput(vin.Position);
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SetCommonVSOutputParams;
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vout.Diffuse *= vin.Color;
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return vout;
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}
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// Vertex shader: vertex color, no fog.
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VSOutputNoFog VSBasicVcNoFog(VSInputVc vin)
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{
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VSOutputNoFog vout;
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CommonVSOutput cout = ComputeCommonVSOutput(vin.Position);
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SetCommonVSOutputParamsNoFog;
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vout.Diffuse *= vin.Color;
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return vout;
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}
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// Vertex shader: texture.
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VSOutputTx VSBasicTx(VSInputTx vin)
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{
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VSOutputTx vout;
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CommonVSOutput cout = ComputeCommonVSOutput(vin.Position);
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SetCommonVSOutputParams;
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vout.TexCoord = vin.TexCoord;
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return vout;
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}
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// Vertex shader: texture, no fog.
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VSOutputTxNoFog VSBasicTxNoFog(VSInputTx vin)
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{
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VSOutputTxNoFog vout;
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CommonVSOutput cout = ComputeCommonVSOutput(vin.Position);
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SetCommonVSOutputParamsNoFog;
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vout.TexCoord = vin.TexCoord;
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return vout;
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}
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// Vertex shader: texture + vertex color.
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VSOutputTx VSBasicTxVc(VSInputTxVc vin)
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{
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VSOutputTx vout;
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CommonVSOutput cout = ComputeCommonVSOutput(vin.Position);
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SetCommonVSOutputParams;
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vout.TexCoord = vin.TexCoord;
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vout.Diffuse *= vin.Color;
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return vout;
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}
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// Vertex shader: texture + vertex color, no fog.
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VSOutputTxNoFog VSBasicTxVcNoFog(VSInputTxVc vin)
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{
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VSOutputTxNoFog vout;
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CommonVSOutput cout = ComputeCommonVSOutput(vin.Position);
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SetCommonVSOutputParamsNoFog;
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vout.TexCoord = vin.TexCoord;
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vout.Diffuse *= vin.Color;
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return vout;
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}
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// Vertex shader: vertex lighting.
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VSOutput VSBasicVertexLighting(VSInputNm vin)
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{
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VSOutput vout;
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CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, vin.Normal, 3);
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SetCommonVSOutputParams;
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return vout;
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}
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VSOutput VSBasicVertexLightingBn(VSInputNm vin)
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{
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VSOutput vout;
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float3 normal = BiasX2(vin.Normal);
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CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, normal, 3);
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SetCommonVSOutputParams;
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return vout;
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}
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// Vertex shader: vertex lighting + vertex color.
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VSOutput VSBasicVertexLightingVc(VSInputNmVc vin)
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{
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VSOutput vout;
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CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, vin.Normal, 3);
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SetCommonVSOutputParams;
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vout.Diffuse *= vin.Color;
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return vout;
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}
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VSOutput VSBasicVertexLightingVcBn(VSInputNmVc vin)
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{
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VSOutput vout;
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float3 normal = BiasX2(vin.Normal);
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CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, normal, 3);
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SetCommonVSOutputParams;
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vout.Diffuse *= vin.Color;
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return vout;
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}
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// Vertex shader: vertex lighting + texture.
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VSOutputTx VSBasicVertexLightingTx(VSInputNmTx vin)
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{
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VSOutputTx vout;
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CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, vin.Normal, 3);
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SetCommonVSOutputParams;
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vout.TexCoord = vin.TexCoord;
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return vout;
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}
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VSOutputTx VSBasicVertexLightingTxBn(VSInputNmTx vin)
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{
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VSOutputTx vout;
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float3 normal = BiasX2(vin.Normal);
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CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, normal, 3);
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SetCommonVSOutputParams;
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vout.TexCoord = vin.TexCoord;
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return vout;
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}
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// Vertex shader: vertex lighting + texture + vertex color.
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VSOutputTx VSBasicVertexLightingTxVc(VSInputNmTxVc vin)
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{
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VSOutputTx vout;
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CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, vin.Normal, 3);
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SetCommonVSOutputParams;
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vout.TexCoord = vin.TexCoord;
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vout.Diffuse *= vin.Color;
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return vout;
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}
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VSOutputTx VSBasicVertexLightingTxVcBn(VSInputNmTxVc vin)
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{
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VSOutputTx vout;
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float3 normal = BiasX2(vin.Normal);
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CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, normal, 3);
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SetCommonVSOutputParams;
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vout.TexCoord = vin.TexCoord;
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vout.Diffuse *= vin.Color;
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return vout;
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}
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// Vertex shader: one light.
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VSOutput VSBasicOneLight(VSInputNm vin)
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{
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VSOutput vout;
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CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, vin.Normal, 1);
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SetCommonVSOutputParams;
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return vout;
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}
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VSOutput VSBasicOneLightBn(VSInputNm vin)
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{
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VSOutput vout;
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float3 normal = BiasX2(vin.Normal);
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CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, normal, 1);
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SetCommonVSOutputParams;
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return vout;
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}
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// Vertex shader: one light + vertex color.
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VSOutput VSBasicOneLightVc(VSInputNmVc vin)
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{
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VSOutput vout;
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CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, vin.Normal, 1);
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SetCommonVSOutputParams;
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vout.Diffuse *= vin.Color;
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return vout;
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}
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VSOutput VSBasicOneLightVcBn(VSInputNmVc vin)
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{
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VSOutput vout;
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float3 normal = BiasX2(vin.Normal);
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CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, normal, 1);
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SetCommonVSOutputParams;
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vout.Diffuse *= vin.Color;
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return vout;
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}
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// Vertex shader: one light + texture.
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VSOutputTx VSBasicOneLightTx(VSInputNmTx vin)
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{
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VSOutputTx vout;
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CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, vin.Normal, 1);
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SetCommonVSOutputParams;
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vout.TexCoord = vin.TexCoord;
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return vout;
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}
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VSOutputTx VSBasicOneLightTxBn(VSInputNmTx vin)
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{
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VSOutputTx vout;
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float3 normal = BiasX2(vin.Normal);
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CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, normal, 1);
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SetCommonVSOutputParams;
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vout.TexCoord = vin.TexCoord;
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return vout;
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}
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// Vertex shader: one light + texture + vertex color.
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VSOutputTx VSBasicOneLightTxVc(VSInputNmTxVc vin)
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{
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VSOutputTx vout;
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CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, vin.Normal, 1);
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SetCommonVSOutputParams;
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vout.TexCoord = vin.TexCoord;
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vout.Diffuse *= vin.Color;
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return vout;
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}
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VSOutputTx VSBasicOneLightTxVcBn(VSInputNmTxVc vin)
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{
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VSOutputTx vout;
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float3 normal = BiasX2(vin.Normal);
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CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, normal, 1);
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SetCommonVSOutputParams;
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vout.TexCoord = vin.TexCoord;
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vout.Diffuse *= vin.Color;
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return vout;
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}
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// Vertex shader: pixel lighting.
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VSOutputPixelLighting VSBasicPixelLighting(VSInputNm vin)
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{
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VSOutputPixelLighting vout;
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CommonVSOutputPixelLighting cout = ComputeCommonVSOutputPixelLighting(vin.Position, vin.Normal);
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SetCommonVSOutputParamsPixelLighting;
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vout.Diffuse = float4(1, 1, 1, DiffuseColor.a);
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return vout;
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}
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VSOutputPixelLighting VSBasicPixelLightingBn(VSInputNm vin)
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{
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VSOutputPixelLighting vout;
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float3 normal = BiasX2(vin.Normal);
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CommonVSOutputPixelLighting cout = ComputeCommonVSOutputPixelLighting(vin.Position, normal);
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SetCommonVSOutputParamsPixelLighting;
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vout.Diffuse = float4(1, 1, 1, DiffuseColor.a);
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return vout;
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}
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// Vertex shader: pixel lighting + vertex color.
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VSOutputPixelLighting VSBasicPixelLightingVc(VSInputNmVc vin)
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{
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VSOutputPixelLighting vout;
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CommonVSOutputPixelLighting cout = ComputeCommonVSOutputPixelLighting(vin.Position, vin.Normal);
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SetCommonVSOutputParamsPixelLighting;
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vout.Diffuse.rgb = vin.Color.rgb;
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vout.Diffuse.a = vin.Color.a * DiffuseColor.a;
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return vout;
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}
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VSOutputPixelLighting VSBasicPixelLightingVcBn(VSInputNmVc vin)
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{
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VSOutputPixelLighting vout;
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float3 normal = BiasX2(vin.Normal);
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CommonVSOutputPixelLighting cout = ComputeCommonVSOutputPixelLighting(vin.Position, normal);
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SetCommonVSOutputParamsPixelLighting;
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vout.Diffuse.rgb = vin.Color.rgb;
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vout.Diffuse.a = vin.Color.a * DiffuseColor.a;
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return vout;
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}
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// Vertex shader: pixel lighting + texture.
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VSOutputPixelLightingTx VSBasicPixelLightingTx(VSInputNmTx vin)
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{
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VSOutputPixelLightingTx vout;
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CommonVSOutputPixelLighting cout = ComputeCommonVSOutputPixelLighting(vin.Position, vin.Normal);
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SetCommonVSOutputParamsPixelLighting;
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vout.Diffuse = float4(1, 1, 1, DiffuseColor.a);
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vout.TexCoord = vin.TexCoord;
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return vout;
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}
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VSOutputPixelLightingTx VSBasicPixelLightingTxBn(VSInputNmTx vin)
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{
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VSOutputPixelLightingTx vout;
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float3 normal = BiasX2(vin.Normal);
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CommonVSOutputPixelLighting cout = ComputeCommonVSOutputPixelLighting(vin.Position, normal);
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SetCommonVSOutputParamsPixelLighting;
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vout.Diffuse = float4(1, 1, 1, DiffuseColor.a);
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vout.TexCoord = vin.TexCoord;
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return vout;
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}
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// Vertex shader: pixel lighting + texture + vertex color.
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VSOutputPixelLightingTx VSBasicPixelLightingTxVc(VSInputNmTxVc vin)
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{
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VSOutputPixelLightingTx vout;
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CommonVSOutputPixelLighting cout = ComputeCommonVSOutputPixelLighting(vin.Position, vin.Normal);
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SetCommonVSOutputParamsPixelLighting;
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vout.Diffuse.rgb = vin.Color.rgb;
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vout.Diffuse.a = vin.Color.a * DiffuseColor.a;
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vout.TexCoord = vin.TexCoord;
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return vout;
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}
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VSOutputPixelLightingTx VSBasicPixelLightingTxVcBn(VSInputNmTxVc vin)
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{
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VSOutputPixelLightingTx vout;
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float3 normal = BiasX2(vin.Normal);
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CommonVSOutputPixelLighting cout = ComputeCommonVSOutputPixelLighting(vin.Position, normal);
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SetCommonVSOutputParamsPixelLighting;
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vout.Diffuse.rgb = vin.Color.rgb;
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vout.Diffuse.a = vin.Color.a * DiffuseColor.a;
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vout.TexCoord = vin.TexCoord;
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return vout;
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}
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// Pixel shader: basic.
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float4 PSBasic(PSInput pin) : SV_Target0
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|
{
|
||
|
float4 color = pin.Diffuse;
|
||
|
|
||
|
ApplyFog(color, pin.Specular.w);
|
||
|
|
||
|
return color;
|
||
|
}
|
||
|
|
||
|
|
||
|
// Pixel shader: no fog.
|
||
|
float4 PSBasicNoFog(PSInputNoFog pin) : SV_Target0
|
||
|
{
|
||
|
return pin.Diffuse;
|
||
|
}
|
||
|
|
||
|
|
||
|
// Pixel shader: texture.
|
||
|
float4 PSBasicTx(PSInputTx pin) : SV_Target0
|
||
|
{
|
||
|
float4 color = Texture.Sample(Sampler, pin.TexCoord) * pin.Diffuse;
|
||
|
|
||
|
ApplyFog(color, pin.Specular.w);
|
||
|
|
||
|
return color;
|
||
|
}
|
||
|
|
||
|
|
||
|
// Pixel shader: texture, no fog.
|
||
|
float4 PSBasicTxNoFog(PSInputTxNoFog pin) : SV_Target0
|
||
|
{
|
||
|
return Texture.Sample(Sampler, pin.TexCoord) * pin.Diffuse;
|
||
|
}
|
||
|
|
||
|
|
||
|
// Pixel shader: vertex lighting.
|
||
|
float4 PSBasicVertexLighting(PSInput pin) : SV_Target0
|
||
|
{
|
||
|
float4 color = pin.Diffuse;
|
||
|
|
||
|
AddSpecular(color, pin.Specular.rgb);
|
||
|
ApplyFog(color, pin.Specular.w);
|
||
|
|
||
|
return color;
|
||
|
}
|
||
|
|
||
|
|
||
|
// Pixel shader: vertex lighting, no fog.
|
||
|
float4 PSBasicVertexLightingNoFog(PSInput pin) : SV_Target0
|
||
|
{
|
||
|
float4 color = pin.Diffuse;
|
||
|
|
||
|
AddSpecular(color, pin.Specular.rgb);
|
||
|
|
||
|
return color;
|
||
|
}
|
||
|
|
||
|
|
||
|
// Pixel shader: vertex lighting + texture.
|
||
|
float4 PSBasicVertexLightingTx(PSInputTx pin) : SV_Target0
|
||
|
{
|
||
|
float4 color = Texture.Sample(Sampler, pin.TexCoord) * pin.Diffuse;
|
||
|
|
||
|
AddSpecular(color, pin.Specular.rgb);
|
||
|
ApplyFog(color, pin.Specular.w);
|
||
|
|
||
|
return color;
|
||
|
}
|
||
|
|
||
|
|
||
|
// Pixel shader: vertex lighting + texture, no fog.
|
||
|
float4 PSBasicVertexLightingTxNoFog(PSInputTx pin) : SV_Target0
|
||
|
{
|
||
|
float4 color = Texture.Sample(Sampler, pin.TexCoord) * pin.Diffuse;
|
||
|
|
||
|
AddSpecular(color, pin.Specular.rgb);
|
||
|
|
||
|
return color;
|
||
|
}
|
||
|
|
||
|
|
||
|
// Pixel shader: pixel lighting.
|
||
|
float4 PSBasicPixelLighting(PSInputPixelLighting pin) : SV_Target0
|
||
|
{
|
||
|
float4 color = pin.Diffuse;
|
||
|
|
||
|
float3 eyeVector = normalize(EyePosition - pin.PositionWS.xyz);
|
||
|
float3 worldNormal = normalize(pin.NormalWS);
|
||
|
|
||
|
ColorPair lightResult = ComputeLights(eyeVector, worldNormal, 3);
|
||
|
|
||
|
color.rgb *= lightResult.Diffuse;
|
||
|
|
||
|
AddSpecular(color, lightResult.Specular);
|
||
|
ApplyFog(color, pin.PositionWS.w);
|
||
|
|
||
|
return color;
|
||
|
}
|
||
|
|
||
|
|
||
|
// Pixel shader: pixel lighting + texture.
|
||
|
float4 PSBasicPixelLightingTx(PSInputPixelLightingTx pin) : SV_Target0
|
||
|
{
|
||
|
float4 color = Texture.Sample(Sampler, pin.TexCoord) * pin.Diffuse;
|
||
|
|
||
|
float3 eyeVector = normalize(EyePosition - pin.PositionWS.xyz);
|
||
|
float3 worldNormal = normalize(pin.NormalWS);
|
||
|
|
||
|
ColorPair lightResult = ComputeLights(eyeVector, worldNormal, 3);
|
||
|
|
||
|
color.rgb *= lightResult.Diffuse;
|
||
|
|
||
|
AddSpecular(color, lightResult.Specular);
|
||
|
ApplyFog(color, pin.PositionWS.w);
|
||
|
|
||
|
return color;
|
||
|
}
|