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https://github.com/ncblakely/GiantsTools
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FFP shader and cleanup.
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345
Shaders/fx/FFP.fx
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345
Shaders/fx/FFP.fx
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//======================================================================================//
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// filename: FixedFuncShader.fx //
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// //
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// author: Pedro V. Sander //
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// ATI Research, Inc. //
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// 3D Application Research Group //
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// email: psander@ati.com //
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// //
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// Description: A programmable shader that emulates the fixed function pipeline //
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// //
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//======================================================================================//
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// (C) 2003 ATI Research, Inc. All rights reserved. //
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//======================================================================================//
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#define PI 3.14f
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//this file contains light, fog, and texture types
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// (originally a include, inserted here)
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#define NUM_LIGHTS 5
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#define LIGHT_TYPE_NONE 0
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#define LIGHT_TYPE_POINT 1
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#define LIGHT_TYPE_SPOT 2
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#define LIGHT_TYPE_DIRECTIONAL 3
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#define LIGHT_NUM_TYPES 4
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#define FOG_TYPE_NONE 0
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#define FOG_TYPE_EXP 1
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#define FOG_TYPE_EXP2 2
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#define FOG_TYPE_LINEAR 3
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#define FOG_NUM_TYPES 4
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#define TEX_TYPE_NONE 0
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#define TEX_TYPE_CUBEMAP 1
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#define TEX_NUM_TYPES 2
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#define TEXGEN_TYPE_NONE 0
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#define TEXGEN_TYPE_CAMERASPACENORMAL 1
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#define TEXGEN_TYPE_CAMERASPACEPOSITION 2
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#define TEXGEN_TYPE_CAMERASPACEREFLECTIONVECTOR 3
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#define TEXGEN_NUM_TYPES 4
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// Structs and variables with default values
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//fog settings
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int iFogType = FOG_TYPE_LINEAR;
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float4 vFogColor = float4(0.0f, 0.0f, 0.0f, 0.0f);
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float fFogStart = 0;
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float fFogEnd = 8845.00000;
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float fFogDensity = .02f;
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bool bFogRange : register(b4) = true;
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int iTexType = TEX_TYPE_NONE;
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int iTexGenType = TEXGEN_TYPE_NONE;
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int g_NumLights;
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struct DirectionalLight
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{
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float4 Diffuse;
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float4 Specular;
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float4 Ambient;
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float3 Position;
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float3 Direction;
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};
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struct Material
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{
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float4 Diffuse;
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float4 Ambient;
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float4 Specular;
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float4 Emissive;
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float Power;
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};
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DirectionalLight DirectionalLights[2] : DirectionalLights =
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{
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{
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float4(0.398, 0.391, 0.523, 0.764),
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float4(0.398, 0.391, 0.523, 0.764),
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float4(0.398, 0.391, 0.523, 0.764),
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float3(-1141, -182, 133),
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float3(0.93, 0.35, 0)
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},
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{
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float4(0.434, 0.402, 0.398, 0.712),
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float4(0.434, 0.402, 0.398, 0.712),
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float4(0.434, 0.402, 0.398, 0.712),
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float3(-1138, -168, 133),
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float3(-0.75, -0.165, -0.633)
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},
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};
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Material g_Material : Material;
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//transformation matrices
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float4x4 matWorldViewProjection : WorldViewProjection;
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float4x4 matWorldView : WorldView;
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float4x4 matView : View;
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float4x4 matWorld : World;
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float4x4 matProjection : Projection;
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float4x4 matWorldViewIT : WorldViewInverseTranspose;
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float4x4 matViewIT : ViewInverseTranspose;
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//function output structures
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struct VS_OUTPUT
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{
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float4 Pos : POSITION;
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float4 Color : COLOR0;
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float4 ColorSpec : COLOR1;
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float4 Tex0 : TEXCOORD0;
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float Fog : FOG;
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};
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struct COLOR_PAIR
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{
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float4 Color : COLOR0;
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float4 ColorSpec : COLOR1;
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};
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//-----------------------------------------------------------------------------
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// Name: DoDirLight()
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// Desc: Directional light computation
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//-----------------------------------------------------------------------------
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COLOR_PAIR DoDirLight(float3 N, float3 V, int i)
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{
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COLOR_PAIR Out;
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float3 L = mul((float3x3)matViewIT, -normalize(DirectionalLights[i].Direction));
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float NdotL = dot(N, L);
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Out.Color = 0;// DirectionalLights[i].Ambient;
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Out.ColorSpec = 0;
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if(NdotL > 0.f)
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{
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//compute diffuse color
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Out.Color += NdotL * DirectionalLights[i].Diffuse;
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//add specular component
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if(g_Material.Power > 0)
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{
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float3 H = normalize(L + V); //half vector
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Out.ColorSpec = pow(max(0, dot(H, N)), g_Material.Power) * DirectionalLights[i].Specular;
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}
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}
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return Out;
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}
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//-----------------------------------------------------------------------------
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// Name: DoPointLight()
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// Desc: Point light computation
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//-----------------------------------------------------------------------------
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//COLOR_PAIR DoPointLight(float4 vPosition, float3 N, float3 V, int i)
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//{
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// float3 L = mul((float3x3)matViewIT, normalize((lights[i].vPos-(float3)mul(matWorld,vPosition))));
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// COLOR_PAIR Out;
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// float NdotL = dot(N, L);
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// Out.Color = lights[i].vAmbient;
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// Out.ColorSpec = 0;
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// float fAtten = 1.f;
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// if(NdotL >= 0.f)
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// {
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// //compute diffuse color
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// Out.Color += NdotL * lights[i].vDiffuse;
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//
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// //add specular component
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// if(bSpecular)
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// {
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// float3 H = normalize(L + V); //half vector
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// Out.ColorSpec = pow(max(0, dot(H, N)), fMaterialPower) * lights[i].vSpecular;
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// }
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//
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// float LD = length(lights[i].vPos-(float3)mul(matWorld,vPosition));
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// if(LD > lights[i].fRange)
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// {
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// fAtten = 0.f;
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// }
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// else
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// {
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// fAtten *= 1.f/(lights[i].vAttenuation.x + lights[i].vAttenuation.y*LD + lights[i].vAttenuation.z*LD*LD);
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// }
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// Out.Color *= fAtten;
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// Out.ColorSpec *= fAtten;
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// }
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// return Out;
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//}
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//-----------------------------------------------------------------------------
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// Name: vs_main()
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// Desc: The vertex shader
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//-----------------------------------------------------------------------------
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VS_OUTPUT vs_main (float4 vPosition : POSITION0,
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float3 vNormal : NORMAL0,
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float2 tc : TEXCOORD0)
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{
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VS_OUTPUT Out = (VS_OUTPUT) 0;
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vNormal = normalize(vNormal);
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Out.Pos = mul(vPosition, matWorldViewProjection);
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float3 P = mul(matWorldView, vPosition); //position in view space
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float3 N = mul((float3x3)matWorldViewIT, vNormal); //normal in view space
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float3 V = -normalize(P); //viewer
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//automatic texture coordinate generation
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Out.Tex0.xy = tc;
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/*Out.Tex0 = float4((2.f * dot(V,N) * N - V) * (iTexGenType == TEXGEN_TYPE_CAMERASPACEREFLECTIONVECTOR)
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+ N * (iTexGenType == TEXGEN_TYPE_CAMERASPACENORMAL)
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+ P * (iTexGenType == TEXGEN_TYPE_CAMERASPACEPOSITION), 0);
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Out.Tex0.xy += tc * (iTexGenType == TEXGEN_TYPE_NONE);*/
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//light computation
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Out.Color = g_Material.Ambient;
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Out.ColorSpec = 0;
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//directional lights
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for(int i = 0; i < 2; i++)
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{
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COLOR_PAIR ColOut = DoDirLight(N, V, i);
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Out.Color += ColOut.Color;
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Out.ColorSpec += ColOut.ColorSpec;
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}
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////point lights
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//for(int i = 0; i < iLightPointNum; i++)
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//{
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// COLOR_PAIR ColOut = DoPointLight(vPosition, N, V, i+iLightPointIni);
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// Out.Color += ColOut.Color;
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// Out.ColorSpec += ColOut.ColorSpec;
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//}
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////spot lights
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//for(int i = 0; i < iLightSpotNum; i++)
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//{
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// COLOR_PAIR ColOut = DoSpotLight(vPosition, N, V, i+iLightSpotIni);
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// Out.Color += ColOut.Color;
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// Out.ColorSpec += ColOut.ColorSpec;
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//}
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//apply material color
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Out.Color *= g_Material.Diffuse;
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Out.ColorSpec *= g_Material.Specular;
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// saturate
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Out.Color = min(1, Out.Color);
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Out.ColorSpec = min(1, Out.ColorSpec);
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//apply fog
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float d;
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if(bFogRange)
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d = length(P);
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else
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d = P.z;
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Out.Fog = 1.f * (iFogType == FOG_TYPE_NONE)
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+ 1.f/exp(d * fFogDensity) * (iFogType == FOG_TYPE_EXP)
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+ 1.f/exp(pow(d * fFogDensity, 2)) * (iFogType == FOG_TYPE_EXP2)
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+ saturate((fFogEnd - d)/(fFogEnd - fFogStart)) * (iFogType == FOG_TYPE_LINEAR);
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return Out;
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}
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// Techniques
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//the technique for the programmable shader (simply sets the vertex shader)
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technique basic_with_shader
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{
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pass P0
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{
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SPECULARENABLE = (g_Material.Power > 0);
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FOGENABLE = (iFogType != FOG_TYPE_NONE);
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FOGCOLOR = (vFogColor);
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VertexShader = compile vs_2_0 vs_main();
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}
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}
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TEXTURE tex1;
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TEXTURE tex2;
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//Sampler for the diff mode
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sampler DiffSampler1 = sampler_state
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{
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Texture = (tex1);
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MinFilter = Point;
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MagFilter = Point;
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MipFilter = Point;
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AddressU = Wrap;
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AddressV = Wrap;
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AddressW = Wrap;
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MaxAnisotropy = 8;
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};
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sampler DiffSampler2 = sampler_state
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{
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Texture = (tex2);
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MinFilter = Point;
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MagFilter = Point;
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MipFilter = Point;
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AddressU = Wrap;
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AddressV = Wrap;
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AddressW = Wrap;
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MaxAnisotropy = 8;
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};
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bool bDiffSensitivity = false;
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//-----------------------------------------------------------------------------
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// Name: ps_diff()
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// Desc: Pixel shader for the diff mode
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// Tiny errors: green. Larger errors: yellow to red.
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//-----------------------------------------------------------------------------
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float4 ps_diff (float2 tcBase : TEXCOORD0) : COLOR
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{
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float E = length(tex2D(DiffSampler1, tcBase) - tex2D(DiffSampler2, tcBase))/sqrt(3);
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float4 C = float4(0.f,0.f,0.f,E);
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if(E > 0.f)
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{
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if(E <= 1.f/255.f)
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{
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if(bDiffSensitivity)
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{
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C = float4(0.f,1.f,0.f,E);
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}
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}
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else
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{
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C = lerp(float4(1.f,1.f,0.f,E), float4(1.f,0.f,0.f,E),E);
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}
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}
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return C;
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}
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//technique for the diff mode
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technique technique_diff
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{
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pass P0
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{
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PixelShader = compile ps_2_0 ps_diff();
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}
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}
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468
Shaders/fx/FixedFuncEMU.fx
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468
Shaders/fx/FixedFuncEMU.fx
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// FixedFuncEMU.fx
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// Copyright (c) 2005 Microsoft Corporation. All rights reserved.
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//
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struct VSSceneIn
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{
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float3 pos : POSITION; //position of the particle
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float3 norm : NORMAL; //velocity of the particle
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float2 tex : TEXTURE0; //tex coords
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};
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struct VSSceneOut
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{
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float4 pos : SV_Position; //position
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float2 tex : TEXTURE0; //texture coordinate
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float3 wPos : TEXTURE1; //world space pos
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float3 wNorm : TEXTURE2; //world space normal
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float4 colorD : COLOR0; //color for gouraud and flat shading
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float4 colorS : COLOR1; //color for specular
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float fogDist : FOGDISTANCE; //distance used for fog calculations
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float3 planeDist : SV_ClipDistance0; //clip distance for 3 planes
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};
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struct PSSceneIn
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{
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float4 pos : SV_Position; //position
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float2 tex : TEXTURE0; //texture coordinate
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float3 wPos : TEXTURE1; //world space pos
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float3 wNorm : TEXTURE2; //world space normal
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float4 colorD : COLOR0; //color for gouraud and flat shading
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float4 colorS : COLOR1; //color for specular
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float fogDist : FOGDISTANCE; //distance used for fog calculations
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};
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struct Light
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{
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float4 Position;
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float4 Diffuse;
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float4 Specular;
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float4 Ambient;
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float4 Atten;
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};
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#define FOGMODE_NONE 0
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#define FOGMODE_LINEAR 1
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#define FOGMODE_EXP 2
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#define FOGMODE_EXP2 3
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#define E 2.71828
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cbuffer cbLights
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{
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float4 g_clipplanes[3];
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Light g_lights[8];
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};
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cbuffer cbPerFrame
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{
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float4x4 g_mWorld;
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float4x4 g_mView;
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float4x4 g_mProj;
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float4x4 g_mInvProj;
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float4x4 g_mLightViewProj;
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};
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cbuffer cbPerTechnique
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{
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bool g_bEnableLighting = true;
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bool g_bEnableClipping = true;
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bool g_bPointScaleEnable = false;
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float g_pointScaleA;
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float g_pointScaleB;
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float g_pointScaleC;
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float g_pointSize;
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//fog params
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int g_fogMode = FOGMODE_NONE;
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float g_fogStart;
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float g_fogEnd;
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float g_fogDensity;
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float4 g_fogColor;
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};
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cbuffer cbPerViewChange
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{
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//viewport params
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float g_viewportHeight;
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float g_viewportWidth;
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float g_nearPlane;
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};
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cbuffer cbImmutable
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{
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float3 g_positions[4] =
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{
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float3( -0.5, 0.5, 0 ),
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float3( 0.5, 0.5, 0 ),
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float3( -0.5, -0.5, 0 ),
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float3( 0.5, -0.5, 0 ),
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};
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};
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Texture2D g_txDiffuse;
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Texture2D g_txProjected;
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SamplerState g_samLinear
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{
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Filter = MIN_MAG_MIP_LINEAR;
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AddressU = Clamp;
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AddressV = Clamp;
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};
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DepthStencilState DisableDepth
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{
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DepthEnable = FALSE;
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DepthWriteMask = ZERO;
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};
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DepthStencilState EnableDepth
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{
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DepthEnable = TRUE;
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DepthWriteMask = ALL;
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};
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struct ColorsOutput
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{
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float4 Diffuse;
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float4 Specular;
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};
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// camerPos = WorldView
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ColorsOutput CalcLighting( float3 worldNormal, float3 worldPos, float3 cameraPos )
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{
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ColorsOutput output = (ColorsOutput)0.0;
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for(int i=0; i<8; i++)
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{
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float3 toLight = g_lights[i].Position.xyz - worldPos;
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float lightDist = length( toLight );
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float fAtten = 1.0/dot( g_lights[i].Atten, float4(1,lightDist,lightDist*lightDist,0) );
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float3 lightDir = normalize( toLight );
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float3 halfAngle = normalize( normalize(-cameraPos) + lightDir );
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output.Diffuse += max(0,dot( lightDir, worldNormal ) * g_lights[i].Diffuse * fAtten) + g_lights[i].Ambient;
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output.Specular += max(0,pow( dot( halfAngle, worldNormal ), 64 ) * g_lights[i].Specular * fAtten );
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}
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return output;
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}
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//
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// VS for emulating fixed function pipeline
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//
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VSSceneOut VSScenemain(VSSceneIn input)
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{
|
||||
VSSceneOut output = (VSSceneOut)0.0;
|
||||
|
||||
//output our final position in clipspace
|
||||
float4 worldPos = mul( float4( input.pos, 1 ), g_mWorld );
|
||||
float4 cameraPos = mul( worldPos, g_mView ); //Save cameraPos for fog calculations
|
||||
output.pos = mul( cameraPos, g_mProj );
|
||||
|
||||
//save world pos for later
|
||||
output.wPos = worldPos;
|
||||
|
||||
//save the fog distance for later
|
||||
output.fogDist = cameraPos.z;
|
||||
|
||||
//find our clipping planes (fixed function clipping is done in world space)
|
||||
if( g_bEnableClipping )
|
||||
{
|
||||
worldPos.w = 1;
|
||||
|
||||
//calc the distance from the 3 clipping planes
|
||||
output.planeDist.x = dot( worldPos, g_clipplanes[0] );
|
||||
output.planeDist.y = dot( worldPos, g_clipplanes[1] );
|
||||
output.planeDist.z = dot( worldPos, g_clipplanes[2] );
|
||||
}
|
||||
else
|
||||
{
|
||||
output.planeDist.x = 1;
|
||||
output.planeDist.y = 1;
|
||||
output.planeDist.z = 1;
|
||||
}
|
||||
|
||||
//do gouraud lighting
|
||||
if( g_bEnableLighting )
|
||||
{
|
||||
float3 worldNormal = normalize( mul( input.norm, (float3x3)g_mWorld ) );
|
||||
output.wNorm = worldNormal;
|
||||
ColorsOutput cOut = CalcLighting( worldNormal, worldPos, cameraPos );
|
||||
output.colorD = cOut.Diffuse;
|
||||
output.colorS = cOut.Specular;
|
||||
}
|
||||
else
|
||||
{
|
||||
output.colorD = float4(1,1,1,1);
|
||||
}
|
||||
|
||||
//propogate texture coordinate
|
||||
output.tex = input.tex;
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
//
|
||||
// VS for rendering in screen space
|
||||
//
|
||||
PSSceneIn VSScreenSpacemain(VSSceneIn input)
|
||||
{
|
||||
PSSceneIn output = (PSSceneIn)0.0;
|
||||
|
||||
//output our final position
|
||||
output.pos.x = (input.pos.x / (g_viewportWidth/2.0)) -1;
|
||||
output.pos.y = -(input.pos.y / (g_viewportHeight/2.0)) +1;
|
||||
output.pos.z = input.pos.z;
|
||||
output.pos.w = 1;
|
||||
|
||||
//propogate texture coordinate
|
||||
output.tex = input.tex;
|
||||
output.colorD = float4(1,1,1,1);
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
//
|
||||
// GS for flat shaded rendering
|
||||
//
|
||||
|
||||
[maxvertexcount(3)]
|
||||
void GSFlatmain( triangle VSSceneOut input[3], inout TriangleStream<VSSceneOut> FlatTriStream )
|
||||
{
|
||||
VSSceneOut output;
|
||||
|
||||
//
|
||||
// Calculate the face normal
|
||||
//
|
||||
float3 faceEdgeA = input[1].wPos - input[0].wPos;
|
||||
float3 faceEdgeB = input[2].wPos - input[0].wPos;
|
||||
|
||||
//
|
||||
// Cross product
|
||||
//
|
||||
float3 faceNormal = cross(faceEdgeA, faceEdgeB);
|
||||
|
||||
//
|
||||
//calculate the face center
|
||||
//
|
||||
float3 faceCenter = (input[0].wPos + input[1].wPos + input[2].wPos)/3.0;
|
||||
|
||||
//find world pos and camera pos
|
||||
float4 worldPos = float4( faceCenter, 1 );
|
||||
float4 cameraPos = mul( worldPos, g_mView );
|
||||
|
||||
//do shading
|
||||
float3 worldNormal = normalize( faceNormal );
|
||||
ColorsOutput cOut = CalcLighting( worldNormal, worldPos, cameraPos );
|
||||
|
||||
for(int i=0; i<3; i++)
|
||||
{
|
||||
output = input[i];
|
||||
output.colorD = cOut.Diffuse;
|
||||
output.colorS = cOut.Specular;
|
||||
|
||||
FlatTriStream.Append( output );
|
||||
}
|
||||
FlatTriStream.RestartStrip();
|
||||
}
|
||||
|
||||
//
|
||||
// GS for point rendering
|
||||
//
|
||||
[maxvertexcount(12)]
|
||||
void GSPointmain( triangle VSSceneOut input[3], inout TriangleStream<VSSceneOut> PointTriStream )
|
||||
{
|
||||
VSSceneOut output;
|
||||
|
||||
//
|
||||
// Calculate the point size
|
||||
//
|
||||
//float fSizeX = (g_pointSize/g_viewportWidth)/4.0;
|
||||
float fSizeY = (g_pointSize/g_viewportHeight)/4.0;
|
||||
float fSizeX = fSizeY;
|
||||
|
||||
for(int i=0; i<3; i++)
|
||||
{
|
||||
output = input[i];
|
||||
|
||||
//find world pos and camera pos
|
||||
float4 worldPos = float4(input[i].wPos,1);
|
||||
float4 cameraPos = mul( worldPos, g_mView );
|
||||
|
||||
//find our size
|
||||
if( g_bPointScaleEnable )
|
||||
{
|
||||
float dEye = length( cameraPos.xyz );
|
||||
fSizeX = fSizeY = g_viewportHeight * g_pointSize *
|
||||
sqrt( 1.0f/( g_pointScaleA + g_pointScaleB*dEye + g_pointScaleC*(dEye*dEye) ) );
|
||||
}
|
||||
|
||||
//do shading
|
||||
if(g_bEnableLighting)
|
||||
{
|
||||
float3 worldNormal = input[i].wNorm;
|
||||
ColorsOutput cOut = CalcLighting( worldNormal, worldPos, cameraPos );
|
||||
|
||||
output.colorD = cOut.Diffuse;
|
||||
output.colorS = cOut.Specular;
|
||||
}
|
||||
else
|
||||
{
|
||||
output.colorD = float4(1,1,1,1);
|
||||
}
|
||||
|
||||
output.tex = input[i].tex;
|
||||
|
||||
//
|
||||
// Emit two new triangles
|
||||
//
|
||||
for(int i=0; i<4; i++)
|
||||
{
|
||||
float4 outPos = mul( worldPos, g_mView );
|
||||
output.pos = mul( outPos, g_mProj );
|
||||
float zoverNear = (outPos.z)/g_nearPlane;
|
||||
float4 posSize = float4( g_positions[i].x*fSizeX*zoverNear,
|
||||
g_positions[i].y*fSizeY*zoverNear,
|
||||
0,
|
||||
0 );
|
||||
output.pos += posSize;
|
||||
|
||||
PointTriStream.Append(output);
|
||||
}
|
||||
PointTriStream.RestartStrip();
|
||||
}
|
||||
}
|
||||
|
||||
//
|
||||
// Calculates fog factor based upon distance
|
||||
//
|
||||
float CalcFogFactor( float d )
|
||||
{
|
||||
float fogCoeff = 1.0;
|
||||
|
||||
if( FOGMODE_LINEAR == g_fogMode )
|
||||
{
|
||||
fogCoeff = (g_fogEnd - d)/(g_fogEnd - g_fogStart);
|
||||
}
|
||||
else if( FOGMODE_EXP == g_fogMode )
|
||||
{
|
||||
fogCoeff = 1.0 / pow( E, d*g_fogDensity );
|
||||
}
|
||||
else if( FOGMODE_EXP2 == g_fogMode )
|
||||
{
|
||||
fogCoeff = 1.0 / pow( E, d*d*g_fogDensity*g_fogDensity );
|
||||
}
|
||||
|
||||
return clamp( fogCoeff, 0, 1 );
|
||||
}
|
||||
|
||||
//
|
||||
// PS for rendering with clip planes
|
||||
//
|
||||
float4 PSScenemain(PSSceneIn input) : SV_Target
|
||||
{
|
||||
//calculate the fog factor
|
||||
float fog = CalcFogFactor( input.fogDist );
|
||||
|
||||
//calculate the color based off of the normal, textures, etc
|
||||
float4 normalColor = g_txDiffuse.Sample( g_samLinear, input.tex ) * input.colorD + input.colorS;
|
||||
|
||||
//calculate the color from the projected texture
|
||||
float4 cookieCoord = mul( float4(input.wPos,1), g_mLightViewProj );
|
||||
//since we don't have texldp, we must perform the w divide ourselves befor the texture lookup
|
||||
cookieCoord.xy = 0.5 * cookieCoord.xy / cookieCoord.w + float2( 0.5, 0.5 );
|
||||
float4 cookieColor = float4(0,0,0,0);
|
||||
if( cookieCoord.z > 0 )
|
||||
cookieColor = g_txProjected.Sample( g_samLinear, cookieCoord.xy );
|
||||
|
||||
//for standard light-modulating effects just multiply normalcolor and coookiecolor
|
||||
normalColor += cookieColor;
|
||||
|
||||
return fog * normalColor + (1.0 - fog)*g_fogColor;
|
||||
}
|
||||
|
||||
//
|
||||
// PS for rendering with alpha test
|
||||
//
|
||||
float4 PSAlphaTestmain(PSSceneIn input) : SV_Target
|
||||
{
|
||||
float4 color = g_txDiffuse.Sample( g_samLinear, input.tex ) * input.colorD;
|
||||
if( color.a < 0.5 )
|
||||
discard;
|
||||
return color;
|
||||
}
|
||||
|
||||
//
|
||||
// RenderSceneGouraud - renders gouraud-shaded primitives
|
||||
//
|
||||
technique10 RenderSceneGouraud
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader( CompileShader( vs_4_0, VSScenemain() ) );
|
||||
SetGeometryShader( NULL );
|
||||
SetPixelShader( CompileShader( ps_4_0, PSScenemain() ) );
|
||||
|
||||
SetDepthStencilState( EnableDepth, 0 );
|
||||
}
|
||||
}
|
||||
|
||||
//
|
||||
// RenderSceneFlat - renders flat-shaded primitives
|
||||
//
|
||||
technique10 RenderSceneFlat
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader( CompileShader( vs_4_0, VSScenemain() ) );
|
||||
SetGeometryShader( CompileShader( gs_4_0, GSFlatmain() ) );
|
||||
SetPixelShader( CompileShader( ps_4_0, PSScenemain() ) );
|
||||
|
||||
SetDepthStencilState( EnableDepth, 0 );
|
||||
}
|
||||
}
|
||||
|
||||
//
|
||||
// RenderScenePoint - replaces d3dfill_point
|
||||
//
|
||||
technique10 RenderScenePoint
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader( CompileShader( vs_4_0, VSScenemain() ) );
|
||||
SetGeometryShader( CompileShader( gs_4_0, GSPointmain() ) );
|
||||
SetPixelShader( CompileShader( ps_4_0, PSScenemain() ) );
|
||||
|
||||
SetDepthStencilState( EnableDepth, 0 );
|
||||
}
|
||||
}
|
||||
|
||||
//
|
||||
// RenderScreneSpace - shows how to render something in screenspace
|
||||
//
|
||||
technique10 RenderScreenSpaceAlphaTest
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader( CompileShader( vs_4_0, VSScreenSpacemain() ) );
|
||||
SetGeometryShader( NULL );
|
||||
SetPixelShader( CompileShader( ps_4_0, PSAlphaTestmain() ) );
|
||||
|
||||
SetDepthStencilState( DisableDepth, 0 );
|
||||
}
|
||||
}
|
||||
|
||||
//
|
||||
// RenderScreneSpace - shows how to render something in screenspace
|
||||
//
|
||||
technique10 RenderTextureOnly
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
SetVertexShader( CompileShader( vs_4_0, VSScenemain() ) );
|
||||
SetGeometryShader( NULL );
|
||||
SetPixelShader( CompileShader( ps_4_0, PSScenemain() ) );
|
||||
|
||||
SetDepthStencilState( EnableDepth, 0 );
|
||||
}
|
||||
}
|
||||
|
@ -100,7 +100,6 @@ VS_OUTPUT_BUMP LandBumpVS(
|
||||
Output.LandBumpDiffuse = vDiffuse2 * .5f;
|
||||
Output.LandBumpDiffuse.a = 1.0f;
|
||||
|
||||
//Output.LandDiffuse
|
||||
Output.LandDiffuse.rgb = vDiffuse;
|
||||
Output.LandDiffuse.a = 1.0f;
|
||||
|
||||
|
@ -32,7 +32,7 @@ float4 MainPS(const PS_INPUT input) : COLOR0
|
||||
// C26: {minfog, maxfog, 1.0f / (maxfog - minfog), 1.0}
|
||||
|
||||
float4 const44 : register(c44);
|
||||
matrix<float, 4, 4> matWorld : WorldViewProjectionTranspose : register(c2);
|
||||
matrix<float, 4, 4> matWorld : OceanWorldViewProjection : register(c2);
|
||||
float4 fog : register (c26);
|
||||
texture tex0;
|
||||
texture tex1;
|
||||
|
Loading…
Reference in New Issue
Block a user