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https://github.com/ncblakely/GiantsTools
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Shader mostly working apart from specular
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@ -213,7 +213,7 @@
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</ItemGroup>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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<PropertyGroup>
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<PostBuildEvent Condition='$(Configuration)' == 'Release'>xcopy /DY "$(TargetPath)" "$(GIANTS_PATH)\$(TargetFileName)*"</PostBuildEvent>
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<PostBuildEvent Condition="'$(Configuration)' == 'Release'">xcopy /DY "$(TargetPath)" "$(GIANTS_PATH)\$(TargetFileName)*"</PostBuildEvent>
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</PropertyGroup>
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<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
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Other similar extension points exist, see Microsoft.Common.targets.
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@ -16,13 +16,6 @@
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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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@ -40,7 +33,7 @@
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#define TEXGEN_TYPE_CAMERASPACEREFLECTIONVECTOR 3
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#define TEXGEN_NUM_TYPES 4
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#define MAX_DIRECTIONAL_LIGHTS 3
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// Structs and variables with default values
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@ -57,14 +50,11 @@ 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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float4 DirectionalLightAmbient[MAX_DIRECTIONAL_LIGHTS] : DirectionalLightAmbient;
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float4 DirectionalLightDiffuse[MAX_DIRECTIONAL_LIGHTS] : DirectionalLightDiffuse;
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float3 DirectionalLightDirection[MAX_DIRECTIONAL_LIGHTS] : DirectionalLightDirection;
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bool DirectionalLightEnabled[MAX_DIRECTIONAL_LIGHTS] : DirectionalLightEnabled;
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float4 DirectionalLightSpecular[MAX_DIRECTIONAL_LIGHTS] : DirectionalLightSpecular;
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struct Material
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{
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@ -75,34 +65,12 @@ struct Material
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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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@ -120,31 +88,65 @@ struct COLOR_PAIR
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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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float4 CalculateAmbientLight()
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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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float4 ambient = 0;
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for (int i = 0; i < MAX_DIRECTIONAL_LIGHTS; i++)
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{
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if (DirectionalLightEnabled[i])
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{
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ambient += DirectionalLightAmbient[i];
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}
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}
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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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return g_Material.Ambient * ambient;
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}
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COLOR_PAIR DoDirectionalLight(float3 N, int i)
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{
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COLOR_PAIR Out;
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float NdotL = dot(N, -DirectionalLightDirection[i]);
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Out.Color = 0; // g_Material.Ambient* 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 += max(0, NdotL * DirectionalLightDiffuse[i]); //+ (g_Material.Ambient * DirectionalLightAmbient[i]);
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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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COLOR_PAIR ComputeLighting(float3 N)
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{
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COLOR_PAIR finalResult = (COLOR_PAIR)0;
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for (int i = 0; i < MAX_DIRECTIONAL_LIGHTS; i++)
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{
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COLOR_PAIR lightResult = (COLOR_PAIR)0;
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if (DirectionalLightEnabled[i])
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{
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lightResult = DoDirectionalLight(N, i);
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}
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finalResult.Color += lightResult.Color;
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finalResult.ColorSpec += lightResult.ColorSpec;
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}
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float4 ambient = g_Material.Ambient * CalculateAmbientLight();
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float4 diffuse = g_Material.Diffuse * finalResult.Color;
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float4 specular = g_Material.Specular * finalResult.ColorSpec;
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finalResult.Color = saturate(ambient + diffuse);
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finalResult.ColorSpec = saturate(specular);
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return finalResult;
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}
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//-----------------------------------------------------------------------------
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@ -197,12 +199,9 @@ VS_OUTPUT vs_main (float4 vPosition : POSITION0,
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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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//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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@ -212,16 +211,10 @@ VS_OUTPUT vs_main (float4 vPosition : POSITION0,
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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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float3 N = mul(vNormal, (float3x3)matWorld);
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COLOR_PAIR lighting = ComputeLighting(N);
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////point lights
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//for(int i = 0; i < iLightPointNum; i++)
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@ -231,23 +224,12 @@ VS_OUTPUT vs_main (float4 vPosition : POSITION0,
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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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Out.Color = lighting.Color;
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Out.ColorSpec = lighting.ColorSpec;
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//apply fog
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float3 P = mul(matWorldView, vPosition); //position in view space
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float d;
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if(bFogRange)
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d = length(P);
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@ -126,7 +126,9 @@ struct ColorsOutput
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float4 Specular;
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};
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// camerPos = WorldView
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// cameraPos = WorldView
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// worldNormal = inputNormal * World
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// worldPos = inputPos * World
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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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@ -13,12 +13,12 @@ float4x4 g_TexGenTransform0 : TexGenTransform0;
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float4x4 g_TexGenTransform1 : TexGenTransform1;
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float4x4 g_ShoreGen : TexGenTransform2;
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float4 g_LightDiffuseColors[MAX_LIGHTS] : EffectLightColors;
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float3 g_LightPositions[MAX_LIGHTS] : EffectLightPositions;
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float g_LightRangeSquared[MAX_LIGHTS] : EffectLightRanges;
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float4 g_LightDiffuseColors[MAX_LIGHTS] : PointLightDiffuse;
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float3 g_LightPositions[MAX_LIGHTS] : PointLightPosition;
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float g_LightRangeSquared[MAX_LIGHTS] : PointLightRange;
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bool g_LightEnabled[MAX_LIGHTS] : PointLightEnabled;
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float4 g_TextureFactor : TextureFactor;
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int g_NumLights = 0;
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//////////////////////////////////////////////////////
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@ -125,20 +125,23 @@ float4 LandBumpPS(VS_OUTPUT_BUMP input) : COLOR0
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normalMap = saturate((float4)dot((float3)normal, (float3)normalcol)).xyz;
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float3 finalColor = 2.0 * (normalMap * (tex2D(g_LandTextureSampler, input.LandTextureUV)) + input.LandBumpDiffuse);
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for (int i = 0; i < g_NumLights; i++)
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for (int i = 0; i < MAX_LIGHTS; i++)
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{
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// Get light direction for this fragment
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float3 lightDir = normalize(input.WorldPos - g_LightPositions[i]); // per pixel diffuse lighting
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if (g_LightEnabled[i])
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{
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// Get light direction for this fragment
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float3 lightDir = normalize(input.WorldPos - g_LightPositions[i]); // per pixel diffuse lighting
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// Note: Non-uniform scaling not supported
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float diffuseLighting = saturate(dot(input.Normal, -lightDir));
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// Note: Non-uniform scaling not supported
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float diffuseLighting = saturate(dot(input.Normal, -lightDir));
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// Introduce fall-off of light intensity
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diffuseLighting *= (g_LightRangeSquared[i] / dot(g_LightPositions[i] - input.WorldPos, g_LightPositions[i] - input.WorldPos));
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// Introduce fall-off of light intensity
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diffuseLighting *= (g_LightRangeSquared[i] / dot(g_LightPositions[i] - input.WorldPos, g_LightPositions[i] - input.WorldPos));
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float4 diffuseColor = diffuseLighting * g_LightDiffuseColors[i];
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float4 diffuseColor = diffuseLighting * g_LightDiffuseColors[i];
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finalColor += diffuseColor;
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finalColor += diffuseColor;
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}
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}
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return float4(finalColor, 1);
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@ -193,20 +196,23 @@ float4 LandscapePS(VS_OUTPUT input) : COLOR0
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{
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float4 finalColor = 0;
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for (int i = 0; i < g_NumLights; i++)
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for (int i = 0; i < MAX_LIGHTS; i++)
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{
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// Get light direction for this fragment
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float3 lightDir = normalize(input.WorldPos - g_LightPositions[i]); // per pixel diffuse lighting
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if (g_LightEnabled[i])
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{
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// Get light direction for this fragment
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float3 lightDir = normalize(input.WorldPos - g_LightPositions[i]); // per pixel diffuse lighting
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// Note: Non-uniform scaling not supported
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float diffuseLighting = saturate(dot(input.Normal, -lightDir));
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// Note: Non-uniform scaling not supported
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float diffuseLighting = saturate(dot(input.Normal, -lightDir));
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// Introduce fall-off of light intensity
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diffuseLighting *= (g_LightRangeSquared[i] / dot(g_LightPositions[i] - input.WorldPos, g_LightPositions[i] - input.WorldPos));
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// Introduce fall-off of light intensity
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diffuseLighting *= (g_LightRangeSquared[i] / dot(g_LightPositions[i] - input.WorldPos, g_LightPositions[i] - input.WorldPos));
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float4 diffuseColor = diffuseLighting * g_LightDiffuseColors[i];
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float4 diffuseColor = diffuseLighting * g_LightDiffuseColors[i];
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finalColor += diffuseColor;
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finalColor += diffuseColor;
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}
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}
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float3 texel = tex2D(g_LandTextureSampler, input.TextureUV);
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