73 lines
2.5 KiB
Plaintext
73 lines
2.5 KiB
Plaintext
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#include <config.cg>
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#include <globals.cg>
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struct VertexOut
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{
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FragmentParameters params;
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float4 screenSpacePosition : POSITION;
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};
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VertexOut vmain(__in(float4, localSpacePosition, POSITION)
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__in_opt(half4, vertexColor, COLOR)
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__in_opt(float3, localSpaceNormal, NORMAL)
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__in_opt(float4, localSpaceTangent, SEMANTIC_TANGENT)
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__in_opt(float4, vertexTexcoord0, TEXCOORD0)
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__in_opt(float4, vertexTexcoord1, TEXCOORD1)
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__in_opt(float4, vertexTexcoord2, TEXCOORD2)
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__in_opt(float4, vertexTexcoord3, TEXCOORD3)
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, __in(float3, instancePosition, TEXCOORD8)
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, __in(float4, instanceVelocity, TEXCOORD9)
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)
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{
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VertexOut vout;
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float4x4 modelMatrix = g_modelMatrix;
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/*
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#if RENDERER_INSTANCED
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modelMatrix = transpose(float4x4(float4(instanceNormalX, 0), float4(instanceNormalY, 0), float4(instanceNormalZ, 0), float4(instanceOffset, 1)));
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#else
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modelMatrix = g_modelMatrix;
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#endif*/
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float4 worldSpacePos = float4(0.05,0.05,0.05,1)*localSpacePosition.xyzw;//mul( modelMatrix, localSpacePosition);
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worldSpacePos.xyz += instancePosition.xyz;
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float4x4 vpm = mul(g_projMatrix, g_viewMatrix);
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vout.screenSpacePosition = mul(vpm, worldSpacePos);
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vout.params.worldSpacePosition = mul(modelMatrix, localSpacePosition).xyz;
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vout.params.worldSpaceNormal = normalize(mul(modelMatrix, float4(localSpaceNormal, 0)).xyz);
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vout.params.worldSpaceTangent = normalize(mul(modelMatrix, float4(localSpaceTangent.xyz, 0)).xyz);
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vout.params.worldSpaceBinormal = cross(vout.params.worldSpaceNormal, vout.params.worldSpaceTangent) * localSpaceTangent.w;
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vout.params.texcoord0 = vertexTexcoord0;
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vout.params.texcoord1 = vertexTexcoord1;
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vout.params.texcoord2 = vertexTexcoord2;
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#if !defined (RENDERER_WIN8ARM)
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vout.params.texcoord3 = vertexTexcoord3;
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#endif
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/*
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vout.params.color.xyz = saturate((instanceVelocity.xyz / float3(6,6,6)) + float3(1,1,1));
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vout.params.color.w = 1;
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if(instanceVelocity.w > 0.75)
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vout.params.color *= float4(1,0,0,1);
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else if(instanceVelocity.w > 0.5)
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vout.params.color *= float4(1,0,1,1);
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else if(instanceVelocity.w > 0.25)
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vout.params.color *= float4(0,1,1,1);
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else
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vout.params.color *= float4(0,0,1,1);
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*/
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//simpler colors for debugging
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vout.params.color.xyz = float3(1*instanceVelocity.w,0,0);
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vout.params.color.w = 1;
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return vout;
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}
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