2019-09-25 03:25:59 +00:00
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/*
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===========================================================================
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2022-12-28 19:49:18 +00:00
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Copyright (C) 2023 Gian 'myT' Schellenbaum
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2019-09-25 03:25:59 +00:00
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This file is part of Challenge Quake 3 (CNQ3).
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Challenge Quake 3 is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Challenge Quake 3 is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Challenge Quake 3. If not, see <https://www.gnu.org/licenses/>.
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===========================================================================
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*/
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2022-12-28 19:49:18 +00:00
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// depth pre-pass
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2019-09-25 03:25:59 +00:00
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2022-12-28 19:49:18 +00:00
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#if VERTEX_SHADER
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cbuffer RootConstants
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{
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matrix modelViewMatrix;
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matrix projectionMatrix;
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};
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float4 vs(float4 position : POSITION) : SV_Position
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2019-09-25 03:25:59 +00:00
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{
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2022-12-28 19:49:18 +00:00
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float4 positionVS = mul(modelViewMatrix, float4(position.xyz, 1));
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return mul(projectionMatrix, positionVS);
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2019-09-25 03:25:59 +00:00
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}
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2022-12-28 19:49:18 +00:00
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#endif
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#if PIXEL_SHADER
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void ps()
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2019-09-25 03:25:59 +00:00
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{
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}
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2022-12-28 19:49:18 +00:00
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#endif
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