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https://bitbucket.org/CPMADevs/cnq3
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removed the GRP's depth pre-pass pixel shader
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7879e7d26a
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3 changed files with 3 additions and 16 deletions
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@ -163,7 +163,7 @@ void World::Init()
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// it wouldn't make sense going any further instead of trying a visibility buffer approach
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GraphicsPipelineDesc desc("Z pre-pass", zppRootSignature);
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desc.vertexShader = ShaderByteCode(g_zpp_vs);
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desc.pixelShader = ShaderByteCode(g_zpp_ps);
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// @NOTE: we don't have a pixel shader
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desc.vertexLayout.AddAttribute(0, ShaderSemantic::Position, DataType::Float32, 3, 0);
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desc.depthStencil.depthComparison = ComparisonFunction::GreaterEqual;
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desc.depthStencil.depthStencilFormat = TextureFormat::Depth32_Float;
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@ -1,6 +1,6 @@
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/*
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===========================================================================
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Copyright (C) 2023 Gian 'myT' Schellenbaum
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Copyright (C) 2023-2024 Gian 'myT' Schellenbaum
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This file is part of Challenge Quake 3 (CNQ3).
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@ -21,8 +21,6 @@ along with Challenge Quake 3. If not, see <https://www.gnu.org/licenses/>.
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// depth pre-pass
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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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@ -35,14 +33,3 @@ float4 vs(float4 position : POSITION) : SV_Position
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return mul(projectionMatrix, positionVS);
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}
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#endif
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#if PIXEL_SHADER
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void ps()
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{
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}
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#endif
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@ -757,6 +757,7 @@ void ProcessBuildGRP()
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targetPS = "ps_6_0";
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targetCS = "cs_6_0";
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CompileVertexShader("depth_pre_pass.h", "depth_pre_pass.hlsl", "zpp");
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CompileVertexShader("fog.h", "fog_inside.hlsl", "fog");
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CompilePixelShader(1, "fog_inside.h", "fog_inside.hlsl", "fog_inside");
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CompilePixelShader(1, "fog_outside.h", "fog_outside.hlsl", "fog_outside");
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@ -777,7 +778,6 @@ void ProcessBuildGRP()
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CompileGraphics(1, "imgui.h", "imgui.hlsl", "imgui");
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CompileGraphics(1, "nuklear.h", "nuklear.hlsl", "nuklear");
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CompileGraphics(1, "ui.h", "ui.hlsl", "ui");
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CompileGraphics(1, "depth_pre_pass.h", "depth_pre_pass.hlsl", "zpp");
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CompileGraphics(1, "dynamic_light.h", "dynamic_light.hlsl", "dl");
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CompileGraphics(1, "blit.h", "blit.hlsl", "blit");
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CompileGraphics(1, "im3d_points.h", "im3d.hlsl", "im3d_points", 1, 1, "-D POINTS=1", "-D POINTS=1");
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