79 lines
1.6 KiB
HLSL
79 lines
1.6 KiB
HLSL
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!!permu FRAMEBLEND
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!!permu UPPERLOWER
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struct a2v
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{
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float3 pos: POSITION0;
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#ifdef FRAMEBLEND
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float3 pos2: POSITION1;
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#endif
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float2 tc: TEXCOORD0;
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float3 normal: NORMAL;
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};
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struct v2f
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{
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#ifndef FRAGMENT_SHADER
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float4 pos: POSITION;
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#endif
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float2 tc: TEXCOORD0;
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float3 light: TEXCOORD1;
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};
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//#include <ftedefs.h>
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#ifdef VERTEX_SHADER
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float3 e_light_dir;
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float3 e_light_mul;
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float3 e_light_ambient;
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float2 e_vblend;
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float4x4 m_model;
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float4x4 m_view;
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float4x4 m_projection;
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v2f main (a2v inp)
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{
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v2f outp;
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float4 pos;
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#ifdef FRAMEBLEND
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pos = float4(e_vblend.x*inp.pos + e_vblend.y*inp.pos2, 1);
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#else
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pos = float4(inp.pos, 1);
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#endif
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outp.pos = mul(m_model, pos);
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outp.pos = mul(m_view, outp.pos);
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outp.pos = mul(m_projection, outp.pos);
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float d = dot(inp.normal, e_light_dir);
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outp.light = e_light_ambient + (d * e_light_mul);
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outp.tc = inp.tc.xy;
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return outp;
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}
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#endif
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#ifdef FRAGMENT_SHADER
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float4 e_colourident;
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float3 e_uppercolour;
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float3 e_lowercolour;
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sampler s_diffuse; /*diffuse*/
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sampler s_upper; /*upper*/
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sampler s_lower; /*lower*/
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sampler s_fullbright; /*fullbright*/
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float4 main (v2f inp) : SV_TARGET
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{
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float4 col;
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col = tex2D(s_diffuse, inp.tc);
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#ifdef UPPER
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float4 uc = tex2D(s_upper, inp.tc);
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col.rgb += uc.rgb*e_uppercolour * uc.a;
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#endif
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#ifdef LOWER
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float4 lc = tex2D(s_lower, inp.tc);
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col.rgb += lc.rgb*e_lowercolour * lc.a;
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#endif
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col.rgb *= inp.light;
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#ifdef FULLBRIGHT
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float4 fb = tex2D(s_fullbright, inp.tc);
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col.rgb = mix(col.rgb, fb.rgb, fb.a);
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#endif
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return col * e_colourident;
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// return fog4(col * e_colourident);
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}
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#endif
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