66 lines
1.2 KiB
HLSL
66 lines
1.2 KiB
HLSL
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//used for generating shadowmaps and stuff that draws nothing.
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struct a2v
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{
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float4 pos: POSITION;
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float3 normal: NORMAL;
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#ifdef MASK
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float4 tc: TEXCOORD0;
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#endif
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};
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struct v2f
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{
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float4 pos: SV_POSITION;
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#ifdef MASK
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float2 tc: TEXCOORD0;
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#endif
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};
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#include <ftedefs.h>
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#ifdef VERTEX_SHADER
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v2f main (a2v inp)
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{
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v2f outp;
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outp.pos = mul(m_model, inp.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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#ifdef MASK
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outp.tc = inp.tc.xy;
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#endif
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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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#ifdef MASK
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Texture2D shaderTexture[1];
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SamplerState SampleType[1];
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#endif
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#if LEVEL < 1000
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//pre dx10 requires that we ALWAYS write to a target.
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float4 main (v2f inp) : SV_TARGET
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#else
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//but on 10, it'll write depth automatically and we don't care about colour.
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void main (v2f inp) //dx10-level
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#endif
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{
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#ifdef MASK
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float alpha = shaderTexture[0].Sample(SampleType[0], inp.tc).a;
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#ifndef MASKOP
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#define MASKOP >= //drawn if (alpha OP ref) is true.
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#endif
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//support for alpha masking
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if (!(alpha MASKOP MASK))
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discard;
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#endif
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#if LEVEL < 1000
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return float4(0, 0, 0, 1);
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#endif
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}
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#endif
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