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Updated RenderProgs_embedded.h
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3 changed files with 8174 additions and 8087 deletions
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@ -3,7 +3,7 @@ return
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-- includes
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"global.inc.hlsl",
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"skinning.inc.hlsl",
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"SMAA.inc.hlsl",
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"builtin/post/SMAA.inc.hlsl",
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"BRDF.inc.hlsl",
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-- shaders
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@ -34,8 +34,8 @@ If you have questions concerning this license or the applicable additional terms
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uniform sampler2D samp0 : register(s0); // texture 1 is the per-surface normal map
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uniform sampler2D samp1 : register(s1); // texture 3 is the per-surface specular or roughness/metallic/AO mixer map
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uniform sampler2D samp2 : register(s2); // texture 2 is the per-surface baseColor map
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uniform sampler2D samp3 : register(s3); // texture 4 is the light falloff texture
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uniform sampler2D samp4 : register(s4); // texture 5 is the light projection texture
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uniform sampler2D samp3 : register(s3); // texture 3 is the BRDF LUT
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uniform sampler2D samp4 : register(s4); // texture 4 is SSAO
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struct PS_IN {
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half4 position : VPOS;
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@ -79,7 +79,7 @@ void main( PS_IN fragment, out PS_OUT result )
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// RB: added abs
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half3 specularContribution = _half3( pow( abs( hDotN ), specularPower ) );
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half3 diffuseColor = diffuseMap * ( rpDiffuseModifier.xyz ) * 1.5f;
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half3 diffuseColor = diffuseMap * ( rpDiffuseModifier.xyz * 0.5f );
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half3 specularColor = specMap.xyz * specularContribution * ( rpSpecularModifier.xyz );
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// RB: http://developer.valvesoftware.com/wiki/Half_Lambert
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