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https://github.com/id-Software/DOOM-3-BFG.git
synced 2025-03-14 06:34:10 +00:00
Fixed lightgrid and envprobe debug drawing #662
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ea8b26162d
commit
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6 changed files with 17 additions and 13 deletions
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@ -35,7 +35,7 @@ Texture2D t_Atlas : register( t0 );
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SamplerState samp0 : register( s0 ); // texture 0 is octahedron cube map atlas
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struct PS_IN {
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float4 position : VPOS;
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float4 position : SV_Position;
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float3 texcoord0 : TEXCOORD0_centroid;
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float3 texcoord1 : TEXCOORD1_centroid;
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float4 color : COLOR0;
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@ -51,9 +51,9 @@ struct VS_IN {
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};
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struct VS_OUT {
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float4 position : POSITION;
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float3 texcoord0 : TEXCOORD0;
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float3 texcoord1 : TEXCOORD1;
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float4 position : SV_Position;
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float3 texcoord0 : TEXCOORD0_centroid;
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float3 texcoord1 : TEXCOORD1_centroid;
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float4 color : COLOR0;
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};
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// *INDENT-ON*
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@ -36,7 +36,7 @@ SamplerState samp0 : register( s0 ); // texture 0 is octahedron cube map
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struct PS_IN {
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float4 position : VPOS;
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float4 position : SV_Position;
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float3 texcoord0 : TEXCOORD0_centroid;
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float3 texcoord1 : TEXCOORD1_centroid;
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float4 color : COLOR0;
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@ -51,9 +51,9 @@ struct VS_IN {
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};
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struct VS_OUT {
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float4 position : POSITION;
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float3 texcoord0 : TEXCOORD0;
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float3 texcoord1 : TEXCOORD1;
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float4 position : SV_Position;
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float3 texcoord0 : TEXCOORD0_centroid;
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float3 texcoord1 : TEXCOORD1_centroid;
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float4 color : COLOR0;
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};
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// *INDENT-ON*
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@ -30,7 +30,11 @@ If you have questions concerning this license or the applicable additional terms
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// *INDENT-OFF*
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SamplerState samp0 : register(s0);
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SamplerState samp0 : register(s0 VK_DESCRIPTOR_SET( 0 ));
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struct VS_IN {
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float4 position : SV_Position;
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};
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struct PS_OUT {
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float4 color : SV_Target0;
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@ -40,4 +44,4 @@ struct PS_OUT {
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void main( out PS_OUT result )
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{
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result.color = rpColor;
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}
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}
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@ -31,7 +31,7 @@ If you have questions concerning this license or the applicable additional terms
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// *INDENT-OFF*
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#if USE_GPU_SKINNING
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cbuffer CB : register( b1 )
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cbuffer CB : register( b1 VK_DESCRIPTOR_SET( 0 ))
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{
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float4 matrices[408];
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};
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@ -46,7 +46,7 @@ struct VS_IN {
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};
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struct VS_OUT {
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float4 position : POSITION;
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float4 position : SV_Position;
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};
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// *INDENT-ON*
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@ -109,4 +109,4 @@ void main( VS_IN vertex, out VS_OUT result )
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result.position.z = dot4( vPos, rpMVPmatrixZ );
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result.position.w = dot4( vPos, rpMVPmatrixW );
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#endif
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}
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}
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