2012-11-27 03:23:19 +00:00
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struct a2v
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{
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float4 pos: POSITION;
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float4 tc: TEXCOORD0;
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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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float2 tc: TEXCOORD0;
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float2 lmtc: TEXCOORD1;
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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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outp.tc = inp.tc.xy;
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outp.lmtc = inp.tc.zw;
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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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Texture2D shaderTexture[2];
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SamplerState SampleType[2];
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float4 main (v2f inp) : SV_TARGET
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{
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2014-03-30 08:55:06 +00:00
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float4 tex = shaderTexture[0].Sample(SampleType[0], inp.tc);
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float4 lm = shaderTexture[1].Sample(SampleType[1], inp.lmtc);
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#ifdef MASK
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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 (!(tex.a MASKOP MASK))
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discard;
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#endif
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return tex * lm.bgra;
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2012-11-27 03:23:19 +00:00
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}
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#endif
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