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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float3 normal: NORMAL;
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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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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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//attribute vec2 v_texcoord;
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//uniform vec3 e_light_dir;
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//uniform vec3 e_light_mul;
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//uniform vec3 e_light_ambient;
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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.light = e_light_ambient + (dot(inp.normal,e_light_dir)*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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Texture2D shaderTexture[4]; //diffuse, lower, upper, fullbright
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SamplerState SampleType;
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//uniform vec4 e_colourident;
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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 = shaderTexture[0].Sample(SampleType, inp.tc);
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2014-03-30 08:55:06 +00:00
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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 (!(col.a MASKOP MASK))
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discard;
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#endif
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2012-11-27 03:23:19 +00:00
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#ifdef UPPER
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float4 uc = shaderTexture[2].Sample(SampleType, inp.tc);
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col.rgb = mix(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 = shaderTexture[1].Sample(SampleType, inp.tc);
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col.rgb = mix(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 = shaderTexture[3].Sample(SampleType, 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;
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// return fog4(col * e_colourident);
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}
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#endif
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