2016-04-04 02:32:57 +00:00
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#include "CModelShaders.hpp"
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namespace urde
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{
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2016-04-04 19:34:54 +00:00
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static const char* LightingHLSL =
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"struct Light\n"
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"{\n"
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" float4 pos;\n"
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" float4 dir;\n"
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" float4 color;\n"
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" float4 linAtt;\n"
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" float4 angAtt;\n"
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"};\n"
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"\n"
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"cbuffer LightingUniform : register(b2)\n"
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"{\n"
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" Light lights[" _XSTR(URDE_MAX_LIGHTS) "];\n"
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" float4 ambient;\n"
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2016-07-21 05:21:45 +00:00
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" float4 colorReg0;\n"
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" float4 colorReg1;\n"
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" float4 colorReg2;\n"
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2016-04-04 19:34:54 +00:00
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"};\n"
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"\n"
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"static float4 LightingFunc(float4 mvPosIn, float4 mvNormIn)\n"
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"{\n"
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" float4 ret = ambient;\n"
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" \n"
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" for (int i=0 ; i<" _XSTR(URDE_MAX_LIGHTS) " ; ++i)\n"
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" {\n"
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" float3 delta = mvPosIn.xyz - lights[i].pos.xyz;\n"
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" float dist = length(delta);\n"
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" float angDot = saturate(dot(normalize(delta), lights[i].dir.xyz));\n"
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" float att = 1.0 / (lights[i].linAtt[2] * dist * dist +\n"
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" lights[i].linAtt[1] * dist +\n"
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" lights[i].linAtt[0]);\n"
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" float angAtt = lights[i].angAtt[2] * angDot * angDot +\n"
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" lights[i].angAtt[1] * angDot +\n"
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" lights[i].angAtt[0];\n"
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" ret += lights[i].color * saturate(angAtt) * att * saturate(dot(normalize(-delta), mvNormIn.xyz));\n"
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" }\n"
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" \n"
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" return saturate(ret);\n"
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"}\n";
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2016-08-01 04:35:42 +00:00
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static const char* ThermalPostHLSL =
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"cbuffer ThermalUniform : register(b2)\n"
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"{\n"
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" float4 mulColor;\n"
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" float4 addColor;\n"
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"};\n"
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"float4 ThermalPostFunc(in VertToFrag vtf, float4 colorIn)\n"
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"{\n"
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2016-08-03 23:16:31 +00:00
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" return float4(extTex7.Sample(samp, vtf.extTcgs[0]).rrr * mulColor.rgb + addColor.rgb, 1.0);\n"
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2016-08-01 04:35:42 +00:00
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"}\n"
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"\n";
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2016-04-04 02:32:57 +00:00
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hecl::Runtime::ShaderCacheExtensions
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CModelShaders::GetShaderExtensionsHLSL(boo::IGraphicsDataFactory::Platform plat)
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{
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hecl::Runtime::ShaderCacheExtensions ext(plat);
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2016-08-01 04:35:42 +00:00
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/* Normal lit shading */
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ext.registerExtensionSlot({LightingHLSL, "LightingFunc"}, {}, 0, nullptr, 0, nullptr,
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hecl::Backend::BlendFactor::Original, hecl::Backend::BlendFactor::Original);
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/* Thermal Visor shading */
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ext.registerExtensionSlot({}, {ThermalPostHLSL, "ThermalPostFunc"}, 0, nullptr, 1, ThermalTextures,
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hecl::Backend::BlendFactor::One, hecl::Backend::BlendFactor::One);
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2016-04-04 02:32:57 +00:00
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return ext;
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}
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}
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