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Implement CWorldShadow and texture clamp mode
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@@ -30,7 +30,7 @@ static const char* LightingHLSL =
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" Fog fog;\n"
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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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"static float4 LightingFunc(float4 mvPosIn, float4 mvNormIn, in VertToFrag vtf)\n"
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"{\n"
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" float4 ret = ambient;\n"
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" \n"
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@@ -51,6 +51,66 @@ static const char* LightingHLSL =
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" return saturate(ret);\n"
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"}\n";
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static const char* LightingShadowHLSL =
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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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"struct Fog\n"
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"{\n"
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" float4 color;\n"
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" float rangeScale;\n"
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" float start;\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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" float4 colorReg0;\n"
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" float4 colorReg1;\n"
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" float4 colorReg2;\n"
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" float4 mulColor;\n"
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" Fog fog;\n"
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"};\n"
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"\n"
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"static float4 LightingShadowFunc(float4 mvPosIn, float4 mvNormIn, in VertToFrag vtf)\n"
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"{\n"
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" float4 ret = ambient;\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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" extTex0.Sample(clampSamp, vtf.extTcgs[0]).r;\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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static const char* MainPostHLSL =
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"static float4 MainPostFunc(in VertToFrag vtf, float4 colorIn)\n"
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"{\n"
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@@ -173,6 +233,12 @@ CModelShaders::GetShaderExtensionsHLSL(boo::IGraphicsDataFactory::Platform plat)
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hecl::Backend::ZTest::Equal,
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false, false, false, true);
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/* World shadow shading (modified lighting) */
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ext.registerExtensionSlot({LightingShadowHLSL, "LightingShadowFunc"}, {MainPostHLSL, "MainPostFunc"},
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0, nullptr, 1, WorldShadowTextures, hecl::Backend::BlendFactor::Original,
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hecl::Backend::BlendFactor::Original, hecl::Backend::ZTest::Original,
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false, false, false, true);
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return ext;
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}
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