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Implement CFluidPlaneGPU for GPU-computed water ripples
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@@ -14,7 +14,7 @@ static const char* LightingHLSL =
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"};\n"
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"struct Fog\n"
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"{\n"
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" uint mode;\n"
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" int mode;\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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@@ -31,13 +31,13 @@ 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, in VertToFrag vtf)\n"
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"static float4 LightingFunc(float3 mvPosIn, float3 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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" 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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" float3 delta = mvPosIn - 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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@@ -46,7 +46,7 @@ static const char* LightingHLSL =
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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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" ret += lights[i].color * saturate(angAtt) * att * saturate(dot(normalize(-delta), mvNormIn));\n"
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" }\n"
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" \n"
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" return ret;\n"
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@@ -63,7 +63,7 @@ static const char* LightingShadowHLSL =
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"};\n"
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"struct Fog\n"
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"{\n"
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" uint mode;\n"
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" int mode;\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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@@ -80,11 +80,11 @@ static const char* LightingShadowHLSL =
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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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"static float4 LightingShadowFunc(float3 mvPosIn, float3 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[0].pos.xyz;\n"
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" float3 delta = mvPosIn - lights[0].pos.xyz;\n"
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" float dist = length(delta);\n"
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" float angDot = saturate(dot(normalize(delta), lights[0].dir.xyz));\n"
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" float att = 1.0 / (lights[0].linAtt[2] * dist * dist +\n"
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@@ -93,12 +93,12 @@ static const char* LightingShadowHLSL =
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" float angAtt = lights[0].angAtt[2] * angDot * angDot +\n"
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" lights[0].angAtt[1] * angDot +\n"
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" lights[0].angAtt[0];\n"
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" ret += lights[0].color * saturate(angAtt) * att * saturate(dot(normalize(-delta), mvNormIn.xyz)) *\n"
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" ret += lights[0].color * saturate(angAtt) * att * saturate(dot(normalize(-delta), mvNormIn)) *\n"
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" extTex7.Sample(clampSamp, vtf.extTcgs[0]).r;\n"
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" \n"
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" for (int i=1 ; 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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" float3 delta = mvPosIn - 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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@@ -107,7 +107,7 @@ static const char* LightingShadowHLSL =
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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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" ret += lights[i].color * saturate(angAtt) * att * saturate(dot(normalize(-delta), mvNormIn));\n"
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" }\n"
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" \n"
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" return ret;\n"
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