mirror of https://github.com/AxioDL/metaforce.git
826 lines
26 KiB
C++
826 lines
26 KiB
C++
#include "shader_CFluidPlaneShader.hpp"
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static const char* VS =
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"struct VertData\n"
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"{\n"
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" float4 posIn : POSITION;\n"
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" float4 normalIn : NORMAL0;\n"
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" float4 binormalIn : NORMAL1;\n"
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" float4 tangentIn : NORMAL2;\n"
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" float4 colorIn : COLOR;\n"
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"};\n"
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"\n"
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"cbuffer FluidPlaneUniform : register(b0)\n"
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"{\n"
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" float4x4 mv;\n"
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" float4x4 mvNorm;\n"
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" float4x4 proj;\n"
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" float4x4 texMtxs[6];\n"
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"};\n"
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"\n"
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"struct VertToFrag\n"
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"{\n"
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" float4 pos : SV_Position;\n"
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" float4 mvPos : POSITION;\n"
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" float4 mvNorm : NORMAL;\n"
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" float4 mvBinorm : BINORMAL;\n"
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" float4 mvTangent : TANGENT;\n"
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" float4 color : COLOR;\n"
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" float2 uvs[7] : UV;\n"
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"};\n"
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"\n"
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"VertToFrag main(in VertData v)\n"
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"{\n"
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" VertToFrag vtf;\n"
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" float4 pos = float4(v.posIn.xyz, 1.0);\n"
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" float4 normalIn = v.normalIn;\n"
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" vtf.mvPos = mul(mv, pos);\n"
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" vtf.pos = mul(proj, vtf.mvPos);\n"
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" vtf.mvNorm = mul(mvNorm, v.normalIn);\n"
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" vtf.mvBinorm = mul(mvNorm, v.binormalIn);\n"
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" vtf.mvTangent = mul(mvNorm, v.tangentIn);\n"
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" vtf.color = float4(v.colorIn.xyz, 1.0);\n"
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" vtf.uvs[0] = mul(texMtxs[0], pos).xy;\n"
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" vtf.uvs[1] = mul(texMtxs[1], pos).xy;\n"
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" vtf.uvs[2] = mul(texMtxs[2], pos).xy;\n"
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"%s" // Additional TCGs here
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" return vtf;\n"
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"}\n";
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static const char* TessVS =
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"struct VertData\n"
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"{\n"
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" float4 posIn : POSITION;\n"
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" float4 outerLevelsIn : UV0;\n"
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" float2 innerLevelsIn : UV1;\n"
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"};\n"
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"\n"
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"struct VertToControl\n"
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"{\n"
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" float4 minMaxPos : POSITION;\n"
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" float4 outerLevels : OUTERLEVELS;\n"
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" float2 innerLevels : INNERLEVELS;\n"
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"};\n"
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"\n"
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"VertToControl main(in VertData v)\n"
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"{\n"
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" VertToControl vtc;\n"
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" vtc.minMaxPos = v.posIn;\n"
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" vtc.outerLevels = v.outerLevelsIn;\n"
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" vtc.innerLevels = v.innerLevelsIn;\n"
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" return vtc;\n"
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"}\n";
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static const char* TessCS =
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"struct VertToControl\n"
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"{\n"
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" float4 minMaxPos : POSITION;\n"
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" float4 outerLevels : OUTERLEVELS;\n"
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" float2 innerLevels : INNERLEVELS;\n"
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"};\n"
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"\n"
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"struct ControlToEvaluation\n"
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"{\n"
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" float4 minMaxPos : POSITION;\n"
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" float outerLevels[4] : SV_TessFactor;\n"
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" float innerLevels[2] : SV_InsideTessFactor;\n"
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"};\n"
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"\n"
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"struct ControlPoint\n"
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"{};\n"
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"\n"
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"ControlToEvaluation patchmain(InputPatch<VertToControl, 1> vtc, uint id : SV_PrimitiveID)\n"
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"{\n"
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" ControlToEvaluation cte;\n"
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" cte.minMaxPos = vtc[id].minMaxPos;\n"
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" for (int i=0 ; i<4 ; ++i)\n"
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" cte.outerLevels[i] = vtc[id].outerLevels[i];\n"
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" for (int i=0 ; i<2 ; ++i)\n"
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" cte.innerLevels[i] = vtc[id].innerLevels[i];\n"
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" return cte;\n"
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"}\n"
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"\n"
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"[domain(\"quad\")]\n"
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"[partitioning(\"integer\")]\n"
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"[outputtopology(\"triangle_cw\")]\n"
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"[outputcontrolpoints(1)]\n"
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"[patchconstantfunc(\"patchmain\")]\n"
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"ControlPoint main(InputPatch<VertToControl, 1> vtc, uint i : SV_OutputControlPointID, uint id : SV_PrimitiveID)\n"
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"{\n"
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" ControlPoint pt;\n"
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" return pt;\n"
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"}\n";
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static const char* TessES =
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"struct Ripple\n"
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"{\n"
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" float4 center; // time, distFalloff\n"
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" float4 params; // amplitude, lookupPhase, lookupTime\n"
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"};\n"
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"\n"
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"cbuffer FluidPlaneUniform : register(b0)\n"
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"{\n"
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" float4x4 mv;\n"
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" float4x4 mvNorm;\n"
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" float4x4 proj;\n"
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" float4x4 texMtxs[6];\n"
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" Ripple ripples[20];\n"
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" float4 colorMul;\n"
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" float rippleNormResolution;\n"
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"};\n"
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"\n"
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"struct VertToFrag\n"
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"{\n"
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" float4 pos : SV_Position;\n"
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" float4 mvPos : POSITION;\n"
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" float4 mvNorm : NORMAL;\n"
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" float4 mvBinorm : BINORMAL;\n"
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" float4 mvTangent : TANGENT;\n"
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" float4 color : COLOR;\n"
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" float2 uvs[7] : UV;\n"
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"};\n"
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"\n"
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"struct ControlToEvaluation\n"
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"{\n"
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" float4 minMaxPos : POSITION;\n"
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" float outerLevels[4] : SV_TessFactor;\n"
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" float innerLevels[2] : SV_InsideTessFactor;\n"
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"};\n"
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"\n"
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"struct ControlPoint\n"
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"{};\n"
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"\n"
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"Texture2D RippleMap : register(t%d);\n"
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"SamplerState samp : register(s2);\n"
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"\n"
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"static const float PI_X2 = 6.283185307179586;\n"
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"\n"
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"static void ApplyRipple(in Ripple ripple, in float2 pos, inout float height)\n"
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"{\n"
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" float dist = length(ripple.center.xy - pos);\n"
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" float rippleV = RippleMap.SampleLevel(samp, float2(dist * ripple.center.w, ripple.center.z), 0.0).r;\n"
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" height += rippleV * ripple.params.x * sin((dist * ripple.params.y + ripple.params.z) * PI_X2);\n"
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"}\n"
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"\n"
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"[domain(\"quad\")]\n"
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"VertToFrag main(in ControlToEvaluation cte, in float2 TessCoord : SV_DomainLocation,\n"
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" const OutputPatch<ControlPoint, 1> bezpatch)\n"
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"{\n"
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" float2 posIn = float2(lerp(cte.minMaxPos.x, cte.minMaxPos.z, TessCoord.x),\n"
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" lerp(cte.minMaxPos.y, cte.minMaxPos.w, TessCoord.y));\n"
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" float height = 0.0;\n"
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" float upHeight = 0.0;\n"
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" float downHeight = 0.0;\n"
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" float rightHeight = 0.0;\n"
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" float leftHeight = 0.0;\n"
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" for (int i=0 ; i<20 ; ++i)\n"
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" {\n"
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" ApplyRipple(ripples[i], posIn, height);\n"
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" ApplyRipple(ripples[i], posIn + float2(0.0, rippleNormResolution), upHeight);\n"
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" ApplyRipple(ripples[i], posIn - float2(0.0, rippleNormResolution), downHeight);\n"
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" ApplyRipple(ripples[i], posIn + float2(rippleNormResolution, 0.0), rightHeight);\n"
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" ApplyRipple(ripples[i], posIn - float2(rippleNormResolution, 0.0), leftHeight);\n"
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" }\n"
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" float4 normalIn = float4(normalize(float3((leftHeight - rightHeight),\n"
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" (downHeight - upHeight),\n"
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" rippleNormResolution)), 1.0);\n"
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" float4 binormalIn = float4(normalIn.x, normalIn.z, -normalIn.y, 1.0);\n"
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" float4 tangentIn = float4(normalIn.z, normalIn.y, -normalIn.x, 1.0);\n"
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" float4 pos = float4(posIn, height, 1.0);\n"
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" VertToFrag vtf;\n"
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" vtf.mvPos = mul(mv, pos);\n"
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" vtf.pos = mul(proj, vtf.mvPos);\n"
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" vtf.mvNorm = mul(mvNorm, normalIn);\n"
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" vtf.mvBinorm = mul(mvNorm, binormalIn);\n"
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" vtf.mvTangent = mul(mvNorm, tangentIn);\n"
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" vtf.color = max(height, 0.0) * colorMul;\n"
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" vtf.color.a = 1.0;\n"
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" vtf.uvs[0] = mul(texMtxs[0], pos).xy;\n"
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" vtf.uvs[1] = mul(texMtxs[1], pos).xy;\n"
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" vtf.uvs[2] = mul(texMtxs[2], pos).xy;\n"
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"%s\n" // Additional TCGs here
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" return vtf;\n"
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"}\n";
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static const char* FS =
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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" // Reappropriated for indirect texture scaling
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"{\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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" float indScale;\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 kColor0;\n"
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" float4 kColor1;\n"
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" float4 kColor2;\n"
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" float4 kColor3;\n"
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" Fog fog;\n"
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"};\n"
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"\n"
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"static float4 LightingFunc(float3 mvPosIn, float3 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 - lights[i].pos.xyz;\n"
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" float dist = length(delta);\n"
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" float angDot = clamp(dot(normalize(delta), lights[i].dir.xyz), 0.0, 1.0);\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 * clamp(angAtt, 0.0, 1.0) * att * clamp(dot(normalize(-delta), mvNormIn), 0.0, 1.0);\n"
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" }\n"
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" \n"
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" return ret;\n"
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"}\n"
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"\n"
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"struct VertToFrag\n"
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"{\n"
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" float4 pos : SV_Position;\n"
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" float4 mvPos : POSITION;\n"
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" float4 mvNorm : NORMAL;\n"
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" float4 mvBinorm : BINORMAL;\n"
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" float4 mvTangent : TANGENT;\n"
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" float4 color : COLOR;\n"
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" float2 uvs[7] : UV;\n"
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"};\n"
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"\n"
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"static float4 MainPostFunc(in VertToFrag vtf, float4 colorIn)\n"
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"{\n"
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" float fogZ, temp;\n"
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" switch (fog.mode)\n"
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" {\n"
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" case 2:\n"
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" fogZ = (-vtf.mvPos.z - fog.start) * fog.rangeScale;\n"
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" break;\n"
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" case 4:\n"
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" fogZ = 1.0 - exp2(-8.0 * (-vtf.mvPos.z - fog.start) * fog.rangeScale);\n"
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" break;\n"
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" case 5:\n"
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" temp = (-vtf.mvPos.z - fog.start) * fog.rangeScale;\n"
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" fogZ = 1.0 - exp2(-8.0 * temp * temp);\n"
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" break;\n"
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" case 6:\n"
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" fogZ = exp2(-8.0 * (fog.start + vtf.mvPos.z) * fog.rangeScale);\n"
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" break;\n"
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" case 7:\n"
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" temp = (fog.start + vtf.mvPos.z) * fog.rangeScale;\n"
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" fogZ = exp2(-8.0 * temp * temp);\n"
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" break;\n"
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" default:\n"
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" fogZ = 0.0;\n"
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" break;\n"
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" }\n"
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"#if %d\n"
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" return float4(lerp(colorIn, float4(0.0), saturate(fogZ)).rgb, colorIn.a);\n"
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"#else\n"
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" return float4(lerp(colorIn, fog.color, saturate(fogZ)).rgb, colorIn.a);\n"
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"#endif\n"
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"}\n"
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"\n"
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"SamplerState samp : register(s0);\n"
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"%s" // Textures here
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"float4 main(in VertToFrag vtf) : SV_Target0\n"
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"{\n"
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" float4 lighting = LightingFunc(vtf.mvPos.xyz, normalize(vtf.mvNorm.xyz));\n"
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" float4 colorOut;\n"
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"%s" // Combiner expression here
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" return MainPostFunc(vtf, colorOut);\n"
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"}\n";
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static const char* FSDoor =
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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" // Reappropriated for indirect texture scaling
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"{\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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" float indScale;\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 kColor0;\n"
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" float4 kColor1;\n"
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" float4 kColor2;\n"
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" float4 kColor3;\n"
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" Fog fog;\n"
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"};\n"
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"struct VertToFrag\n"
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"{\n"
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" float4 pos : SV_Position;\n"
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" float4 mvPos : POSITION;\n"
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" float4 mvNorm : NORMAL;\n"
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" float4 mvBinorm : BINORMAL;\n"
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" float4 mvTangent : TANGENT;\n"
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" float4 color : COLOR;\n"
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" float2 uvs[7] : UV;\n"
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"};\n"
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"\n"
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"SamplerState samp : register(s0);\n"
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"%s" // Textures here
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"float4 main(in VertToFrag vtf) : SV_Target0\n"
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"{\n"
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" float4 colorOut;\n"
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"%s" // Combiner expression here
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" return colorOut;\n"
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"}\n";
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static std::string _BuildFS(const SFluidPlaneShaderInfo& info)
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{
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std::string additionalTCGs;
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std::string textures;
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std::string combiner;
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int nextTex = 0;
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int nextTCG = 3;
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int nextMtx = 4;
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int bumpMapUv, envBumpMapUv, envMapUv, lightmapUv;
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if (info.m_hasPatternTex1)
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textures += hecl::Format("Texture2D patternTex1 : register(t%d);\n", nextTex++);
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if (info.m_hasPatternTex2)
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textures += hecl::Format("Texture2D patternTex2 : register(t%d);\n", nextTex++);
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if (info.m_hasColorTex)
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textures += hecl::Format("Texture2D colorTex : register(t%d);\n", nextTex++);
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if (info.m_hasBumpMap)
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textures += hecl::Format("Texture2D bumpMap : register(t%d);\n", nextTex++);
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if (info.m_hasEnvMap)
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textures += hecl::Format("Texture2D envMap : register(t%d);\n", nextTex++);
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if (info.m_hasEnvBumpMap)
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textures += hecl::Format("Texture2D envBumpMap : register(t%d);\n", nextTex++);
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if (info.m_hasLightmap)
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textures += hecl::Format("Texture2D lightMap : register(t%d);\n", nextTex++);
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if (info.m_hasBumpMap)
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{
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bumpMapUv = nextTCG;
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additionalTCGs += hecl::Format(" vtf.uvs[%d] = mul(texMtxs[0], pos).xy;\n", nextTCG++);
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}
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if (info.m_hasEnvBumpMap)
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{
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envBumpMapUv = nextTCG;
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additionalTCGs += hecl::Format(" vtf.uvs[%d] = mul(texMtxs[3], float4(normalIn.xyz, 1.0)).xy;\n", nextTCG++);
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}
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if (info.m_hasEnvMap)
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{
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envMapUv = nextTCG;
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additionalTCGs += hecl::Format(" vtf.uvs[%d] = mul(texMtxs[%d], pos).xy;\n", nextTCG++, nextMtx++);
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}
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if (info.m_hasLightmap)
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{
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lightmapUv = nextTCG;
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additionalTCGs += hecl::Format(" vtf.uvs[%d] = mul(texMtxs[%d], pos).xy;\n", nextTCG++, nextMtx++);
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}
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switch (info.m_type)
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{
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case EFluidType::NormalWater:
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case EFluidType::PhazonFluid:
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case EFluidType::Four:
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if (info.m_hasLightmap)
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{
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combiner += hecl::Format(" float4 lightMapTexel = lightMap.Sample(samp, vtf.uvs[%d]);\n", lightmapUv);
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// 0: Tex4TCG, Tex4, doubleLightmapBlend ? NULL : GX_COLOR1A1
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// ZERO, TEX, KONST, doubleLightmapBlend ? ZERO : RAS
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// Output reg 2
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// KColor 2
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if (info.m_doubleLightmapBlend)
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{
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// 1: Tex4TCG2, Tex4, GX_COLOR1A1
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// C2, TEX, KONST, RAS
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// Output reg 2
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// KColor 3
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// Tex * K2 + Lighting
|
|
combiner += " lighting += lerp(lightMapTexel * kColor2, lightMapTexel, kColor3);\n";
|
|
}
|
|
else
|
|
{
|
|
// mix(Tex * K2, Tex, K3) + Lighting
|
|
combiner += " lighting += lightMapTexel * kColor2;\n";
|
|
}
|
|
}
|
|
|
|
// Next: Tex0TCG, Tex0, GX_COLOR1A1
|
|
// ZERO, TEX, KONST, RAS
|
|
// Output reg prev
|
|
// KColor 0
|
|
|
|
// Next: Tex1TCG, Tex1, GX_COLOR0A0
|
|
// ZERO, TEX, PREV, RAS
|
|
// Output reg prev
|
|
|
|
// Next: Tex2TCG, Tex2, GX_COLOR1A1
|
|
// ZERO, TEX, hasTex4 ? C2 : RAS, PREV
|
|
// Output reg prev
|
|
|
|
// (Tex0 * kColor0 + Lighting) * Tex1 + VertColor + Tex2 * Lighting
|
|
if (info.m_hasPatternTex2)
|
|
{
|
|
if (info.m_hasPatternTex1)
|
|
combiner += " colorOut = (patternTex1.Sample(samp, vtf.uvs[0]) * kColor0 + lighting) *\n"
|
|
" patternTex2.Sample(samp, vtf.uvs[1]) + vtf.color;\n";
|
|
else
|
|
combiner += " colorOut = lighting * patternTex2.Sample(samp, vtf.uvs[1]) + vtf.color;\n";
|
|
}
|
|
else
|
|
{
|
|
combiner += " colorOut = vtf.color;\n";
|
|
}
|
|
|
|
|
|
if (info.m_hasColorTex && !info.m_hasEnvMap && info.m_hasEnvBumpMap)
|
|
{
|
|
// Make previous stage indirect, mtx0
|
|
combiner += hecl::Format(" float2 indUvs = (envBumpMap.Sample(samp, vtf.uvs[%d]).ra - float2(0.5, 0.5)) *\n"
|
|
" float2(fog.indScale, -fog.indScale);\n", envBumpMapUv);
|
|
combiner += " colorOut += colorTex.Sample(samp, indUvs + vtf.uvs[2]) * lighting;\n";
|
|
}
|
|
else if (info.m_hasEnvMap)
|
|
{
|
|
// Next: envTCG, envTex, NULL
|
|
// PREV, TEX, KONST, ZERO
|
|
// Output reg prev
|
|
// KColor 1
|
|
|
|
// Make previous stage indirect, mtx0
|
|
if (info.m_hasColorTex)
|
|
combiner += " colorOut += colorTex.Sample(samp, vtf.uvs[2]) * lighting;\n";
|
|
combiner += hecl::Format(" float2 indUvs = (envBumpMap.Sample(samp, vtf.uvs[%d]).ra - float2(0.5, 0.5)) *\n"
|
|
" float2(fog.indScale, -fog.indScale);\n", envBumpMapUv);
|
|
combiner += hecl::Format(" colorOut = lerp(colorOut, envMap.Sample(samp, indUvs + vtf.uvs[%d]), kColor1);\n",
|
|
envMapUv);
|
|
}
|
|
else if (info.m_hasColorTex)
|
|
{
|
|
combiner += " colorOut += colorTex.Sample(samp, vtf.uvs[2]) * lighting;\n";
|
|
}
|
|
|
|
break;
|
|
|
|
case EFluidType::PoisonWater:
|
|
if (info.m_hasLightmap)
|
|
{
|
|
combiner += hecl::Format(" float4 lightMapTexel = lightMap.Sample(samp, vtf.uvs[%d]);\n", lightmapUv);
|
|
// 0: Tex4TCG, Tex4, doubleLightmapBlend ? NULL : GX_COLOR1A1
|
|
// ZERO, TEX, KONST, doubleLightmapBlend ? ZERO : RAS
|
|
// Output reg 2
|
|
// KColor 2
|
|
if (info.m_doubleLightmapBlend)
|
|
{
|
|
// 1: Tex4TCG2, Tex4, GX_COLOR1A1
|
|
// C2, TEX, KONST, RAS
|
|
// Output reg 2
|
|
// KColor 3
|
|
// Tex * K2 + Lighting
|
|
combiner += " lighting += lerp(lightMapTexel * kColor2, lightMapTexel, kColor3);\n";
|
|
}
|
|
else
|
|
{
|
|
// mix(Tex * K2, Tex, K3) + Lighting
|
|
combiner += " lighting += lightMapTexel * kColor2;\n";
|
|
}
|
|
}
|
|
|
|
// Next: Tex0TCG, Tex0, GX_COLOR1A1
|
|
// ZERO, TEX, KONST, RAS
|
|
// Output reg prev
|
|
// KColor 0
|
|
|
|
// Next: Tex1TCG, Tex1, GX_COLOR0A0
|
|
// ZERO, TEX, PREV, RAS
|
|
// Output reg prev
|
|
|
|
// Next: Tex2TCG, Tex2, GX_COLOR1A1
|
|
// ZERO, TEX, hasTex4 ? C2 : RAS, PREV
|
|
// Output reg prev
|
|
|
|
// (Tex0 * kColor0 + Lighting) * Tex1 + VertColor + Tex2 * Lighting
|
|
if (info.m_hasPatternTex2)
|
|
{
|
|
if (info.m_hasPatternTex1)
|
|
combiner += " colorOut = (patternTex1.Sample(samp, vtf.uvs[0]) * kColor0 + lighting) *\n"
|
|
" patternTex2.Sample(samp, vtf.uvs[1]) + vtf.color;\n";
|
|
else
|
|
combiner += " colorOut = lighting * patternTex2.Sample(samp, vtf.uvs[1]) + vtf.color;\n";
|
|
}
|
|
else
|
|
{
|
|
combiner += " colorOut = vtf.color;\n";
|
|
}
|
|
|
|
if (info.m_hasColorTex)
|
|
{
|
|
if (info.m_hasEnvBumpMap)
|
|
{
|
|
// Make previous stage indirect, mtx0
|
|
combiner += hecl::Format(" float2 indUvs = (envBumpMap.Sample(samp, vtf.uvs[%d]).ra - float2(0.5, 0.5)) *\n"
|
|
" float2(fog.indScale, -fog.indScale);\n", envBumpMapUv);
|
|
combiner += " colorOut += colorTex.Sample(samp, indUvs + vtf.uvs[2]) * lighting;\n";
|
|
}
|
|
else
|
|
{
|
|
combiner += " colorOut += colorTex.Sample(samp, vtf.uvs[2]) * lighting;\n";
|
|
}
|
|
}
|
|
|
|
break;
|
|
|
|
case EFluidType::Lava:
|
|
// 0: Tex0TCG, Tex0, GX_COLOR0A0
|
|
// ZERO, TEX, KONST, RAS
|
|
// Output reg prev
|
|
// KColor 0
|
|
|
|
// 1: Tex1TCG, Tex1, GX_COLOR0A0
|
|
// ZERO, TEX, PREV, RAS
|
|
// Output reg prev
|
|
|
|
// 2: Tex2TCG, Tex2, NULL
|
|
// ZERO, TEX, ONE, PREV
|
|
// Output reg prev
|
|
|
|
// (Tex0 * kColor0 + VertColor) * Tex1 + VertColor + Tex2
|
|
if (info.m_hasPatternTex2)
|
|
{
|
|
if (info.m_hasPatternTex1)
|
|
combiner += " colorOut = (patternTex1.Sample(samp, vtf.uvs[0]) * kColor0 + vtf.color) *\n"
|
|
" patternTex2.Sample(samp, vtf.uvs[1]) + vtf.color;\n";
|
|
else
|
|
combiner += " colorOut = vtf.color * patternTex2.Sample(samp, vtf.uvs[1]) + vtf.color;\n";
|
|
}
|
|
else
|
|
{
|
|
combiner += " colorOut = vtf.color;\n";
|
|
}
|
|
|
|
if (info.m_hasColorTex)
|
|
combiner += " colorOut += colorTex.Sample(samp, vtf.uvs[2]);\n";
|
|
|
|
if (info.m_hasBumpMap)
|
|
{
|
|
// 3: bumpMapTCG, bumpMap, NULL
|
|
// ZERO, TEX, ONE, HALF
|
|
// Output reg 0, no clamp, no bias
|
|
|
|
// 4: bumpMapTCG2, bumpMap, NULL
|
|
// ZERO, TEX, ONE, C0
|
|
// Output reg 0, subtract, clamp, no bias
|
|
|
|
combiner += " float3 lightVec = lights[3].pos.xyz - vtf.mvPos.xyz;\n"
|
|
" float lx = dot(vtf.mvTangent.xyz, lightVec);\n"
|
|
" float ly = dot(vtf.mvBinorm.xyz, lightVec);\n";
|
|
combiner += hecl::Format(" float4 emboss1 = bumpMap.Sample(samp, vtf.uvs[%d]) + float4(0.5);\n"
|
|
" float4 emboss2 = bumpMap.Sample(samp, vtf.uvs[%d] + float2(lx, ly));\n",
|
|
bumpMapUv, bumpMapUv);
|
|
|
|
// 5: NULL, NULL, NULL
|
|
// ZERO, PREV, C0, ZERO
|
|
// Output reg prev, scale 2, clamp
|
|
|
|
// colorOut * clamp(emboss1 + 0.5 - emboss2, 0.0, 1.0) * 2.0
|
|
combiner += "colorOut *= clamp((emboss1 + float4(0.5) - emboss2) * float4(2.0), float4(0.0), float4(1.0));\n";
|
|
}
|
|
|
|
break;
|
|
|
|
case EFluidType::ThickLava:
|
|
// 0: Tex0TCG, Tex0, GX_COLOR0A0
|
|
// ZERO, TEX, KONST, RAS
|
|
// Output reg prev
|
|
// KColor 0
|
|
|
|
// 1: Tex1TCG, Tex1, GX_COLOR0A0
|
|
// ZERO, TEX, PREV, RAS
|
|
// Output reg prev
|
|
|
|
// 2: Tex2TCG, Tex2, NULL
|
|
// ZERO, TEX, ONE, PREV
|
|
// Output reg prev
|
|
|
|
// (Tex0 * kColor0 + VertColor) * Tex1 + VertColor + Tex2
|
|
if (info.m_hasPatternTex2)
|
|
{
|
|
if (info.m_hasPatternTex1)
|
|
combiner += " colorOut = (patternTex1.Sample(samp, vtf.uvs[0]) * kColor0 + vtf.color) *\n"
|
|
" patternTex2.Sample(samp, vtf.uvs[1]) + vtf.color;\n";
|
|
else
|
|
combiner += " colorOut = vtf.color * patternTex2.Sample(samp, vtf.uvs[1]) + vtf.color;\n";
|
|
}
|
|
else
|
|
{
|
|
combiner += " colorOut = vtf.color;\n";
|
|
}
|
|
|
|
if (info.m_hasColorTex)
|
|
combiner += " colorOut += colorTex.Sample(samp, vtf.uvs[2]);\n";
|
|
|
|
if (info.m_hasBumpMap)
|
|
{
|
|
// 3: bumpMapTCG, bumpMap, NULL
|
|
// ZERO, TEX, PREV, ZERO
|
|
// Output reg prev, scale 2
|
|
combiner += hecl::Format(" float4 emboss1 = bumpMap.Sample(samp, vtf.uvs[%d]) + float4(0.5);\n", bumpMapUv);
|
|
combiner += "colorOut *= emboss1 * float4(2.0);\n";
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
combiner += " colorOut.a = kColor0.a;\n";
|
|
|
|
char *finalFS;
|
|
asprintf(&finalFS, FS, int(info.m_additive), textures.c_str(), combiner.c_str());
|
|
std::string ret(finalFS);
|
|
free(finalFS);
|
|
return ret;
|
|
}
|
|
|
|
static std::string _BuildAdditionalTCGs(const SFluidPlaneShaderInfo& info)
|
|
{
|
|
std::string additionalTCGs;
|
|
int nextTCG = 3;
|
|
int nextMtx = 4;
|
|
|
|
if (info.m_hasBumpMap)
|
|
{
|
|
additionalTCGs += hecl::Format(" vtf.uvs[%d] = (texMtxs[0] * pos).xy;\n", nextTCG++);
|
|
}
|
|
if (info.m_hasEnvBumpMap)
|
|
{
|
|
additionalTCGs += hecl::Format(" vtf.uvs[%d] = (texMtxs[3] * vec4(normalIn.xyz, 1.0)).xy;\n", nextTCG++);
|
|
}
|
|
if (info.m_hasEnvMap)
|
|
{
|
|
additionalTCGs += hecl::Format(" vtf.uvs[%d] = (texMtxs[%d] * pos).xy;\n", nextTCG++, nextMtx++);
|
|
}
|
|
if (info.m_hasLightmap)
|
|
{
|
|
additionalTCGs += hecl::Format(" vtf.uvs[%d] = (texMtxs[%d] * pos).xy;\n", nextTCG, nextMtx);
|
|
}
|
|
|
|
return additionalTCGs;
|
|
}
|
|
|
|
static std::string _BuildVS(const SFluidPlaneShaderInfo& info, bool tessellation)
|
|
{
|
|
if (tessellation)
|
|
return TessVS;
|
|
|
|
std::string additionalTCGs = _BuildAdditionalTCGs(info);
|
|
|
|
char *finalVSs;
|
|
asprintf(&finalVSs, VS, additionalTCGs.c_str());
|
|
std::string ret(finalVSs);
|
|
free(finalVSs);
|
|
return ret;
|
|
}
|
|
template <>
|
|
std::string StageObject_CFluidPlaneShader<hecl::PlatformType::D3D11, hecl::PipelineStage::Vertex>::BuildShader
|
|
(const SFluidPlaneShaderInfo& in, bool tessellation)
|
|
{
|
|
return _BuildVS(in, tessellation);
|
|
}
|
|
|
|
template <>
|
|
std::string StageObject_CFluidPlaneShader<hecl::PlatformType::D3D11, hecl::PipelineStage::Fragment>::BuildShader
|
|
(const SFluidPlaneShaderInfo& in, bool tessellation)
|
|
{
|
|
return _BuildFS(in);
|
|
}
|
|
|
|
template <>
|
|
std::string StageObject_CFluidPlaneShader<hecl::PlatformType::D3D11, hecl::PipelineStage::Control>::BuildShader
|
|
(const SFluidPlaneShaderInfo& in, bool tessellation)
|
|
{
|
|
return TessCS;
|
|
}
|
|
|
|
static std::string BuildES(const SFluidPlaneShaderInfo& info)
|
|
{
|
|
int nextTex = 0;
|
|
if (info.m_hasPatternTex1)
|
|
nextTex++;
|
|
if (info.m_hasPatternTex2)
|
|
nextTex++;
|
|
if (info.m_hasColorTex)
|
|
nextTex++;
|
|
if (info.m_hasBumpMap)
|
|
nextTex++;
|
|
if (info.m_hasEnvMap)
|
|
nextTex++;
|
|
if (info.m_hasEnvBumpMap)
|
|
nextTex++;
|
|
if (info.m_hasLightmap)
|
|
nextTex++;
|
|
|
|
std::string additionalTCGs = _BuildAdditionalTCGs(info);
|
|
|
|
char *finalESs;
|
|
asprintf(&finalESs, TessES, nextTex, additionalTCGs.c_str());
|
|
std::string ret(finalESs);
|
|
free(finalESs);
|
|
|
|
return ret;
|
|
}
|
|
template <>
|
|
std::string StageObject_CFluidPlaneShader<hecl::PlatformType::D3D11, hecl::PipelineStage::Evaluation>::BuildShader
|
|
(const SFluidPlaneShaderInfo& in, bool tessellation)
|
|
{
|
|
return BuildES(in);
|
|
}
|
|
|
|
static std::string _BuildVS(const SFluidPlaneDoorShaderInfo& info)
|
|
{
|
|
char *finalVSs;
|
|
asprintf(&finalVSs, VS, "");
|
|
std::string ret(finalVSs);
|
|
free(finalVSs);
|
|
return ret;
|
|
}
|
|
|
|
static std::string _BuildFS(const SFluidPlaneDoorShaderInfo& info)
|
|
{
|
|
int nextTex = 0;
|
|
std::string textures;
|
|
std::string combiner;
|
|
|
|
if (info.m_hasPatternTex1)
|
|
{
|
|
textures += hecl::Format("Texture2D patternTex1 : register(t%d);\n", nextTex++);
|
|
}
|
|
if (info.m_hasPatternTex2)
|
|
{
|
|
textures += hecl::Format("Texture2D patternTex2 : register(t%d);\n", nextTex++);
|
|
}
|
|
if (info.m_hasColorTex)
|
|
{
|
|
textures += hecl::Format("Texture2D colorTex : register(t%d);\n", nextTex++);
|
|
}
|
|
|
|
// Tex0 * kColor0 * Tex1 + Tex2
|
|
if (info.m_hasPatternTex1 && info.m_hasPatternTex2)
|
|
{
|
|
combiner += " colorOut = patternTex1.Sample(samp, vtf.uvs[0]) * kColor0 *\n"
|
|
" patternTex2.Sample(samp, vtf.uvs[1]);\n";
|
|
}
|
|
else
|
|
{
|
|
combiner += " colorOut = float4(0.0);\n";
|
|
}
|
|
|
|
if (info.m_hasColorTex)
|
|
{
|
|
combiner += " colorOut += colorTex.Sample(samp, vtf.uvs[2]);\n";
|
|
}
|
|
|
|
combiner += " colorOut.a = kColor0.a;\n";
|
|
|
|
char *finalFSs;
|
|
asprintf(&finalFSs, FSDoor, textures.c_str(), combiner.c_str());
|
|
std::string ret(finalFSs);
|
|
free(finalFSs);
|
|
return ret;
|
|
}
|
|
|
|
template <>
|
|
std::string StageObject_CFluidPlaneDoorShader<hecl::PlatformType::D3D11, hecl::PipelineStage::Vertex>::BuildShader
|
|
(const SFluidPlaneDoorShaderInfo& in)
|
|
{
|
|
return _BuildVS(in);
|
|
}
|
|
|
|
template <>
|
|
std::string StageObject_CFluidPlaneDoorShader<hecl::PlatformType::D3D11, hecl::PipelineStage::Fragment>::BuildShader
|
|
(const SFluidPlaneDoorShaderInfo& in)
|
|
{
|
|
return _BuildFS(in);
|
|
}
|