1 |
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2 | // This is used by 3dsmax to load the correct parser
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3 | string ParamID = "0x0";
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4 |
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5 | //DxMaterial specific
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6 |
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7 | // light direction (view space)
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8 | float3 g_LightDir : Direction <
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9 | string UIName = "Light";
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10 | string Object = "TargetLight";
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11 | int refID = 0;
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12 | > = {-0.577, -0.577, 0.577};
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13 |
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14 | float4 g_LightCol : LIGHTCOLOR
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15 | <
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16 | int LightRef = 0;
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17 | > = float4(0.0f, 0.0f, 0.0f, 0.0f);
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18 |
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19 | // material reflectivity
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20 | float4 k_a <
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21 | string UIName = "Ambient";
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22 | > = float4( 0.47f, 0.47f, 0.47f, 1.0f ); // ambient
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23 |
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24 | float4 k_d <
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25 | string UIName = "Diffuse";
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26 | > = float4( 0.47f, 0.47f, 0.47f, 1.0f ); // diffuse
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27 |
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28 | float4 k_s <
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29 | string UIName = "Specular";
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30 | > = float4( 1.0f, 1.0f, 1.0f, 1.0f ); // diffuse // specular
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31 |
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32 | int n<
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33 | string UIName = "Specular Power";
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34 | string UIType = "IntSpinner";
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35 | float UIMin = 0.0f;
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36 | float UIMax = 50.0f;
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37 | > = 15;
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38 |
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39 | bool g_AlphaVertex <
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40 | string UIName = "Vertex Alpha";
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41 | > = true;
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42 |
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43 | bool g_AddVertexColor <
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44 | string UIName = "Add Vertex Color";
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45 | > =false;
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46 |
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47 | bool g_UseParallax <
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48 | string UIName = "Normal Map Parallax";
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49 | > =false;
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50 |
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51 | float g_BumpScale <
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52 | string UIName = "Bump Amount";
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53 | float UIMin = 0.0f;
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54 | float UIMax = 5.0f;
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55 | float UIStep = 0.01f;
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56 | > = 1.0f;
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57 |
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58 |
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59 | float g_ParallaxScale <
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60 | string UIName = "Parallax Scale";
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61 | float UIMin = -0.50f;
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62 | float UIMax = 0.5f;
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63 | float UIStep = 0.01f;
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64 | > = 0.02f;
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65 |
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66 | float g_ParallaxBias <
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67 | string UIName = "Parallax Bias";
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68 | float UIMin = -0.5f;
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69 | float UIMax = 0.5f;
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70 | float UIStep = 0.01f;
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71 | > = 0.0f;
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72 |
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73 | bool g_AmbientOccEnable <
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74 | string UIName = "Ambient Occlusion Enable";
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75 | > = false;
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76 |
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77 | texture g_AmbientOccTexture <
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78 | string UIName = "Ambient Occlusion";
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79 | int Texcoord = 4;
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80 | int MapChannel = 1;
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81 | >;
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82 |
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83 | bool g_TopDiffuseEnable <
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84 | string UIName = "Top Diffuse Color Enable";
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85 | > = false;
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86 |
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87 | float g_TopTextureScale <
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88 | string UIName = "Top Texture Scale";
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89 | float UIMin = 0.0001f;
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90 | float UIMax = 1000.0f;
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91 | float UIStep = 1.0f;
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92 | > = 1.0f;
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93 |
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94 | texture g_TopTexture : DiffuseMap<
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95 | string UIName = "Top Diffuse Map ";
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96 | int Texcoord = 0;
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97 | int MapChannel = 1;
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98 | >;
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99 |
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100 | bool g_BottomDiffuseEnable <
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101 | string UIName = "Bottom Diffuse Color Enable";
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102 | > = false;
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103 |
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104 | texture g_BottomTexture <
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105 | string UIName = "Bottom Diffuse";
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106 | int Texcoord = 5;
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107 | int MapChannel = 1;
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108 | >;
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109 |
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110 | bool g_SpecularEnable <
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111 | string UIName = "Specular Enable";
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112 | > = false;
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113 |
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114 | texture g_SpecularTexture <
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115 | string UIName = "Specular";
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116 | int Texcoord = 6;
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117 | int MapChannel = 1;
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118 | >;
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119 |
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120 | bool g_NormalEnable <
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121 | string UIName = "Normal Enable";
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122 | > = false;
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123 |
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124 | texture g_NormalTexture <
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125 | string UIName = "Normal";
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126 | int Texcoord = 7;
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127 | int MapChannel = 1;
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128 | >;
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129 |
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130 | bool g_ReflectionEnable <
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131 | string UIName = "Reflection Enable";
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132 | > = false;
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133 |
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134 | texture g_ReflectionTexture <
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135 | string UIName = "Reflection";
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136 | string Type = "CUBE";
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137 | >;
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138 |
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139 |
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140 | sampler2D g_AmbientOccSampler = sampler_state
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141 | {
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142 | Texture = <g_AmbientOccTexture>;
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143 | MinFilter = Linear;
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144 | MagFilter = Linear;
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145 | MipFilter = Linear;
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146 | };
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147 |
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148 |
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149 | sampler2D g_TopSampler = sampler_state
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150 | {
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151 | Texture = <g_TopTexture>;
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152 | MinFilter = Linear;
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153 | MagFilter = Linear;
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154 | MipFilter = Linear;
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155 | };
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156 |
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157 | sampler2D g_BottomSampler = sampler_state
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158 | {
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159 | Texture = <g_BottomTexture>;
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160 | MinFilter = Linear;
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161 | MagFilter = Linear;
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162 | MipFilter = Linear;
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163 | };
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164 |
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165 | sampler2D g_SpecularSampler = sampler_state
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166 | {
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167 | Texture = <g_SpecularTexture>;
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168 | MinFilter = Linear;
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169 | MagFilter = Linear;
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170 | MipFilter = Linear;
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171 | };
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172 |
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173 | sampler2D g_NormalSampler = sampler_state
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174 | {
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175 | Texture = <g_NormalTexture>;
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176 | MinFilter = Linear;
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177 | MagFilter = Linear;
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178 | MipFilter = Linear;
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179 | };
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180 |
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181 | samplerCUBE g_ReflectionSampler = sampler_state
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182 | {
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183 | Texture = <g_ReflectionTexture>;
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184 | MinFilter = Linear;
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185 | MagFilter = Linear;
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186 | MipFilter = Linear;
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187 | };
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188 |
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189 |
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190 |
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191 | // transformations
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192 | float4x4 World : WORLD;
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193 | float4x4 View : VIEW;
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194 | float4x4 Projection : PROJECTION;
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195 | float4x4 WorldViewProj : WORLDVIEWPROJ;
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196 | float4x4 WorldView : WORLDVIEW;
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197 | float3 g_CamPos : WORLDCAMERAPOSITION;
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198 |
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199 | int texcoord1 : Texcoord
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200 | <
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201 | int Texcoord = 1;
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202 | int MapChannel = 0;
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203 | >;
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204 |
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205 | int texcoord2 : Texcoord
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206 | <
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207 | int Texcoord = 2;
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208 | int MapChannel = -2;
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209 | >;
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210 |
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211 | int texcoord3 : Texcoord
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212 | <
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213 | int Texcoord = 3;
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214 | int MapChannel = -1;
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215 | >;
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216 |
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217 |
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218 | float3 NormalCalc(float3 mapNorm, float BumpScale)
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219 | {
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220 | float3 v = {0.5f,0.5f,1.0f};
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221 | mapNorm = lerp(v, mapNorm, BumpScale );
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222 | mapNorm = ( mapNorm * 2.0f ) - 1.0f;
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223 | return mapNorm;
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224 | }
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225 |
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226 |
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227 | struct VSIn
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228 | {
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229 | float3 Position : POSITION;
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230 | float3 Normal : NORMAL;
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231 | float3 Tangent : TANGENT;
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232 | float3 BiNormal : BINORMAL;
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233 | float2 UV0 : TEXCOORD0;
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234 | float3 Colour : TEXCOORD1;
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235 | float3 Alpha : TEXCOORD2;
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236 | float3 Illum : TEXCOORD3;
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237 | float3 UV1 : TEXCOORD4;
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238 | float3 UV2 : TEXCOORD5;
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239 | float3 UV3 : TEXCOORD6;
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240 | float3 UV4 : TEXCOORD7;
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241 |
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242 | };
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243 |
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244 |
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245 | struct VSOut
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246 | {
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247 | float4 Position : POSITION;
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248 | float4 Colour : COLOR0;
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249 | float2 UV0 : TEXCOORD0;
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250 | float3 LightDir : TEXCOORD1;
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251 | float3 Normal : TEXCOORD2;
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252 | float3 ViewDir : TEXCOORD3;
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253 | float2 UV1 : TEXCOORD4;
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254 | float2 UV2 : TEXCOORD5;
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255 | float2 UV3 : TEXCOORD6;
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256 | float2 UV4 : TEXCOORD7;
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257 |
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258 | };
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259 |
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260 | struct PSIn
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261 | {
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262 | float4 Colour : COLOR0;
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263 | float2 UV0 : TEXCOORD0;
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264 | float3 LightDir : TEXCOORD1;
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265 | float3 Normal : TEXCOORD2;
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266 | float3 ViewDir : TEXCOORD3;
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267 | float2 UV1 : TEXCOORD4;
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268 | float2 UV2 : TEXCOORD5;
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269 | float2 UV3 : TEXCOORD6;
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270 | float2 UV4 : TEXCOORD7;
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271 |
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272 | };
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273 |
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274 | struct PSOut
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275 | {
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276 | float4 Colour : COLOR0;
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277 | };
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278 |
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279 |
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280 | VSOut VS(VSIn vsIn)
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281 | {
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282 | VSOut vsOut;
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283 | vsOut.Position = mul(float4(vsIn.Position, 1.0f), WorldViewProj);
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284 | vsOut.Colour.rgb = vsIn.Colour * vsIn.Illum;
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285 | vsOut.Colour.a = vsIn.Alpha.x;
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286 | vsOut.Normal = vsIn.Normal;
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287 |
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288 | float4 WorldPos = mul(float4(vsIn.Position, 1.0f),World);
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289 | float3 ViewDir = g_CamPos - WorldPos.xyz;
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290 |
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291 | if(g_NormalEnable)
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292 | {
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293 | float3x3 objToTangent;
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294 |
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295 | objToTangent[0] = vsIn.BiNormal;
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296 | objToTangent[1] = vsIn.Tangent;
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297 | objToTangent[2] = vsIn.Normal;
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298 |
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299 | vsOut.LightDir = mul(objToTangent, g_LightDir);
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300 | vsOut.ViewDir = mul(objToTangent, ViewDir);
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301 |
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302 | }
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303 | else
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304 | {
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305 | vsOut.LightDir = g_LightDir;
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306 | vsOut.ViewDir = ViewDir;
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307 | }
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308 |
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309 | vsOut.UV0 = vsIn.UV0;
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310 | vsOut.UV1 = vsIn.UV1;
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311 | vsOut.UV2 = vsIn.UV2;
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312 | vsOut.UV3 = vsIn.UV3;
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313 | vsOut.UV4 = vsIn.UV4;
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314 | return vsOut;
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315 | }
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316 |
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317 | PSOut PS( PSIn psIn )
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318 | {
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319 | PSOut psOut;
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320 | float3 BottomCol = k_d.rgb;
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321 | float4 TopCol = k_d;
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322 | float3 LightCol = float3(1.0,1.0,1.0);
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323 | float3 Normal = normalize(psIn.Normal);
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324 | float3 LightDir = normalize(psIn.LightDir);
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325 | float3 ViewDir = normalize(psIn.ViewDir);
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326 | float3 Ambient = k_a.rgb;
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327 | float3 SpecLevel = float3(1.0,1.0,1.0);
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328 | float Alpha;
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329 |
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330 | float2 normalUV = psIn.UV4;
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331 |
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332 | float4 newCol;
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333 |
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334 | if(g_AmbientOccEnable)
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335 | Ambient *= tex2D(g_AmbientOccSampler, psIn.UV1);
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336 |
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337 |
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338 | if(g_TopDiffuseEnable)
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339 | TopCol = tex2D(g_TopSampler, psIn.UV0 * g_TopTextureScale);
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340 |
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341 | if(g_BottomDiffuseEnable)
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342 | BottomCol = tex2D(g_BottomSampler, psIn.UV2);
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343 |
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344 |
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345 | if(g_AlphaVertex)
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346 | Alpha = psIn.Colour.a;
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347 | else
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348 | Alpha = TopCol.a;
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349 |
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350 | if(g_UseParallax)
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351 | {
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352 | float height = tex2D(g_NormalSampler, psIn.UV4 ).a;
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353 | float Altitude = height + g_ParallaxBias;
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354 | normalUV = Altitude * g_ParallaxScale*ViewDir;
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355 | normalUV += psIn.UV4;
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356 | }
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357 |
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358 | if(g_NormalEnable)
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359 | Normal = NormalCalc(tex2D(g_NormalSampler, normalUV).xyz, g_BumpScale);
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360 |
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361 | if(g_SpecularEnable)
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362 | SpecLevel = tex2D(g_SpecularSampler, psIn.UV3).xyz;
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363 |
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364 |
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365 | newCol.rgb = TopCol * Alpha;
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366 | newCol.rgb += BottomCol * (1.0f - Alpha);
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367 | if(g_AddVertexColor)
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368 | newCol.rgb *= psIn.Colour.rgb;
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369 |
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370 | psOut.Colour.rgb = (Ambient + (g_LightCol * saturate(dot(Normal, LightDir)))) * newCol.rgb;
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371 |
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372 | if(g_ReflectionEnable)
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373 | {
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374 | float3 CUV = normalize( reflect( ViewDir, Normal));
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375 | float4 env = texCUBE(g_ReflectionSampler, CUV);
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376 | psOut.Colour.rgb += env.rgb;
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377 | }
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378 |
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379 |
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380 | float3 H = normalize(LightDir + ViewDir);
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381 | float Specular = pow(saturate(dot(Normal, H)), n);
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382 | psOut.Colour.rgb += (k_s.rgb * Specular) * SpecLevel.rgb;
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383 |
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384 | psOut.Colour.a = 1.0f;
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385 | return psOut;
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386 | }
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387 |
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388 |
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389 | technique Default
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390 | {
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391 | pass P0
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392 | {
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393 | AlphaBlendEnable = TRUE;
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394 | DestBlend = InvSrcAlpha;
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395 | SrcBlend = SrcAlpha;
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396 | VertexShader = compile vs_1_1 VS();
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397 | PixelShader = compile ps_2_0 PS();
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398 | }
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399 | }
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