[954] | 1 | // This is used by 3dsmax to load the correct parser
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| 2 | string ParamID = "0x0";
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| 3 |
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| 4 | //DxMaterial specific
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| 5 |
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| 6 | // light direction (view space)
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| 7 | float3 g_LightDir : Direction <
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| 8 | string UIName = "Light";
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| 9 | string Object = "TargetLight";
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| 10 | int refID = 0;
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| 11 | > = {-0.577, -0.577, 0.577};
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| 12 |
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| 13 | float4 g_LightCol : LIGHTCOLOR
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| 14 | <
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| 15 | int LightRef = 0;
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| 16 | > = float4(0.0f, 0.0f, 0.0f, 0.0f);
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| 17 |
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| 18 | // material reflectivity
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| 19 | float4 k_a <
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| 20 | string UIName = "Ambient";
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| 21 | > = float4( 0.47f, 0.47f, 0.47f, 1.0f ); // ambient
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| 22 |
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| 23 | float4 k_d <
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| 24 | string UIName = "Diffuse";
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| 25 | > = float4( 0.47f, 0.47f, 0.47f, 1.0f ); // diffuse
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| 26 |
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| 27 | float4 k_s <
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| 28 | string UIName = "Specular";
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| 29 | > = float4( 1.0f, 1.0f, 1.0f, 1.0f ); // diffuse // specular
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| 30 |
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| 31 | int n<
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| 32 | string UIName = "Specular Power";
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| 33 | string UIType = "IntSpinner";
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| 34 | float UIMin = 0.0f;
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| 35 | float UIMax = 50.0f;
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| 36 | > = 15;
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| 37 |
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| 38 | bool g_AlphaVertex <
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| 39 | string UIName = "Vertex Alpha";
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| 40 | > = true;
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| 41 |
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| 42 | bool g_AddVertexColor <
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| 43 | string UIName = "Add Vertex Color";
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| 44 | > =false;
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| 45 |
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| 46 | bool g_UseParallax <
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| 47 | string UIName = "Normal Map Parallax";
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| 48 | > =false;
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| 49 |
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| 50 | float g_BumpScale <
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| 51 | string UIName = "Bump Amount";
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| 52 | float UIMin = 0.0f;
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| 53 | float UIMax = 5.0f;
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| 54 | float UIStep = 0.01f;
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| 55 | > = 1.0f;
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| 56 |
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| 57 |
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| 58 | float g_ParallaxScale <
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| 59 | string UIName = "Parallax Scale";
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| 60 | float UIMin = -0.50f;
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| 61 | float UIMax = 0.5f;
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| 62 | float UIStep = 0.01f;
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| 63 | > = 0.02f;
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| 64 |
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| 65 | float g_ParallaxBias <
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| 66 | string UIName = "Parallax Bias";
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| 67 | float UIMin = -0.5f;
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| 68 | float UIMax = 0.5f;
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| 69 | float UIStep = 0.01f;
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| 70 | > = 0.0f;
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| 71 |
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| 72 | bool g_AmbientOccEnable <
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| 73 | string UIName = "Ambient Occlusion Enable";
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| 74 | > = false;
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| 75 |
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| 76 | texture g_AmbientOccTexture <
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| 77 | string UIName = "Ambient Occlusion";
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| 78 | >;
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| 79 |
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| 80 | bool g_TopDiffuseEnable <
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| 81 | string UIName = "Top Diffuse Color Enable";
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| 82 | > = false;
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| 83 |
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| 84 | texture g_TopTexture : DiffuseMap<
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| 85 | string UIName = "Top Diffuse Map ";
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| 86 | >;
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| 87 |
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| 88 | bool g_BottomDiffuseEnable <
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| 89 | string UIName = "Bottom Diffuse Color Enable";
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| 90 | > = false;
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| 91 |
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| 92 | texture g_BottomTexture <
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| 93 | string UIName = "Bottom Diffuse";
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| 94 | >;
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| 95 |
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| 96 | bool g_SpecularEnable <
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| 97 | string UIName = "Specular Enable";
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| 98 | > = false;
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| 99 |
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| 100 | texture g_SpecularTexture <
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| 101 | string UIName = "Specular";
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| 102 | >;
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| 103 |
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| 104 | bool g_NormalEnable <
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| 105 | string UIName = "Normal Enable";
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| 106 | > = false;
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| 107 |
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| 108 | texture g_NormalTexture <
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| 109 | string UIName = "Normal";
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| 110 | >;
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| 111 |
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| 112 | bool g_ReflectionEnable <
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| 113 | string UIName = "Reflection Enable";
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| 114 | > = false;
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| 115 |
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| 116 | texture g_ReflectionTexture <
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| 117 | string UIName = "Reflection";
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| 118 | string Type = "CUBE";
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| 119 | >;
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| 120 |
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| 121 |
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| 122 | sampler2D g_AmbientOccSampler = sampler_state
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| 123 | {
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| 124 | Texture = <g_AmbientOccTexture>;
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| 125 | MinFilter = Linear;
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| 126 | MagFilter = Linear;
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| 127 | MipFilter = Linear;
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| 128 | };
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| 129 |
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| 130 |
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| 131 | sampler2D g_TopSampler = sampler_state
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| 132 | {
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| 133 | Texture = <g_TopTexture>;
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| 134 | MinFilter = Linear;
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| 135 | MagFilter = Linear;
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| 136 | MipFilter = Linear;
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| 137 | };
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| 138 |
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| 139 | sampler2D g_BottomSampler = sampler_state
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| 140 | {
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| 141 | Texture = <g_BottomTexture>;
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| 142 | MinFilter = Linear;
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| 143 | MagFilter = Linear;
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| 144 | MipFilter = Linear;
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| 145 | };
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| 146 |
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| 147 | sampler2D g_SpecularSampler = sampler_state
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| 148 | {
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| 149 | Texture = <g_SpecularTexture>;
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| 150 | MinFilter = Linear;
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| 151 | MagFilter = Linear;
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| 152 | MipFilter = Linear;
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| 153 | };
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| 154 |
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| 155 | sampler2D g_NormalSampler = sampler_state
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| 156 | {
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| 157 | Texture = <g_NormalTexture>;
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| 158 | MinFilter = Linear;
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| 159 | MagFilter = Linear;
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| 160 | MipFilter = Linear;
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| 161 | };
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| 162 |
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| 163 | samplerCUBE g_ReflectionSampler = sampler_state
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| 164 | {
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| 165 | Texture = <g_ReflectionTexture>;
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| 166 | MinFilter = Linear;
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| 167 | MagFilter = Linear;
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| 168 | MipFilter = Linear;
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| 169 | };
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| 170 |
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| 171 | // light direction (view space)
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| 172 |
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| 173 | // transformations
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| 174 | float4x4 World : WORLD;
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| 175 | float4x4 View : VIEW;
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| 176 | float4x4 Projection : PROJECTION;
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| 177 | float4x4 WorldViewProj : WORLDVIEWPROJ;
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| 178 | float4x4 WorldView : WORLDVIEW;
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| 179 | float3 g_CamPos : WORLDCAMERAPOSITION;
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| 180 |
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| 181 | int color0 : Color
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| 182 | <
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| 183 | int Color = 0;
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| 184 | int VertexColor = 0;
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| 185 | >;
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| 186 |
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| 187 | int texcoord0 : Texcoord
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| 188 | <
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| 189 | int Texcoord = 0;
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| 190 | int MapChannel = 0;
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| 191 | >;
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| 192 |
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| 193 | int texcoord1 :Texcoord
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| 194 | <
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| 195 | int Texcoord = 1;
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| 196 | int MapChannel = 1;
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| 197 | bool ColorChannel = true;
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| 198 | >;
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| 199 |
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| 200 | int texcoord2 : Texcoord
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| 201 | <
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| 202 | int Texcoord = 2;
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| 203 | int MapChannel = 2;
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| 204 | >;
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| 205 |
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| 206 | int texcoord3 : Texcoord
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| 207 | <
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| 208 | int Texcoord = 3;
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| 209 | int MapChannel = 3;
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| 210 | >;
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| 211 |
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| 212 | int texcoord4 : Texcoord
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| 213 | <
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| 214 | int Texcoord = 4;
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| 215 | int MapChannel = 4;
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| 216 | >;
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| 217 |
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| 218 | int texcoord5 : Texcoord
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| 219 | <
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| 220 | int Texcoord = 5;
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| 221 | int MapChannel = 5;
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| 222 | >;
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| 223 |
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| 224 | int texcoord6 : Texcoord
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| 225 | <
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| 226 | int Texcoord = 6;
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| 227 | int MapChannel = 6;
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| 228 | >;
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| 229 |
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| 230 | int texcoord7 : Texcoord
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| 231 | <
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| 232 | int Texcoord = 7;
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| 233 | int MapChannel = 7;
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| 234 | >;
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| 235 |
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| 236 | float3 NormalCalc(float3 mapNorm, float BumpScale)
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| 237 | {
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| 238 | float3 v = {0.5f,0.5f,1.0f};
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| 239 | mapNorm = lerp(v, mapNorm, BumpScale );
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| 240 | mapNorm = ( mapNorm * 2.0f ) - 1.0f;
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| 241 | return mapNorm;
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| 242 | }
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| 243 |
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| 244 | struct VSIn
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| 245 | {
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| 246 | float3 Position : POSITION;
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| 247 | float3 Normal : NORMAL;
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| 248 | float3 Tangent : TANGENT;
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| 249 | float3 BiNormal : BINORMAL;
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| 250 | float3 Col : COLOR0;
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| 251 | float2 UV0 : TEXCOORD0;
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| 252 | float4 Colour : TEXCOORD1;
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| 253 | float3 Alpha : TEXCOORD2;
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| 254 | float3 Illum : TEXCOORD3;
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| 255 | float3 UV1 : TEXCOORD4;
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| 256 | float3 UV2 : TEXCOORD5;
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| 257 | float3 UV3 : TEXCOORD6;
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| 258 | float3 UV4 : TEXCOORD7;
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| 259 |
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| 260 | };
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| 261 |
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| 262 | struct VSOut
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| 263 | {
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| 264 | float4 Position : POSITION;
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| 265 | float4 Colour : COLOR0;
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| 266 | float2 UV0 : TEXCOORD0;
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| 267 | float3 LightDir : TEXCOORD1;
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| 268 | float3 Normal : TEXCOORD2;
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| 269 | float3 ViewDir : TEXCOORD3;
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| 270 | float2 UV1 : TEXCOORD4;
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| 271 | float2 UV2 : TEXCOORD5;
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| 272 | float2 UV3 : TEXCOORD6;
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| 273 | float2 UV4 : TEXCOORD7;
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| 274 |
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| 275 | };
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| 276 |
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| 277 | struct PSIn
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| 278 | {
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| 279 | float4 Colour : COLOR0;
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| 280 | float2 UV0 : TEXCOORD0;
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| 281 | float3 LightDir : TEXCOORD1;
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| 282 | float3 Normal : TEXCOORD2;
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| 283 | float3 ViewDir : TEXCOORD3;
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| 284 | float2 UV1 : TEXCOORD4;
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| 285 | float2 UV2 : TEXCOORD5;
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| 286 | float2 UV3 : TEXCOORD6;
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| 287 | float2 UV4 : TEXCOORD7;
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| 288 |
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| 289 | };
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| 290 |
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| 291 | struct PSOut
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| 292 | {
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| 293 | float4 Colour : COLOR0;
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| 294 | };
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| 295 |
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| 296 | texture it
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| 297 | <
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| 298 | string UIName = "Indirect Texture";
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| 299 | >;
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| 300 |
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| 301 | texture st
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| 302 | <
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| 303 | string UIName = "Source Texture";
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| 304 | >;
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| 305 |
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| 306 | sampler2D indirectTexture = sampler_state
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| 307 | {
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| 308 | Texture = <it>;
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| 309 | MinFilter = POINT;
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| 310 | MagFilter = POINT;
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| 311 | MipFilter = NONE;
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| 312 | };
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| 313 |
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| 314 |
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| 315 | sampler2D sourceTexture = sampler_state
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| 316 | {
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| 317 | Texture = <st>;
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| 318 | MinFilter = LINEAR;
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| 319 | MagFilter = LINEAR;
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| 320 | MipFilter = NONE;
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| 321 | };
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| 322 |
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| 323 | VSOut VS(VSIn In)
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| 324 | {
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| 325 | VSOut Out = (VSOut)0;
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| 326 |
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| 327 | Out.Position = mul(float4(In.Position, 1.0),WorldViewProj);
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| 328 | Out.Colour = float4(In.UV0.xy, 0.0, 1.0);
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| 329 | Out.Normal = In.Normal;
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| 330 |
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| 331 | float4 WorldPos = mul(float4(In.Position, 1.0f),World);
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| 332 | float3 ViewDir = g_CamPos - WorldPos.xyz;
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| 333 |
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| 334 | if(g_NormalEnable)
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| 335 | {
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| 336 | float3x3 objToTangent;
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| 337 |
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| 338 | objToTangent[0] = In.BiNormal;
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| 339 | objToTangent[1] = In.Tangent;
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| 340 | objToTangent[2] = In.Normal;
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| 341 |
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| 342 | Out.LightDir = mul(objToTangent, g_LightDir);
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| 343 | Out.ViewDir = mul(objToTangent, ViewDir);
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| 344 | }
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| 345 | else
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| 346 | {
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| 347 | Out.LightDir = g_LightDir;
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| 348 | Out.ViewDir = ViewDir;
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| 349 | }
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| 350 |
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| 351 | Out.UV0 = In.UV0.xy;
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| 352 | Out.UV1 = In.Colour.xy;
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| 353 | Out.UV2 = In.UV2;
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| 354 | Out.UV3 = In.UV3;
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| 355 | Out.UV4 = In.UV4;
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| 356 |
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| 357 | return Out;
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| 358 |
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| 359 | }
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| 360 |
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| 361 | float epsilonX <
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| 362 | string UIName = "Epsilon X";
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| 363 | float UIMin = -0.50f;
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| 364 | float UIMax = 0.5f;
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| 365 | float UIStep = 0.001f;
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| 366 | > = 0.02f;
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| 367 |
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| 368 | float epsilonY <
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| 369 | string UIName = "Epsilon X";
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| 370 | float UIMin = -0.50f;
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| 371 | float UIMax = 0.5f;
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| 372 | float UIStep = 0.001f;
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| 373 | > = 0.02f;
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| 374 |
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| 375 | float sourceTextureSize <
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| 376 | string UIName = "Source Texture Size";
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| 377 | float UIMin = 0.0f;
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| 378 | float UIMax = 1024.0f;
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| 379 | float UIStep = 1.0f;
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| 380 | > = 16.0f;
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| 381 |
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| 382 | float sqrtNumSamples <
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| 383 | string UIName = "SQRT Num.Samples";
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| 384 | float UIMin = 0.0f;
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| 385 | float UIMax = 64.0f;
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| 386 | float UIStep = 1.0f;
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| 387 | > = 4.0f;
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| 388 |
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| 389 | PSOut PS( PSIn psIn )
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| 390 | {
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| 391 | PSOut psOut;
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| 392 |
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| 393 | psOut.Colour = float4(0.0, 0.0, 0.0, 0.0);
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| 394 | float2 epsilon = float2(epsilonX, epsilonY);
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| 395 | float4 value = tex2D(indirectTexture, psIn.UV1.xy).xyzw;
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| 396 | float2 coords = float2(0.0, 1.0) - abs(psIn.UV0.xy - ( value.xy - epsilon ) );
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| 397 |
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| 398 | if (value.w != 0.0)
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| 399 | {
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| 400 | float3 BottomCol = k_d.rgb;
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| 401 | float4 TopCol = k_d;
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| 402 | float3 LightCol = float3(1.0,1.0,1.0);
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| 403 | float3 Normal = normalize(psIn.Normal);
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| 404 | float3 LightDir = normalize(psIn.LightDir);
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| 405 | float3 ViewDir = normalize(psIn.ViewDir);
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| 406 | float3 Ambient = k_a.rgb;
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| 407 | float3 SpecLevel = float3(1.0,1.0,1.0);
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| 408 | float Alpha;
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| 409 |
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| 410 | float2 normalUV = psIn.UV4;
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| 411 |
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| 412 | float4 newCol;
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| 413 |
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| 414 | //if(g_AmbientOccEnable)
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| 415 | // Ambient *= tex2D(g_AmbientOccSampler, psIn.UV1);
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| 416 |
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| 417 |
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| 418 |
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| 419 |
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| 420 | //if(g_BottomDiffuseEnable)
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| 421 | // BottomCol = tex2D(g_BottomSampler, psIn.UV2);
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| 422 |
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| 423 |
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| 424 | //if(g_AlphaVertex)
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| 425 | // Alpha = psIn.Colour.a;
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| 426 | //else
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| 427 | // Alpha = TopCol.a;
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| 428 |
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| 429 | //if(g_UseParallax)
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| 430 | //{
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| 431 | // float height = tex2D(g_NormalSampler, psIn.UV4 ).a;
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| 432 | // float Altitude = height + g_ParallaxBias;
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| 433 | // normalUV = Altitude * g_ParallaxScale*ViewDir;
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| 434 | // normalUV += psIn.UV4;
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| 435 | //}
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| 436 |
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| 437 | //if(g_NormalEnable)
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| 438 | // Normal = NormalCalc(tex2D(g_NormalSampler, normalUV).xyz, g_BumpScale);
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| 439 |
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| 440 | //if(g_SpecularEnable)
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| 441 | // SpecLevel = tex2D(g_SpecularSampler, psIn.UV3).xyz;
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| 442 |
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| 443 |
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| 444 | if(g_TopDiffuseEnable)
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| 445 | {
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| 446 | float2 newcoord = (float2(1.0, 1.0) - value.zw) + ((coords * sourceTextureSize) / sqrtNumSamples);
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| 447 | //TopCol = float4(tex2D(sourceTexture, newcoord).xyzw);
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| 448 | newCol = float4(tex2D(sourceTexture, newcoord).xyzw);
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| 449 | psOut.Colour.a = newCol.w;
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| 450 | }
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| 451 |
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| 452 | //newCol.rgb = TopCol * Alpha;
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| 453 | //newCol.rgb += BottomCol * (1.0f - Alpha);
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| 454 | //if(g_AddVertexColor)
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| 455 | // newCol.rgb *= psIn.Colour.rgb;
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| 456 |
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| 457 | // Original version
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| 458 | //psOut.Colour.rgb = (Ambient + (g_LightCol * saturate(dot(Normal, LightDir)))) * newCol.rgb;
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| 459 | psOut.Colour.rgb = (Ambient + (g_LightCol * ( clamp(dot(Normal, LightDir), 0.0, 1.0) + clamp(-dot(Normal, LightDir), 0.0, 1.0) ) )) * newCol.rgb;
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| 460 |
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| 461 | //if(g_ReflectionEnable)
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| 462 | //{
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| 463 | // float3 CUV = normalize( reflect( ViewDir, Normal));
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| 464 | // float4 env = texCUBE(g_ReflectionSampler, CUV);
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| 465 | // psOut.Colour.rgb += env.rgb;
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| 466 | //}
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| 467 |
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| 468 |
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| 469 | //float3 H = normalize(LightDir + ViewDir);
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| 470 | //float Specular = pow(saturate(dot(Normal, H)), n);
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| 471 | //psOut.Colour.rgb += (k_s.rgb * Specular) * SpecLevel.rgb;
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| 472 | }
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| 473 |
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| 474 | return psOut;
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| 475 | }
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| 476 |
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| 477 | technique indirectTexturing
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| 478 | {
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| 479 | pass P0
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| 480 | {
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| 481 | //ZEnable = true;
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| 482 | //ZWriteEnable = true;
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| 483 | CullMode = NONE;
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| 484 | AlphaFunc = GREATEREQUAL;
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| 485 | AlphaRef = 0x110;
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| 486 | AlphaBlendEnable = FALSE;
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| 487 | AlphaTestEnable = TRUE;
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| 488 |
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| 489 | // shaders
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| 490 |
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| 491 | VertexShader = compile vs_1_1 VS();
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| 492 | PixelShader = compile ps_2_0 PS();
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| 493 | }
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| 494 | }
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| 495 |
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