[2242] | 1 | float4x4 World; ///< World matrix for the current object
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| 2 | float4x4 WorldIT; ///< World matrix IT (inverse transposed) to transform surface normals of the current object
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| 3 | float4x4 WorldView;
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| 4 | float4x4 WorldViewIT;
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| 5 | float4x4 WorldViewProj;
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| 6 | float3 referencePos;
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| 7 | float3 eyePos;
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| 8 | float3 F0; // Freshnel factor
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| 9 | float N0; // Refraction coefficient
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| 10 |
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| 11 | texture colorMap;
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| 12 | sampler colorSampler = sampler_state
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| 13 | {
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| 14 | MinFilter = LINEAR;
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| 15 | MagFilter = LINEAR;
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| 16 | MipFilter = POINT;
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| 17 | Texture = <colorMap>;
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| 18 | AddressU = WRAP;
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| 19 | AddressV = WRAP;
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| 20 | };
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| 21 |
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| 22 | texture envCube;
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| 23 | sampler envCubeSampler = sampler_state
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| 24 | {
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| 25 | MinFilter = LINEAR;
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| 26 | MagFilter = LINEAR;
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| 27 | MipFilter = POINT;
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| 28 | Texture = <envCube>;
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| 29 | AddressU = WRAP;
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| 30 | AddressV = WRAP;
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| 31 | };
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| 32 |
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| 33 | //-------------------------------------------------------------------------
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| 34 | // Technique: Simple textured object
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| 35 | //-------------------------------------------------------------------------
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| 36 | struct Textured_VS_OUT
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| 37 | {
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| 38 | float4 hPosition :POSITION0;
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| 39 | float2 texCoord :TEXCOORD0;
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| 40 | };
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| 41 |
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| 42 | Textured_VS_OUT texturedVS(float4 position : POSITION0,
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| 43 | float2 texCoord : TEXCOORD0)
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| 44 | {
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| 45 | Textured_VS_OUT OUT;
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| 46 | OUT.hPosition = mul(position, WorldViewProj);
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| 47 | OUT.texCoord = texCoord;
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| 48 | return OUT;
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| 49 | }
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| 50 |
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| 51 | float4 texturedPS(Textured_VS_OUT IN) : COLOR0
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| 52 | {
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| 53 | return tex2D(colorSampler, IN.texCoord);
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| 54 | }
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| 55 |
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| 56 | technique Textured
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| 57 | {
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| 58 | pass p0
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| 59 | {
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| 60 | VertexShader = compile vs_2_0 texturedVS();
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| 61 | PixelShader = compile ps_2_0 texturedPS();
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| 62 | }
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| 63 | }
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| 64 |
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| 65 | //-------------------------------------------------------------------------
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| 66 | // Technique: Classical environment mapping
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| 67 | //-------------------------------------------------------------------------
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| 68 | struct EnvMapped_VS_OUT
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| 69 | {
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| 70 | float4 hPosition : POSITION0;
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| 71 | float2 texCoord : TEXCOORD0;
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| 72 | float3 wNormal : TEXCOORD1; //world normal
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| 73 | float3 cmPos : TEXCOORD2; //cubemap position
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| 74 | float3 V : TEXCOORD3; //view direction in world space
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| 75 | };
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| 76 |
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| 77 | EnvMapped_VS_OUT EnvMappedVS(float4 position : POSITION0,
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| 78 | float2 texCoord : TEXCOORD0,
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| 79 | float3 normal : NORMAL)
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| 80 | {
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| 81 | EnvMapped_VS_OUT OUT;
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| 82 | OUT.hPosition = mul(position, WorldViewProj);
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| 83 | OUT.wNormal = mul(normal, WorldIT);
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| 84 | OUT.cmPos = mul(position, World).xyz;
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| 85 | OUT.V = OUT.cmPos - eyePos;
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| 86 | OUT.cmPos -= referencePos;
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| 87 | OUT.texCoord = texCoord;
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| 88 | return OUT;
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| 89 | }
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| 90 |
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| 91 | float4 EnvMappedPS(EnvMapped_VS_OUT IN) : COLOR0
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| 92 | {
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| 93 | float3 N = normalize(IN.wNormal);
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| 94 | float3 V = normalize(IN.V);
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| 95 | float3 R;
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| 96 | float3 I = 1;
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| 97 |
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| 98 | float3 F = F0 + pow(1-dot(N, -V), 5) * (1 - F0);
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| 99 | if (N0 <= 0) // reflective material
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| 100 | {
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| 101 | R = reflect(V, N);
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| 102 | I *= F; // Fresnel reflection
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| 103 | }
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| 104 | else //refractive material
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| 105 | {
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| 106 | R = refract(V, N, N0);
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| 107 | if (dot(R, R) == 0) // no refraction direction exits
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| 108 | R = reflect(V, N); // total reflection
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| 109 | else
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| 110 | I *= (1 - F); // Fresnel refraction
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| 111 | }
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| 112 | return texCUBE(envCubeSampler, R) * float4(I,1);
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| 113 | }
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| 114 |
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| 115 | technique EnvMapped
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| 116 | {
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| 117 | pass p0
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| 118 | {
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| 119 | VertexShader = compile vs_2_0 EnvMappedVS();
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| 120 | PixelShader = compile ps_2_0 EnvMappedPS();
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| 121 | }
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| 122 | }
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| 123 |
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| 124 | //-------------------------------------------------------------------------
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| 125 | // Technique: write color and distance from camera
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| 126 | //-------------------------------------------------------------------------
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| 127 |
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| 128 | struct ColorDist_VS_OUT
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| 129 | {
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| 130 | float4 hPosition : POSITION0;
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| 131 | float2 texCoord : TEXCOORD0;
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| 132 | float3 cPos : TEXCOORD1; //view space position
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| 133 | };
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| 134 |
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| 135 | ColorDist_VS_OUT ColorDistVS(float4 position : POSITION0,
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| 136 | float2 texCoord : TEXCOORD0)
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| 137 | {
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| 138 | ColorDist_VS_OUT OUT;
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| 139 | OUT.hPosition = mul(position, WorldViewProj);
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| 140 | OUT.cPos = mul(position, WorldView).xyz;
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| 141 | OUT.texCoord = texCoord;
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| 142 | return OUT;
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| 143 | }
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| 144 |
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| 145 | float4 ColorDistPS(ColorDist_VS_OUT IN) : COLOR0
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| 146 | {
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| 147 | float4 color = tex2D(colorSampler, IN.texCoord);
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| 148 | color.a = length(IN.cPos);
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| 149 | return color;
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| 150 | }
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| 151 |
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| 152 | technique ColorDistance
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| 153 | {
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| 154 | pass p0
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| 155 | {
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| 156 | VertexShader = compile vs_2_0 ColorDistVS();
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| 157 | PixelShader = compile ps_2_0 ColorDistPS();
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| 158 | }
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| 159 | }
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| 160 |
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| 161 | //-------------------------------------------------------------------------
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| 162 | // Technique: write normal and distance from camera
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| 163 | //-------------------------------------------------------------------------
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| 164 |
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| 165 | struct NormalDist_VS_OUT
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| 166 | {
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| 167 | float4 hPosition : POSITION0;
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| 168 | float2 texCoord : TEXCOORD0;
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| 169 | float3 wNormal : TEXCOORD1; //world normal position
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| 170 | float3 cPos : TEXCOORD2; //view space position
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| 171 | };
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| 172 |
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| 173 | NormalDist_VS_OUT NormalDistVS(float4 position : POSITION0,
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| 174 | float2 texCoord : TEXCOORD0,
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| 175 | float3 normal : NORMAL)
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| 176 | {
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| 177 | NormalDist_VS_OUT OUT;
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| 178 | OUT.hPosition = mul(position, WorldViewProj);
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| 179 | OUT.wNormal = mul(normal, WorldIT).xyz;
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| 180 | OUT.cPos = mul(position, WorldView).xyz;
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| 181 | OUT.texCoord = texCoord;
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| 182 | return OUT;
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| 183 | }
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| 184 |
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| 185 | float4 NormalDistPS(NormalDist_VS_OUT IN) : COLOR0
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| 186 | {
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| 187 | float4 color;
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| 188 | color.rgb = normalize(IN.wNormal);
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| 189 | color.a = length(IN.cPos);
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| 190 | return color;
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| 191 | }
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| 192 |
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| 193 | technique NormalDistance
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| 194 | {
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| 195 | pass p0
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| 196 | {
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| 197 | VertexShader = compile vs_2_0 NormalDistVS();
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| 198 | PixelShader = compile ps_2_0 NormalDistPS();
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| 199 | }
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| 200 | } |
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