[2024] | 1 | struct Plain_OUT
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| 2 | {
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| 3 | float4 vPos : POSITION;
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| 4 | float4 color :COLOR0;
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| 5 | };
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| 6 |
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| 7 | struct PlainTex_OUT
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| 8 | {
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| 9 | float4 vPos : POSITION;
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| 10 | float4 color :COLOR0;
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| 11 | float4 texCoord: TEXCOORD0;
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| 12 | };
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| 13 |
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| 14 | struct VPos_OUT
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| 15 | {
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| 16 | float4 VPos : POSITION;
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| 17 | float4 VPosition : TEXCOORD0;
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| 18 | };
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| 19 |
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| 20 | struct CPos_OUT
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| 21 | {
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| 22 | float4 VPos : POSITION;
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| 23 | float4 CPos : TEXCOORD0;
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| 24 | };
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| 25 |
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[2266] | 26 | struct LightVPos_OUT
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| 27 | {
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| 28 | float4 VPos : POSITION;
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| 29 | float4 LightVPos : TEXCOORD0;
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| 30 | };
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[2024] | 31 |
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[2266] | 32 |
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| 33 |
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[2024] | 34 | float4 VDepth(VPos_OUT IN) : COLOR
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| 35 | {
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| 36 | float4 pos = IN.VPosition / IN.VPosition.w;
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[2294] | 37 | return float4(pos.z, 0, 0, 1);
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[2024] | 38 | }
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| 39 |
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[2311] | 40 | float4 CDepth(CPos_OUT IN,
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| 41 | uniform float farplane) : COLOR
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[2024] | 42 | {
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[2312] | 43 | return float4(-IN.CPos.z, -IN.CPos.z / farplane, 0, -IN.CPos.z);
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[2024] | 44 | }
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| 45 |
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| 46 | float4 CDist(CPos_OUT IN) : COLOR
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| 47 | {
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| 48 | float dist = length(IN.CPos.xyz);
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| 49 | return float4(dist, dist * dist, 1, dist);
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| 50 | }
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| 51 |
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[2179] | 52 | float4 CDistNorm(CPos_OUT IN,
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| 53 | uniform float farPlane) : COLOR
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| 54 | {
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| 55 | float dist = length(IN.CPos.xyz) / farPlane;
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| 56 | return float4(dist, dist * dist, 1, dist);
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| 57 | }
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| 58 |
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[2024] | 59 | float4 Plain(Plain_OUT IN) :COLOR0
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| 60 | {
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| 61 | return IN.color;
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| 62 | }
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| 63 |
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| 64 | float4 PlainTex2D(PlainTex_OUT IN,
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[2294] | 65 | uniform sampler2D Texture) : COLOR
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[2024] | 66 | {
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[2294] | 67 | return tex2D(Texture, IN.texCoord.xy);
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[2024] | 68 | }
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| 69 |
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[2294] | 70 | float4 PlainTex2DColored(PlainTex_OUT IN,
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| 71 | uniform float4 color,
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| 72 | uniform sampler2D Texture) : COLOR
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| 73 | {
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| 74 | return color * tex2D(Texture, IN.texCoord.xy);
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| 75 | }
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| 76 |
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[2024] | 77 | float4 PlainTex1D(PlainTex_OUT IN,
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| 78 | uniform sampler1D Texture) : COLOR
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| 79 | {
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| 80 | return IN.color * tex1D(Texture, IN.texCoord.x);
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| 81 | }
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| 82 |
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| 83 | float4 PlainTex3D(PlainTex_OUT IN,
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| 84 | uniform sampler3D Texture) : COLOR
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| 85 | {
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| 86 | return IN.color * tex3D(Texture, IN.texCoord.xyz);
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| 87 | }
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[2266] | 88 |
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| 89 | float4 LightVPosPS(LightVPos_OUT IN):COLOR
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| 90 | {
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| 91 | return float4(IN.LightVPos.xyz / IN.LightVPos.w, 1);
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| 92 | }
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