Revision 2809,
596 bytes
checked in by mattausch, 16 years ago
(diff) |
working on ssao deferred shading approach (debug version!!)
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1 | // input |
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2 | struct appdata |
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3 | { |
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4 | float4 pos: POSITION; |
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5 | float4 color: COLOR0; |
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6 | float4 texCoord: TEXCOORD0; |
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7 | }; |
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8 | |
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9 | |
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10 | // output |
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11 | |
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12 | struct vfconn |
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13 | { |
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14 | float4 pos : POSITION; |
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15 | float4 color0: COLOR0; |
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16 | float4 texCoord0: TEXCOORD0; |
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17 | float4 lindepth: TEXCOORD1; |
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18 | }; |
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19 | |
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20 | |
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21 | vfconn main(appdata IN, uniform float4x4 ModelViewProj) |
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22 | { |
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23 | vfconn OUT; |
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24 | |
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25 | // Transform The Vertex Position Into Homogenous Clip-Space (Required) |
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26 | OUT.pos = mul(ModelViewProj, IN.pos); |
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27 | |
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28 | OUT.color0 = IN.color; |
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29 | //OUT.color0[1] = 1.0f; |
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30 | |
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31 | OUT.texCoord0 = IN.texCoord; |
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32 | OUT.lindepth = OUT.pos; |
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33 | |
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34 | return OUT; |
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35 | } |
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