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[1049] | 1 |
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| 2 |
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| 3 | void deaultVS(half4 position : POSITION,
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| 4 | out half3 wPos : TEXCOORD1,
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| 5 | half2 texCoord : TEXCOORD0,
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| 6 | out half2 otexCoord : TEXCOORD0,
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| 7 | half3 normal : NORMAL,
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| 8 | out half3 mNormal : TEXCOORD2,
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| 9 | out half4 hPos : POSITION,
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| 10 | uniform float4x4 worldViewProj,
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| 11 | uniform float4x4 world)
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| 12 | {
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| 13 |
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| 14 | hPos = mul(worldViewProj, position);
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| 15 | wPos = mul(world, position).xyz;
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| 16 | mNormal = normal;
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| 17 | otexCoord = texCoord;
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| 18 |
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| 19 | }
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| 20 |
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| 21 |
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| 22 |
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| 23 |
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| 24 | void deaultPS( half2 texCoord : TEXCOORD0,
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| 25 | half3 wPos : TEXCOORD1,
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| 26 | half3 mNormal : TEXCOORD2,
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| 27 | uniform samplerCUBE CubeMap : register(s0),
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| 28 | uniform half3 cameraPos,
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| 29 | out half4 Color :COLOR0)
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| 30 | {
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| 31 | Color = float4(1,1,1,1);
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| 32 | mNormal = normalize(mNormal);
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| 33 | half3 V = normalize(wPos - cameraPos);
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| 34 | half3 R = reflect( V, mNormal);
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| 35 | R.z *= -1;
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| 36 |
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| 37 | Color = texCUBE(CubeMap, R );
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| 38 |
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| 39 | } |
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