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@@ -33,8 +33,8 @@ int CALLBACK WinMain(
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)
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)
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{
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{
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//gApplication().startUp("CamelotGLRenderSystem", "CamelotForwardRenderer");
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//gApplication().startUp("CamelotGLRenderSystem", "CamelotForwardRenderer");
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- gApplication().startUp("CamelotD3D9RenderSystem", "CamelotForwardRenderer");
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- //gApplication().startUp("CamelotD3D11RenderSystem", "CamelotForwardRenderer");
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+ //gApplication().startUp("CamelotD3D9RenderSystem", "CamelotForwardRenderer");
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+ gApplication().startUp("CamelotD3D11RenderSystem", "CamelotForwardRenderer");
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RenderSystem* renderSystem = RenderSystem::instancePtr();
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RenderSystem* renderSystem = RenderSystem::instancePtr();
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RenderWindowPtr renderWindow = gApplication().getPrimaryRenderWindow();
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RenderWindowPtr renderWindow = gApplication().getPrimaryRenderWindow();
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@@ -54,51 +54,51 @@ int CALLBACK WinMain(
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RenderablePtr testRenderable = testModelGO->addComponent<Renderable>();
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RenderablePtr testRenderable = testModelGO->addComponent<Renderable>();
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/////////////////// HLSL 9 SHADERS //////////////////////////
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/////////////////// HLSL 9 SHADERS //////////////////////////
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- String fragShaderCode = "sampler2D tex; \
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- float4 ps_main(float2 uv : TEXCOORD0) : COLOR0 \
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- { \
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- float4 color = tex2D(tex, uv); \
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- return color; \
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- }";
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-
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- HighLevelGpuProgramHandle fragProgRef = HighLevelGpuProgram::create(fragShaderCode, "ps_main", "hlsl", GPT_FRAGMENT_PROGRAM, GPP_PS_2_0);
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-
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- String vertShaderCode = "float4x4 matViewProjection; \
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- void vs_main( \
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- float4 inPos : POSITION, \
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- float2 uv : TEXCOORD0, \
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- out float4 oPosition : POSITION, \
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- out float2 oUv : TEXCOORD0) \
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- { \
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- oPosition = mul(matViewProjection, inPos); \
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- oUv = uv; \
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- }";
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-
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- HighLevelGpuProgramHandle vertProgRef = HighLevelGpuProgram::create(vertShaderCode, "vs_main", "hlsl", GPT_VERTEX_PROGRAM, GPP_VS_2_0);
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-
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- /////////////////// HLSL 11 SHADERS //////////////////////////
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- //String fragShaderCode = "SamplerState samp : register(s0); \
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- // Texture2D tex : register(t0); \
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- // float4 ps_main(in float4 inPos : SV_Position, float2 uv : TEXCOORD0) : SV_Target \
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+ //String fragShaderCode = "sampler2D tex; \
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+ // float4 ps_main(float2 uv : TEXCOORD0) : COLOR0 \
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// { \
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// { \
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- // float4 color = tex.Sample(samp, uv); \
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+ // float4 color = tex2D(tex, uv); \
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// return color; \
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// return color; \
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// }";
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// }";
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- //HighLevelGpuProgramHandle fragProgRef = HighLevelGpuProgram::create(fragShaderCode, "ps_main", "hlsl", GPT_FRAGMENT_PROGRAM, GPP_PS_4_0);
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+ //HighLevelGpuProgramHandle fragProgRef = HighLevelGpuProgram::create(fragShaderCode, "ps_main", "hlsl", GPT_FRAGMENT_PROGRAM, GPP_PS_2_0);
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//String vertShaderCode = "float4x4 matViewProjection; \
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//String vertShaderCode = "float4x4 matViewProjection; \
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// void vs_main( \
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// void vs_main( \
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- // in float4 inPos : POSITION, \
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- // in float2 uv : TEXCOORD0, \
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- // out float4 oPosition : SV_Position, \
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+ // float4 inPos : POSITION, \
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+ // float2 uv : TEXCOORD0, \
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+ // out float4 oPosition : POSITION, \
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// out float2 oUv : TEXCOORD0) \
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// out float2 oUv : TEXCOORD0) \
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// { \
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// { \
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// oPosition = mul(matViewProjection, inPos); \
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// oPosition = mul(matViewProjection, inPos); \
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// oUv = uv; \
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// oUv = uv; \
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// }";
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// }";
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- //HighLevelGpuProgramHandle vertProgRef = HighLevelGpuProgram::create(vertShaderCode, "vs_main", "hlsl", GPT_VERTEX_PROGRAM, GPP_VS_4_0);
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+ //HighLevelGpuProgramHandle vertProgRef = HighLevelGpuProgram::create(vertShaderCode, "vs_main", "hlsl", GPT_VERTEX_PROGRAM, GPP_VS_2_0);
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+
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+ /////////////////// HLSL 11 SHADERS //////////////////////////
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+ String fragShaderCode = "SamplerState samp : register(s0); \
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+ Texture2D tex : register(t0); \
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+ float4 ps_main(in float4 inPos : SV_Position, float2 uv : TEXCOORD0) : SV_Target \
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+ { \
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+ float4 color = tex.Sample(samp, uv); \
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+ return color; \
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+ }";
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+
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+ HighLevelGpuProgramHandle fragProgRef = HighLevelGpuProgram::create(fragShaderCode, "ps_main", "hlsl", GPT_FRAGMENT_PROGRAM, GPP_PS_4_0);
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+
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+ String vertShaderCode = "float4x4 matViewProjection; \
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+ void vs_main( \
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+ in float4 inPos : POSITION, \
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+ in float2 uv : TEXCOORD0, \
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+ out float4 oPosition : SV_Position, \
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+ out float2 oUv : TEXCOORD0) \
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+ { \
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+ oPosition = mul(matViewProjection, inPos); \
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+ oUv = uv; \
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+ }";
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+
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+ HighLevelGpuProgramHandle vertProgRef = HighLevelGpuProgram::create(vertShaderCode, "vs_main", "hlsl", GPT_VERTEX_PROGRAM, GPP_VS_4_0);
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/////////////////// CG SHADERS //////////////////////////
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/////////////////// CG SHADERS //////////////////////////
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//String fragShaderCode = "sampler2D tex; \
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//String fragShaderCode = "sampler2D tex; \
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