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+#include "Uniforms.hlsl"
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+#include "Samplers.hlsl"
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+#include "Transform.hlsl"
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+#include "ScreenPos.hlsl"
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+#include "Lighting.hlsl"
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+#include "Fog.hlsl"
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+
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+Texture2D tWeightMap0 : register(t0);
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+Texture2D tDetailMap1 : register(t1);
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+Texture2D tDetailMap2 : register(t2);
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+Texture2D tDetailMap3 : register(t3);
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+SamplerState sWeightMap0 : register(s0);
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+SamplerState sDetailMap1 : register(s1);
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+SamplerState sDetailMap2 : register(s2);
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+SamplerState sDetailMap3 : register(s3);
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+
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+uniform float2 cDetailTiling;
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+
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+void VS(float4 iPos : POSITION,
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+ float3 iNormal : NORMAL,
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+ float2 iTexCoord : TEXCOORD0,
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+ #ifdef SKINNED
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+ float4 iBlendWeights : BLENDWEIGHT,
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+ int4 iBlendIndices : BLENDINDICES,
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+ #endif
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+ #ifdef INSTANCED
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+ float4x3 iModelInstance : TEXCOORD2,
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+ #endif
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+ #ifdef BILLBOARD
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+ float2 iSize : TEXCOORD1,
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+ #endif
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+ out float2 oTexCoord : TEXCOORD0,
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+ out float3 oNormal : TEXCOORD1,
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+ out float4 oWorldPos : TEXCOORD2,
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+ out float2 oDetailTexCoord : TEXCOORD3,
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+ #ifdef PERPIXEL
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+ #ifdef SHADOW
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+ out float4 oShadowPos[NUMCASCADES] : TEXCOORD4,
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+ #endif
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+ #ifdef SPOTLIGHT
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+ out float4 oSpotPos : TEXCOORD5,
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+ #endif
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+ #ifdef POINTLIGHT
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+ out float3 oCubeMaskVec : TEXCOORD5,
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+ #endif
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+ #else
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+ out float3 oVertexLight : TEXCOORD4,
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+ out float4 oScreenPos : TEXCOORD5,
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+ #endif
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+ out float4 oPos : SV_POSITION)
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+{
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+ float4x3 modelMatrix = iModelMatrix;
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+ float3 worldPos = GetWorldPos(modelMatrix);
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+ oPos = GetClipPos(worldPos);
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+ oNormal = GetWorldNormal(modelMatrix);
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+ oWorldPos = float4(worldPos, GetDepth(oPos));
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+ oTexCoord = GetTexCoord(iTexCoord);
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+ oDetailTexCoord = cDetailTiling * oTexCoord;
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+
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+ #ifdef PERPIXEL
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+ // Per-pixel forward lighting
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+ float4 projWorldPos = float4(worldPos.xyz, 1.0);
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+
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+ #ifdef SHADOW
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+ // Shadow projection: transform from world space to shadow space
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+ GetShadowPos(projWorldPos, oShadowPos);
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+ #endif
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+
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+ #ifdef SPOTLIGHT
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+ // Spotlight projection: transform from world space to projector texture coordinates
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+ oSpotPos = mul(projWorldPos, cLightMatrices[0]);
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+ #endif
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+
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+ #ifdef POINTLIGHT
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+ oCubeMaskVec = mul(worldPos - cLightPos.xyz, (float3x3)cLightMatrices[0]);
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+ #endif
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+ #else
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+ // Ambient & per-vertex lighting
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+ oVertexLight = GetAmbient(GetZonePos(worldPos));
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+
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+ #ifdef NUMVERTEXLIGHTS
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+ for (int i = 0; i < NUMVERTEXLIGHTS; ++i)
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+ oVertexLight += GetVertexLight(i, worldPos, oNormal) * cVertexLights[i * 3].rgb;
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+ #endif
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+
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+ oScreenPos = GetScreenPos(oPos);
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+ #endif
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+}
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+
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+void PS(float2 iTexCoord : TEXCOORD0,
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+ float3 iNormal : TEXCOORD1,
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+ float4 iWorldPos : TEXCOORD2,
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+ float2 iDetailTexCoord : TEXCOORD3,
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+ #ifdef PERPIXEL
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+ #ifdef SHADOW
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+ float4 iShadowPos[NUMCASCADES] : TEXCOORD4,
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+ #endif
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+ #ifdef SPOTLIGHT
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+ float4 iSpotPos : TEXCOORD5,
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+ #endif
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+ #ifdef CUBEMASK
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+ float3 iCubeMaskVec : TEXCOORD5,
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+ #endif
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+ #else
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+ float3 iVertexLight : TEXCOORD4,
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+ float4 iScreenPos : TEXCOORD5,
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+ #endif
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+ #ifdef PREPASS
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+ out float4 oDepth : SV_TARGET1,
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+ #endif
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+ #ifdef DEFERRED
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+ out float4 oAlbedo : SV_TARGET1,
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+ out float4 oNormal : SV_TARGET2,
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+ out float4 oDepth : SV_TARGET3,
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+ #endif
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+ out float4 oColor : SV_TARGET)
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+{
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+ // Get material diffuse albedo
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+ float3 weights = tWeightMap0.Sample(sWeightMap0, iTexCoord).rgb;
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+ float sumWeights = weights.r + weights.g + weights.b;
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+ weights /= sumWeights;
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+ float4 diffColor = cMatDiffColor * (
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+ weights.r * tDetailMap1.Sample(sDetailMap1, iDetailTexCoord) +
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+ weights.g * tDetailMap2.Sample(sDetailMap2, iDetailTexCoord) +
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+ weights.b * tDetailMap3.Sample(sDetailMap3, iDetailTexCoord)
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+ );
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+
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+ // Get material specular albedo
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+ float3 specColor = cMatSpecColor.rgb;
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+
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+ // Get normal
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+ float3 normal = normalize(iNormal);
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+
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+ // Get fog factor
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+ #ifdef HEIGHTFOG
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+ float fogFactor = GetHeightFogFactor(iWorldPos.w, iWorldPos.y);
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+ #else
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+ float fogFactor = GetFogFactor(iWorldPos.w);
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+ #endif
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+
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+ #if defined(PERPIXEL)
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+ // Per-pixel forward lighting
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+ float3 lightDir;
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+ float3 lightColor;
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+ float3 finalColor;
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+
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+ float diff = GetDiffuse(normal, iWorldPos.xyz, lightDir);
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+
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+ #ifdef SHADOW
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+ diff *= GetShadow(iShadowPos, iWorldPos.w);
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+ #endif
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+
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+ #if defined(SPOTLIGHT)
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+ lightColor = iSpotPos.w > 0.0 ? tLightSpotMap.Sample(sLightSpotMap, iSpotPos.xy / iSpotPos.w).rrr * cLightColor.rgb : 0.0;
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+ #elif defined(CUBEMASK)
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+ lightColor = tLightCubeMap.Sample(sLightCubeMap, iCubeMaskVec).rgb * cLightColor.rgb;
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+ #else
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+ lightColor = cLightColor.rgb;
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+ #endif
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+
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+ #ifdef SPECULAR
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+ float spec = GetSpecular(normal, cCameraPosPS - iWorldPos.xyz, lightDir, cMatSpecColor.a);
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+ finalColor = diff * lightColor * (diffColor.rgb + spec * specColor * cLightColor.a);
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+ #else
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+ finalColor = diff * lightColor * diffColor.rgb;
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+ #endif
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+
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+ #ifdef AMBIENT
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+ finalColor += cAmbientColor * diffColor.rgb;
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+ finalColor += cMatEmissiveColor;
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+ oColor = float4(GetFog(finalColor, fogFactor), diffColor.a);
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+ #else
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+ oColor = float4(GetLitFog(finalColor, fogFactor), diffColor.a);
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+ #endif
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+ #elif defined(PREPASS)
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+ // Fill light pre-pass G-Buffer
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+ float specPower = cMatSpecColor.a / 255.0;
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+
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+ oColor = float4(normal * 0.5 + 0.5, specPower);
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+ oDepth = iWorldPos.w;
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+ #elif defined(DEFERRED)
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+ // Fill deferred G-buffer
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+ float specIntensity = specColor.g;
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+ float specPower = cMatSpecColor.a / 255.0;
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+
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+ float3 finalColor = iVertexLight * diffColor.rgb;
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+
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+ oColor = float4(GetFog(finalColor, fogFactor), 1.0);
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+ oAlbedo = fogFactor * float4(diffColor.rgb, specIntensity);
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+ oNormal = float4(normal * 0.5 + 0.5, specPower);
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+ oDepth = iWorldPos.w;
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+ #else
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+ // Ambient & per-vertex lighting
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+ float3 finalColor = iVertexLight * diffColor.rgb;
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+
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+ #ifdef MATERIAL
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+ // Add light pre-pass accumulation result
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+ // Lights are accumulated at half intensity. Bring back to full intensity now
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+ float4 lightInput = 2.0 * tLightBuffer.Sample(sLightBuffer, iScreenPos.xy / iScreenPos.w);
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+ float3 lightSpecColor = lightInput.a * (lightInput.rgb / GetIntensity(lightInput.rgb));
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+
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+ finalColor += lightInput.rgb * diffColor.rgb + lightSpecColor * specColor;
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+ #endif
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+
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+ oColor = float4(GetFog(finalColor, fogFactor), diffColor.a);
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+ #endif
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+}
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