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@@ -53,26 +53,24 @@ float3 GetBillboardNormal()
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#define GetWorldTangent(modelMatrix) normalize(mul(iTangent.xyz, (float3x3)modelMatrix))
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-#ifdef SHADOW
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- #if defined(DIRLIGHT)
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- void GetShadowPos(float3 worldPos, out float4 shadowPos[4])
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- {
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- float4 projWorldPos = float4(worldPos, 1.0);
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- shadowPos[0] = mul(projWorldPos, cShadowProj[0]);
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- shadowPos[1] = mul(projWorldPos, cShadowProj[1]);
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- shadowPos[2] = mul(projWorldPos, cShadowProj[2]);
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- shadowPos[3] = mul(projWorldPos, cShadowProj[3]);
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- }
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- #elif defined(SPOTLIGHT)
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- void GetShadowPos(float3 worldPos, out float4 shadowPos)
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- {
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- float4 projWorldPos = float4(worldPos, 1.0);
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- shadowPos = mul(projWorldPos, cShadowProj[0]);
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- }
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- #else
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- void GetShadowPos(float3 worldPos, out float3 shadowPos)
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- {
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- shadowPos = worldPos - cCameraPos - cLightPos;
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- }
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- #endif
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-#endif
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+#if defined(DIRLIGHT)
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+ void GetShadowPos(float3 worldPos, out float4 shadowPos[4])
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+ {
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+ float4 projWorldPos = float4(worldPos, 1.0);
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+ shadowPos[0] = mul(projWorldPos, cShadowProj[0]);
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+ shadowPos[1] = mul(projWorldPos, cShadowProj[1]);
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+ shadowPos[2] = mul(projWorldPos, cShadowProj[2]);
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+ shadowPos[3] = mul(projWorldPos, cShadowProj[3]);
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+ }
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+#elif defined(SPOTLIGHT)
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+ void GetShadowPos(float3 worldPos, out float4 shadowPos)
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+ {
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+ float4 projWorldPos = float4(worldPos, 1.0);
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+ shadowPos = mul(projWorldPos, cShadowProj[0]);
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+ }
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+#else
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+ void GetShadowPos(float3 worldPos, out float3 shadowPos)
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+ {
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+ shadowPos = worldPos - cCameraPos - cLightPos;
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+ }
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+#endif
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