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- #include "Uniforms.hlsl"
- #include "Samplers.hlsl"
- #include "Transform.hlsl"
- void VS(float4 iPos : POSITION,
- #ifdef SKINNED
- float4 iBlendWeights : BLENDWEIGHT,
- int4 iBlendIndices : BLENDINDICES,
- #endif
- #ifdef INSTANCED
- float4x3 iModelInstance : TEXCOORD2,
- #endif
- #ifdef ALPHAMASK
- float2 iTexCoord : TEXCOORD0,
- out float2 oTexCoord : TEXCOORD0,
- #endif
- #ifdef FALLBACK
- out float4 oClipPos : TEXCOORD1,
- #endif
- out float4 oPos : POSITION)
- {
- float4x3 modelMatrix = iModelMatrix;
- float3 worldPos = GetWorldPos(modelMatrix);
- oPos = GetClipPos(worldPos);
- #ifdef ALPHAMASK
- oTexCoord = GetTexCoord(iTexCoord);
- #endif
- #ifdef FALLBACK
- oClipPos = oPos;
- #endif
- }
- void PS(
- #ifdef ALPHAMASK
- float2 iTexCoord : TEXCOORD0,
- #endif
- #ifdef FALLBACK
- float4 iClipPos : TEXCOORD1,
- #endif
- out float4 oColor : COLOR0)
- {
- #ifdef ALPHAMASK
- float alpha = tex2D(sDiffMap, iTexCoord).a;
- #else
- const float alpha = 1.0;
- #endif
- #ifdef FALLBACK
- float depth = min(iClipPos.z / iClipPos.w + cShadowIntensity.w, 1.0);
- oColor = float4(EncodeDepth(depth), 1.0, alpha);
- #else
- oColor = alpha;
- #endif
- }
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