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- #include "Uniforms.hlsl"
- #include "Samplers.hlsl"
- #include "Transform.hlsl"
- void VS(float4 iPos : POSITION,
- float3 iNormal : NORMAL,
- #ifdef NORMALMAP
- float4 iTangent : TANGENT0,
- #endif
- float2 iTexCoord : TEXCOORD0,
- #ifdef SKINNED
- float4 iBlendWeights : BLENDWEIGHT,
- int4 iBlendIndices : BLENDINDICES,
- #endif
- #ifdef INSTANCED
- float4x3 iModelInstance : TEXCOORD2,
- #endif
- #ifdef HWDEPTH
- out float2 oTexCoord : TEXCOORD0,
- #else
- out float3 oTexCoord : TEXCOORD0,
- #endif
- out float3 oNormal : TEXCOORD1,
- #ifdef NORMALMAP
- out float3 oTangent : TEXCOORD2,
- out float3 oBitangent : TEXCOORD3,
- #endif
- out float4 oPos : POSITION)
- {
- float4x3 modelMatrix = iModelMatrix;
- float3 worldPos = GetWorldPos(modelMatrix);
- oPos = GetClipPos(worldPos);
- #ifdef HWDEPTH
- oTexCoord = GetTexCoord(iTexCoord);
- #else
- oTexCoord = float3(GetTexCoord(iTexCoord), GetDepth(oPos));
- #endif
- oNormal = GetWorldNormal(modelMatrix);
- #ifdef NORMALMAP
- oTangent = GetWorldTangent(modelMatrix);
- oBitangent = cross(oTangent, oNormal) * iTangent.w;
- #endif
- }
- void PS(
- #ifdef HWDEPTH
- float2 iTexCoord : TEXCOORD0,
- #else
- float3 iTexCoord : TEXCOORD0,
- #endif
- float3 iNormal : TEXCOORD1,
- #ifdef NORMALMAP
- float3 iTangent : TEXCOORD2,
- float3 iBitangent : TEXCOORD3,
- #endif
- #ifndef HWDEPTH
- out float4 oDepth : COLOR1,
- #endif
- out float4 oNormal : COLOR0)
- {
- #ifdef ALPHAMASK
- float4 diffInput = tex2D(sDiffMap, iTexCoord.xy);
- if (diffInput.a < 0.5)
- discard;
- #endif
- #ifdef NORMALMAP
- float3x3 tbn = float3x3(iTangent, iBitangent, iNormal);
- float3 normal = mul(DecodeNormal(tex2D(sNormalMap, iTexCoord.xy)), tbn);
- #else
- float3 normal = iNormal;
- #endif
- float specPower = cMatSpecColor.a / 255.0;
- oNormal = float4(normal * 0.5 + 0.5, specPower);
- #ifndef HWDEPTH
- oDepth = iTexCoord.z;
- #endif
- }
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