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- #include "Uniforms.hlsl"
- #include "Samplers.hlsl"
- #include "Transform.hlsl"
- void VS(float4 iPos : POSITION,
- #ifndef NOUV
- float2 iTexCoord : TEXCOORD0,
- #endif
- #ifdef SKINNED
- float4 iBlendWeights : BLENDWEIGHT,
- int4 iBlendIndices : BLENDINDICES,
- #endif
- #ifdef INSTANCED
- float4x3 iModelInstance : TEXCOORD4,
- #endif
- #if defined(BILLBOARD) || defined(DIRBILLBOARD)
- float2 iSize : TEXCOORD1,
- #endif
- #ifdef VSM_SHADOW
- out float4 oTexCoord : TEXCOORD0,
- #else
- out float2 oTexCoord : TEXCOORD0,
- #endif
- out float4 oPos : OUTPOSITION)
- {
- // Define a 0,0 UV coord if not expected from the vertex data
- #ifdef NOUV
- float2 iTexCoord = float2(0.0, 0.0);
- #endif
- float4x3 modelMatrix = iModelMatrix;
- float3 worldPos = GetWorldPos(modelMatrix);
- oPos = GetClipPos(worldPos);
- #ifdef VSM_SHADOW
- oTexCoord = float4(GetTexCoord(iTexCoord), oPos.z, oPos.w);
- #else
- oTexCoord = GetTexCoord(iTexCoord);
- #endif
- }
- void PS(
- #ifdef VSM_SHADOW
- float4 iTexCoord : TEXCOORD0,
- #else
- float2 iTexCoord : TEXCOORD0,
- #endif
- out float4 oColor : OUTCOLOR0)
- {
- #ifdef ALPHAMASK
- float alpha = Sample2D(DiffMap, iTexCoord.xy).a;
- if (alpha < 0.5)
- discard;
- #endif
- #ifdef VSM_SHADOW
- float depth = iTexCoord.z / iTexCoord.w;
- oColor = float4(depth, depth * depth, 1.0, 1.0);
- #else
- oColor = 1.0;
- #endif
- }
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