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@@ -87,7 +87,7 @@ std::string g_szNormalsShader = std::string(
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"}\n"
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// Vertex shader for rendering normals using fixed function pipeline
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- "VS_OUTPUT RenderNormalsVS_FF(VS_INPUT IN)\n"
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+ "VS_OUTPUT_FF RenderNormalsVS_FF(VS_INPUT IN)\n"
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"{\n"
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"VS_OUTPUT_FF Out;\n"
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"Out.Position = mul(float4(IN.Position,1.0f),WorldViewProjection);\n"
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@@ -119,9 +119,9 @@ std::string g_szNormalsShader = std::string(
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"{\n"
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"CullMode=none;\n"
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"VertexShader = compile vs_2_0 RenderNormalsVS_FF();\n"
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- "ColorOp[0] = SelectArg0;\n"
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+ "ColorOp[0] = SelectArg1;\n"
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"ColorArg0[0] = Diffuse;\n"
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- "AlphaOp[0] = SelectArg0;\n"
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+ "AlphaOp[0] = SelectArg1;\n"
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"AlphaArg0[0] = Diffuse;\n"
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"}\n"
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"};\n"
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@@ -296,13 +296,13 @@ std::string g_szDefaultShader = std::string(
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"}\n"
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// Vertex shader for fixed function pipeline
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- "VS_OUTPUT DefaultVShader_FF(VS_INPUT IN)\n"
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+ "VS_OUTPUT_FF DefaultVShader_FF(VS_INPUT IN)\n"
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"{\n"
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- "VS_OUTPUT Out;\n"
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+ "VS_OUTPUT_FF Out;\n"
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// Multiply with the WorldViewProjection matrix
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"Out.Position = mul(float4(IN.Position,1.0f),WorldViewProjection);\n"
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- "float3 worldNormal = mul( IN.Normal, float3x3( WorldInverseTranspose)); \n"
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+ "float3 worldNormal = mul( IN.Normal, (float3x3) WorldInverseTranspose); \n"
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// per-vertex lighting. We simply assume light colors of unused lights to be black
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"Out.Color = float4( 0.2f, 0.2f, 0.2f, 1.0f); \n"
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@@ -441,9 +441,9 @@ std::string g_szDefaultShader = std::string(
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"{\n"
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"CullMode=none;\n"
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"VertexShader = compile vs_2_0 DefaultVShader_FF();\n"
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- "ColorOp[0] = SelectArg0;\n"
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+ "ColorOp[0] = SelectArg1;\n"
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"ColorArg0[0] = Diffuse;\n"
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- "AlphaOp[0] = SelectArg0;\n"
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+ "AlphaOp[0] = SelectArg1;\n"
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"AlphaArg0[0] = Diffuse;\n"
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"}\n"
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"};\n"
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@@ -695,14 +695,14 @@ std::string g_szMaterialShader = std::string(
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"}\n"
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// Vertex shader for zero to five lights using the fixed function pixel pipeline
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- "VS_OUTPUT MaterialVShader_FF(VS_INPUT IN)\n"
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+ "VS_OUTPUT_FF MaterialVShader_FF(VS_INPUT IN)\n"
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"{\n"
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"VS_OUTPUT_FF Out;\n"
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// Multiply with the WorldViewProjection matrix
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"Out.Position = mul( float4( IN.Position, 1.0f), WorldViewProjection);\n"
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"float3 worldPos = mul( float4( IN.Position, 1.0f), World);\n"
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- "float3 worldNormal = mul( IN.Normal, float3x3( WorldInverseTranspose)); \n"
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+ "float3 worldNormal = mul( IN.Normal, (float3x3) WorldInverseTranspose); \n"
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"Out.TexCoord0 = IN.TexCoord0;\n"
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// calculate per-vertex diffuse lighting including ambient part
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@@ -1161,7 +1161,7 @@ std::string g_szMaterialShader = std::string(
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"ColorArg0[0] = Texture;\n"
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"ColorArg1[0] = Diffuse;\n"
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"AlphaOp[0] = Modulate;\n"
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- "AlphaArg0[0] = Textur;\n"
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+ "AlphaArg0[0] = Texture;\n"
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"AlphaArg1[0] = Diffuse;\n"
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"}\n"
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"};\n"
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@@ -1269,10 +1269,10 @@ std::string g_szPassThroughShader = std::string(
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"SrcBlend =srcalpha;\n"
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"DestBlend =invsrcalpha;\n"
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"VertexShader = compile vs_2_0 DefaultVShader();\n"
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- "ColorOp[0] = SelectArg0;\n"
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+ "ColorOp[0] = SelectArg1;\n"
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"ColorArg0[0] = Texture;\n"
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- "AlphaOp[0] = SelectArg0;\n"
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- "AlphaArg0[0] = Textur;\n"
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+ "AlphaOp[0] = SelectArg1;\n"
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+ "AlphaArg0[0] = Texture;\n"
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"}\n"
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"};\n"
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);
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