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514
gamedata/shaders/d3d11/common_iostructs.hlsli
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gamedata/shaders/d3d11/common_iostructs.hlsli
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#ifndef common_iostructs_h_included
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#define common_iostructs_h_included
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////////////////////////////////////////////////////////////////
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// This file contains io structs:
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// v_name : input for vertex shader.
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// v2p_name: output for vertex shader.
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// p_name : input for pixel shader.
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////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////
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// TL0uv
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struct v_TL0uv_positiont
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{
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float4 P : POSITIONT;
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float4 Color : COLOR;
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};
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struct v_TL0uv
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{
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float4 P : POSITION;
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float4 Color : COLOR;
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};
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struct v2p_TL0uv
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{
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float4 Color : COLOR;
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float4 HPos : SV_POSITION; // Clip-space position (for rasterization)
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};
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struct p_TL0uv
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{
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float4 Color : COLOR;
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// float4 HPos : SV_POSITION; // Clip-space position (for rasterization)
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};
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////////////////////////////////////////////////////////////////
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// TL
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struct v_TL_positiont
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{
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float4 P : POSITIONT;
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float2 Tex0 : TEXCOORD0;
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float4 Color : COLOR;
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};
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struct v_TL
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{
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float4 P : POSITION;
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float2 Tex0 : TEXCOORD0;
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float4 Color : COLOR;
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};
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struct v2p_TL
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{
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float2 Tex0 : TEXCOORD0;
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float4 Color : COLOR;
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float4 HPos : SV_POSITION; // Clip-space position (for rasterization)
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};
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struct p_TL
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{
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float2 Tex0 : TEXCOORD0;
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float4 Color : COLOR;
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// float4 HPos : SV_POSITION; // Clip-space position (for rasterization)
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};
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////////////////////////////////////////////////////////////////
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// TL2uv
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struct v_TL2uv
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{
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float4 P : POSITIONT;
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float2 Tex0 : TEXCOORD0;
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float2 Tex1 : TEXCOORD1;
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float4 Color : COLOR;
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};
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struct v2p_TL2uv
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{
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float2 Tex0 : TEXCOORD0;
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float2 Tex1 : TEXCOORD1;
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float4 Color : COLOR;
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float4 HPos : SV_POSITION; // Clip-space position (for rasterization)
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};
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struct p_TL2uv
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{
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float2 Tex0 : TEXCOORD0;
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float2 Tex1 : TEXCOORD1;
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float4 Color : COLOR;
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// float4 HPos : SV_POSITION; // Clip-space position (for rasterization)
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};
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////////////////////////////////////////////////////////////////
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// postpr
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struct v_postpr
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{
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float4 P : POSITIONT;
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float2 Tex0 : TEXCOORD0; // base1 (duality)
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float2 Tex1 : TEXCOORD1; // base2 (duality)
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float2 Tex2 : TEXCOORD2; // base (noise)
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float4 Color : COLOR0; // multiplier, color.w = noise_amount
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float4 Gray : COLOR1; // (.3,.3,.3.,amount)
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};
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struct v2p_postpr
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{
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float2 Tex0 : TEXCOORD0; // base1 (duality)
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float2 Tex1 : TEXCOORD1; // base2 (duality)
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float2 Tex2 : TEXCOORD2; // base (noise)
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float4 Color : COLOR0; // multiplier, color.w = noise_amount
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float4 Gray : COLOR1; // (.3,.3,.3.,amount)
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float4 HPos : SV_POSITION; // Clip-space position (for rasterization)
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};
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struct p_postpr
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{
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float2 Tex0 : TEXCOORD0; // base1 (duality)
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float2 Tex1 : TEXCOORD1; // base2 (duality)
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float2 Tex2 : TEXCOORD2; // base (noise)
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float4 Color : COLOR0; // multiplier, color.w = noise_amount
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float4 Gray : COLOR1; // (.3,.3,.3.,amount)
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// float4 HPos : SV_POSITION; // Clip-space position (for rasterization)
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};
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////////////////////////////////////////////////////////////////
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// build (bloom_build)
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struct v_build
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{
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float4 P : POSITIONT;
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float2 Tex0 : TEXCOORD0;
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float2 Tex1 : TEXCOORD1;
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float2 Tex2 : TEXCOORD2;
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float2 Tex3 : TEXCOORD3;
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};
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|
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struct v2p_build
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{
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float2 Tex0 : TEXCOORD0;
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float2 Tex1 : TEXCOORD1;
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float2 Tex2 : TEXCOORD2;
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float2 Tex3 : TEXCOORD3;
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float4 HPos : SV_POSITION; // Clip-space position (for rasterization)
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};
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|
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struct p_build
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{
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float2 Tex0 : TEXCOORD0;
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float2 Tex1 : TEXCOORD1;
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float2 Tex2 : TEXCOORD2;
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float2 Tex3 : TEXCOORD3;
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// float4 HPos : SV_POSITION; // Clip-space position (for rasterization)
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};
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////////////////////////////////////////////////////////////////
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// filter (bloom_filter)
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struct v_filter
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{
|
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float4 P : POSITIONT;
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float4 Tex0 : TEXCOORD0;
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float4 Tex1 : TEXCOORD1;
|
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float4 Tex2 : TEXCOORD2;
|
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float4 Tex3 : TEXCOORD3;
|
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float4 Tex4 : TEXCOORD4;
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float4 Tex5 : TEXCOORD5;
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float4 Tex6 : TEXCOORD6;
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float4 Tex7 : TEXCOORD7;
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};
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|
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struct v2p_filter
|
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{
|
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float4 Tex0 : TEXCOORD0;
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float4 Tex1 : TEXCOORD1;
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float4 Tex2 : TEXCOORD2;
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float4 Tex3 : TEXCOORD3;
|
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float4 Tex4 : TEXCOORD4;
|
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float4 Tex5 : TEXCOORD5;
|
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float4 Tex6 : TEXCOORD6;
|
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float4 Tex7 : TEXCOORD7;
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float4 HPos : SV_POSITION; // Clip-space position (for rasterization)
|
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};
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|
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struct p_filter
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{
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float4 Tex0 : TEXCOORD0;
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float4 Tex1 : TEXCOORD1;
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float4 Tex2 : TEXCOORD2;
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float4 Tex3 : TEXCOORD3;
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float4 Tex4 : TEXCOORD4;
|
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float4 Tex5 : TEXCOORD5;
|
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float4 Tex6 : TEXCOORD6;
|
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float4 Tex7 : TEXCOORD7;
|
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// float4 HPos : SV_POSITION; // Clip-space position (for rasterization)
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||||
};
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////////////////////////////////////////////////////////////////
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// aa_AA
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struct v_aa_AA
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{
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float4 P : POSITIONT;
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float2 Tex0 : TEXCOORD0;
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float2 Tex1 : TEXCOORD1;
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float2 Tex2 : TEXCOORD2;
|
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float2 Tex3 : TEXCOORD3;
|
||||
float2 Tex4 : TEXCOORD4;
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float4 Tex5 : TEXCOORD5;
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float4 Tex6 : TEXCOORD6;
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};
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struct v2p_aa_AA
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{
|
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float2 Tex0 : TEXCOORD0;
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float2 Tex1 : TEXCOORD1;
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float2 Tex2 : TEXCOORD2;
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float2 Tex3 : TEXCOORD3;
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float2 Tex4 : TEXCOORD4;
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float4 Tex5 : TEXCOORD5;
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float4 Tex6 : TEXCOORD6;
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float4 HPos : SV_POSITION; // Clip-space position (for rasterization)
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};
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struct p_aa_AA
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||||
{
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float2 Tex0 : TEXCOORD0;
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float2 Tex1 : TEXCOORD1;
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float2 Tex2 : TEXCOORD2;
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float2 Tex3 : TEXCOORD3;
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float2 Tex4 : TEXCOORD4;
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float4 Tex5 : TEXCOORD5;
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float4 Tex6 : TEXCOORD6;
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// float4 HPos :SV_POSITION; // Clip-space position (for rasterization)
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};
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struct p_aa_AA_sun
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{
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float2 tc : TEXCOORD0;
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float2 unused : TEXCOORD1;
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float2 LT : TEXCOORD2;
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float2 RT : TEXCOORD3;
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float2 LB : TEXCOORD4;
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float2 RB : TEXCOORD5;
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// float4 HPos :SV_POSITION; // Clip-space position (for rasterization)
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};
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////////////////////////////////////////////////////////////////
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// dumb
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struct v_dumb
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{
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float4 P : POSITION; // Clip-space position (for rasterization)
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};
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struct v2p_dumb
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{
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float4 HPos : SV_POSITION; // Clip-space position (for rasterization)
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};
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////////////////////////////////////////////////////////////////
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// Volume
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struct v2p_volume
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||||
{
|
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float4 tc : TEXCOORD0;
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float4 hpos : SV_POSITION; // Clip-space position (for rasterization)
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};
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struct p_volume
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{
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float4 tc : TEXCOORD0;
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// float4 hpos :SV_POSITION; // Clip-space position (for rasterization)
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};
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////////////////////////////////////////////////////////////////
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// Static
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struct v_static
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{
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float4 Nh : NORMAL; // (nx,ny,nz,hemi occlusion)
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float4 T : TANGENT; // tangent
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float4 B : BINORMAL; // binormal
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int2 tc : TEXCOORD0; // (u,v)
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#ifdef USE_LM_HEMI
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int2 lmh : TEXCOORD1; // (lmu,lmv)
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#endif
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float4 P : POSITION; // (float,float,float,1)
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};
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struct v_static_color
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{
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float4 P : POSITION; // (float,float,float,1)
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float4 Nh : NORMAL; // (nx,ny,nz,hemi occlusion)
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float4 T : TANGENT; // tangent
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float4 B : BINORMAL; // binormal
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float4 color : COLOR0; // (r,g,b,dir-occlusion) // Swizzle before use!!!
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int2 tc : TEXCOORD0; // (u,v)
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#ifdef USE_LM_HEMI
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int2 lmh : TEXCOORD1; // (lmu,lmv)
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#endif
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};
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struct f_deffer
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{
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float4 Ne : SV_Target0;
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float4 C : SV_Target1;
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float2 V : SV_Target2;
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};
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struct f_forward
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{
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float4 Color : SV_Target0;
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float Reactive : SV_Target1;
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float2 Velocity : SV_Target2;
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};
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struct gbuffer_data
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{
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float3 P;
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float3 P_hud;
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float3 P_real;
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float depth;
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float mtl;
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float3 N;
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float hemi;
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float3 C;
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float gloss;
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float sss;
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};
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////////////////////////////////////////////////////////////////
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// Defer bumped
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struct p_bumped_new
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{
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float4 hpos : SV_POSITION;
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float4 tcdh : TEXCOORD0; // Texture coordinates, sun_occlusion || lm-hemi
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float4 position : TEXCOORD1; // position + hemi
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float3 M1 : TEXCOORD2; // nmap 2 eye - 1
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float3 M2 : TEXCOORD3; // nmap 2 eye - 2
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float3 M3 : TEXCOORD4; // nmap 2 eye - 3
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float4 hpos_curr : TEXCOORD5;
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float4 hpos_old : TEXCOORD6;
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float snow_mask : TEXCOORD7;
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#ifndef USE_LM_HEMI
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#ifdef USE_LENGTH_BUFFER
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float3 lmap : TEXCOORD8;
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#endif
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#endif
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};
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struct p_bilbord
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{
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float4 hpos : SV_POSITION;
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float4 af : COLOR1;
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float3 position : TEXCOORD0;
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float2 tc0 : TEXCOORD1;
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float2 tc1 : TEXCOORD2;
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float4 hpos_curr : TEXCOORD3;
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float4 hpos_old : TEXCOORD4;
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};
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struct v2p_bumped
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{
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#if defined(USE_R2_STATIC_SUN) && !defined(USE_LM_HEMI)
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float4 tcdh : TEXCOORD0; // Texture coordinates, w=sun_occlusion
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#else
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float2 tcdh : TEXCOORD0; // Texture coordinates
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#endif
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float4 position : TEXCOORD1; // position + hemi
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float3 M1 : TEXCOORD2; // nmap 2 eye - 1
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float3 M2 : TEXCOORD3; // nmap 2 eye - 2
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float3 M3 : TEXCOORD4; // nmap 2 eye - 3
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#ifdef USE_TDETAIL
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float2 tcdbump : TEXCOORD5; // d-bump
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#endif
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#ifdef USE_LM_HEMI
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float2 lmh : TEXCOORD6; // lm-hemi
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#endif
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float4 hpos_curr : POSITION0;
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float4 hpos_old : POSITION1;
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float4 hpos : SV_POSITION;
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};
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||||
|
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struct p_bumped
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{
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#if defined(USE_R2_STATIC_SUN) && !defined(USE_LM_HEMI)
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float4 tcdh : TEXCOORD0; // Texture coordinates, w=sun_occlusion
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#else
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float2 tcdh : TEXCOORD0; // Texture coordinates
|
||||
#endif
|
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float4 position : TEXCOORD1; // position + hemi
|
||||
float3 M1 : TEXCOORD2; // nmap 2 eye - 1
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||||
float3 M2 : TEXCOORD3; // nmap 2 eye - 2
|
||||
float3 M3 : TEXCOORD4; // nmap 2 eye - 3
|
||||
#ifdef USE_TDETAIL
|
||||
float2 tcdbump : TEXCOORD5; // d-bump
|
||||
#endif
|
||||
#ifdef USE_LM_HEMI
|
||||
float2 lmh : TEXCOORD6; // lm-hemi
|
||||
#endif
|
||||
float4 hpos_curr : POSITION0;
|
||||
float4 hpos_old : POSITION1;
|
||||
};
|
||||
|
||||
// Defer flat
|
||||
struct v2p_flat
|
||||
{
|
||||
#if defined(USE_R2_STATIC_SUN) && !defined(USE_LM_HEMI)
|
||||
float4 tcdh : TEXCOORD0; // Texture coordinates, w=sun_occlusion
|
||||
#else
|
||||
float2 tcdh : TEXCOORD0; // Texture coordinates
|
||||
#endif
|
||||
float4 position : TEXCOORD1; // position + hemi
|
||||
float3 N : TEXCOORD2; // Eye-space normal (for lighting)
|
||||
#ifdef USE_TDETAIL
|
||||
float2 tcdbump : TEXCOORD3; // d-bump
|
||||
#endif
|
||||
#ifdef USE_LM_HEMI
|
||||
float2 lmh : TEXCOORD4; // lm-hemi
|
||||
#endif
|
||||
float4 hpos_curr : POSITION0;
|
||||
float4 hpos_old : POSITION1;
|
||||
float4 hpos : SV_POSITION;
|
||||
};
|
||||
|
||||
struct p_flat
|
||||
{
|
||||
#if defined(USE_R2_STATIC_SUN) && !defined(USE_LM_HEMI)
|
||||
float4 tcdh : TEXCOORD0; // Texture coordinates, w=sun_occlusion
|
||||
#else
|
||||
float2 tcdh : TEXCOORD0; // Texture coordinates
|
||||
#endif
|
||||
float4 position : TEXCOORD1; // position + hemi
|
||||
float3 N : TEXCOORD2; // Eye-space normal (for lighting)
|
||||
#ifdef USE_TDETAIL
|
||||
float2 tcdbump : TEXCOORD3; // d-bump
|
||||
#endif
|
||||
#ifdef USE_LM_HEMI
|
||||
float2 lmh : TEXCOORD4; // lm-hemi
|
||||
#endif
|
||||
float4 hpos_curr : POSITION0;
|
||||
float4 hpos_old : POSITION1;
|
||||
};
|
||||
|
||||
// Shadow
|
||||
struct v_shadow_direct_aref
|
||||
{
|
||||
float4 P : POSITION; // (float,float,float,1)
|
||||
int4 tc : TEXCOORD0; // (u,v,frac,???)
|
||||
};
|
||||
|
||||
struct v_shadow_direct
|
||||
{
|
||||
float4 P : POSITION; // (float,float,float,1)
|
||||
};
|
||||
|
||||
struct v2p_shadow_direct_aref
|
||||
{
|
||||
float2 tc0 : TEXCOORD0; // Diffuse map for aref
|
||||
float4 hpos : SV_POSITION; // Clip-space position (for rasterization)
|
||||
};
|
||||
|
||||
struct v2p_shadow_direct
|
||||
{
|
||||
float4 hpos : SV_POSITION; // Clip-space position (for rasterization)
|
||||
};
|
||||
|
||||
struct p_shadow_direct_aref
|
||||
{
|
||||
float2 tc0 : TEXCOORD0; // Diffuse map for aref
|
||||
};
|
||||
|
||||
struct p_shadow
|
||||
{
|
||||
float2 tc0 : TEXCOORD0;
|
||||
float4 hpos : SV_POSITION;
|
||||
};
|
||||
|
||||
struct v2p_screen
|
||||
{
|
||||
float2 tc0 : TEXCOORD0;
|
||||
float4 HPos : POSITIONT; // Clip-space position (for rasterization)
|
||||
};
|
||||
|
||||
// Model
|
||||
struct v_model
|
||||
{
|
||||
float4 P : POSITION; // (float,float,float,1)
|
||||
float3 N : NORMAL; // (nx,ny,nz)
|
||||
float3 T : TANGENT; // (nx,ny,nz)
|
||||
float3 B : BINORMAL; // (nx,ny,nz)
|
||||
float2 tc : TEXCOORD0; // (u,v)
|
||||
float4 P_old : TEXCOORD1; // (float,float,float,1)
|
||||
};
|
||||
|
||||
// Tree
|
||||
struct v_tree
|
||||
{
|
||||
float4 P : POSITION; // (float,float,float,1)
|
||||
float4 Nh : NORMAL; // (nx,ny,nz)
|
||||
float3 T : TANGENT; // tangent
|
||||
float3 B : BINORMAL; // binormal
|
||||
int4 tc : TEXCOORD0; // (u,v,frac,???)
|
||||
};
|
||||
|
||||
// Details
|
||||
struct v_detail
|
||||
{
|
||||
float4 pos : POSITION; // position, frac
|
||||
float2 tc : TEXCOORD0; // texcoord
|
||||
};
|
||||
|
||||
#endif // common_iostructs_h_included
|
||||
Loading…
Add table
Add a link
Reference in a new issue