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gamedata/shaders/d3d11/deffer_base.vs.hlsl
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gamedata/shaders/d3d11/deffer_base.vs.hlsl
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#include "common.hlsli"
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#ifdef USE_LM_HEMI
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#define v_in v_static
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#else
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#define v_in v_static_color
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#endif
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void main(in v_in I, out p_bumped_new O)
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{
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float2 tc = unpack_tc_base(I.tc, I.T.w, I.B.w);
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float3 Pe = mul(m_WV, I.P);
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O.tcdh = float4(tc.xy, I.Nh.w, I.Nh.w);
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O.position = float4(Pe, 1.0f);
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float3 N = unpack_bx4(unpack_D3DCOLOR(I.Nh).xyz);
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#if defined(USE_BUMP) || defined(USE_TDETAIL_BUMP)
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float3 T = unpack_bx4(unpack_D3DCOLOR(I.T).xyz);
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float3 B = unpack_bx4(unpack_D3DCOLOR(I.B).xyz);
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float3x3 xform = mul((float3x3)m_WV, float3x3(
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T.x, B.x, N.x,
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T.y, B.y, N.y,
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T.z, B.z, N.z)
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);
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O.M1 = xform[0];
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O.M2 = xform[1];
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O.M3 = xform[2];
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#else
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N = mul((float3x3)m_WV, N);
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O.M1 = N.xxx;
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O.M2 = N.yyy;
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O.M3 = N.zzz;
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#endif
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O.snow_mask = normalize(mul((float3x3)m_W, N)).y;
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#ifdef USE_LM_HEMI
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O.tcdh.zw = unpack_tc_lmap(I.lmh);
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#else
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#ifdef USE_LENGTH_BUFFER
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O.lmap = unpack_D3DCOLOR(I.color.xyz);
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#endif
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O.tcdh.w = I.color.w;
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#endif
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O.hpos = mul(m_WVP, I.P);
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O.hpos_curr = O.hpos;
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O.hpos_old = mul(m_WVP_old, I.P);
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O.hpos.xy += m_taa_jitter.xy * O.hpos.w;
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}
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