init
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gamedata/shaders/d3d11/lod.ps.hlsl
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56
gamedata/shaders/d3d11/lod.ps.hlsl
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#include "common.hlsli"
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#include "sload.hlsli"
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void sample_Textures(inout float4 D, inout float4 H, float2 tc1, float2 tc0, float4 af)
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{
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float4 D1 = s_base.SampleLevel(smp_base, tc1, 0.0f);
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float4 D0 = s_base.SampleLevel(smp_base, tc0, 0.0f);
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float4 H0 = s_hemi.SampleLevel(smp_base, tc0, 0.0f);
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float4 H1 = s_hemi.SampleLevel(smp_base, tc1, 0.0f);
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H0.xyz = H0.rgb * 2.0f - 1.0f;
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H1.xyz = H1.rgb * 2.0f - 1.0f;
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D = lerp(D0, D1, af.w);
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D.w *= af.z;
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H = lerp(H0, H1, af.w);
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H.w *= af.x;
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}
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void main(in p_bilbord I, out IXrayGbufferPack O)
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{
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float4 D, H;
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sample_Textures(D, H, I.tc1, I.tc0, I.af);
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float3 N = normalize(H.xyz);
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clip(D.w - def_aref);
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float Sun = saturate(H.w * 2.0f);
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IXrayMaterial M;
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M.Depth = I.position.z;
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M.Point = I.position.xyz;
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M.Color = D;
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M.Sun = Sun;
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M.AO = 1.0f;
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M.SSS = 0.0f;
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M.Hemi = H.w;
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M.Normal = N.xyz;
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M.Roughness = 0.95f;
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M.Metalness = 0.0f;
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#ifdef USE_LEGACY_LIGHT
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M.Metalness = L_material.w;
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M.Roughness = def_gloss;
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#endif
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M.SnowMask = 0.95f;
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O.Velocity = I.hpos_curr.xy / I.hpos_curr.w - I.hpos_old.xy / I.hpos_old.w;
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GbufferPack(O, M);
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}
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