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42
gamedata/shaders/d3d11/lod.vs.hlsl
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gamedata/shaders/d3d11/lod.vs.hlsl
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#include "common.hlsli"
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#define L_SCALE 3.1f
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struct v_bolbord
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{
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float3 pos0 : POSITION0;
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float3 pos1 : POSITION1;
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float3 n0 : NORMAL0;
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float3 n1 : NORMAL1;
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float2 tc0 : TEXCOORD0;
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float2 tc1 : TEXCOORD1;
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float4 rgbh0 : TEXCOORD2;
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float4 rgbh1 : TEXCOORD3;
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float4 sun_af : COLOR0;
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};
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void main(in v_bolbord I, out p_bilbord O)
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{
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I.sun_af.xyz = I.sun_af.zyx;
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I.rgbh0.xyz = I.rgbh0.zyx;
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I.rgbh1.xyz = I.rgbh1.zyx;
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float4 pos = float4(lerp(I.pos0, I.pos1, I.sun_af.w), 1.0f);
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float h = lerp(I.rgbh0.w, I.rgbh1.w, I.sun_af.w) * L_SCALE;
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O.af = float4(h, h, I.sun_af.z, I.sun_af.w);
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O.hpos = mul(m_VP, pos);
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O.position = mul(m_V, pos);
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O.tc0 = I.tc0;
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O.tc1 = I.tc1;
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O.hpos_curr = O.hpos;
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O.hpos_old = mul(m_VP_old, pos);
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O.hpos.xy += m_taa_jitter.xy * O.hpos.w;
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}
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