add game&rawdata
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43
gamedata/shaders/d3d11/accum_volumetric.vs.hlsl
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43
gamedata/shaders/d3d11/accum_volumetric.vs.hlsl
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#include "common.hlsli"
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cbuffer VolumetricLights
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{
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float3 vMinBounds;
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float3 vMaxBounds;
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float4 FrustumClipPlane[6];
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}
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struct v2p
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{
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float3 lightToPos : TEXCOORD0; // light center to plane vector
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float3 vPos : TEXCOORD1; // position in camera space
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float fDensity : TEXCOORD2; // plane density alon Z axis
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float3 clip0 : SV_ClipDistance0;
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float3 clip1 : SV_ClipDistance1;
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float4 hpos : SV_POSITION;
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};
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v2p main(float3 P : POSITION)
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{
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v2p o;
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float4 vPos = 1.0f;
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vPos.xyz = lerp(vMinBounds, vMaxBounds, P);
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o.hpos = mul(m_P, vPos);
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o.lightToPos = vPos.xyz - Ldynamic_pos.xyz;
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o.vPos = vPos.xyz;
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o.fDensity = 0.025f;
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o.clip0.x = dot(o.hpos, FrustumClipPlane[0]);
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o.clip0.y = dot(o.hpos, FrustumClipPlane[1]);
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o.clip0.z = dot(o.hpos, FrustumClipPlane[2]);
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o.clip1.x = dot(o.hpos, FrustumClipPlane[3]);
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o.clip1.y = dot(o.hpos, FrustumClipPlane[4]);
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o.clip1.z = dot(o.hpos, FrustumClipPlane[5]);
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return o;
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}
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