add game&rawdata
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gamedata/shaders/d3d11/base_lplanes.vs.hlsl
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gamedata/shaders/d3d11/base_lplanes.vs.hlsl
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#include "common.hlsli"
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struct vf
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{
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float2 tc0 : TEXCOORD0; // base
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float4 c0 : COLOR0; // color
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float4 hpos : SV_POSITION;
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};
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vf main(v_static v)
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{
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vf o;
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o.hpos = mul(m_WVP, v.P); // xform, input in world coords
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o.tc0 = unpack_tc_base(v.tc, v.T.w, v.B.w); // copy tc
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// calculate fade
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float3 dir_v = normalize(mul(m_WV, v.P));
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float3 norm_v = normalize(mul((float3x3)m_WV, unpack_normal(v.Nh.zyx)));
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float fade = abs(dot(dir_v, norm_v));
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o.c0 = fade;
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o.hpos.xy += m_taa_jitter.xy * o.hpos.w;
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return o;
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}
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