add game&rawdata
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gamedata/shaders/d3d11/shadow_lod.vs.hlsl
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25
gamedata/shaders/d3d11/shadow_lod.vs.hlsl
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#include "common.hlsli"
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uniform float3x4 m_xform;
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uniform float3x4 m_xform_v;
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uniform float4 consts; // {1/quant,1/quant,???,???}
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uniform float4 c_scale, c_bias, wind, wave;
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// Vertex
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void main(in v_shadow_direct_aref I, out p_shadow O)
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{
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float4 pos = float4(mul(m_xform, I.P).xyz, 1.0f);
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#ifdef USE_TREEWAVE
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float base = m_xform._24;
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float dp = calc_cyclic(wave.w + dot(pos.xyz, wave.xyz));
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float H = pos.y - base;
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float inten = H * dp;
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float frac = I.tc.z * consts.x;
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pos.xz += calc_xz_wave(wind.xz * inten, frac);
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#endif
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O.hpos = mul(m_VP, pos);
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O.tc0 = I.tc.xy * consts.xy;
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}
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