add game&rawdata
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gamedata/shaders/d3d11/shared/common.hlsli
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79
gamedata/shaders/d3d11/shared/common.hlsli
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//////////////////////////////////////////////////
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// All comments by Nivenhbro are preceded by !
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/////////////////////////////////////////////////
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#ifndef SHARED_COMMON_H
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#define SHARED_COMMON_H
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// Used by VS
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cbuffer dynamic_transforms
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{
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uniform float4x4 m_WVP;
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uniform float3x4 m_WV;
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uniform float3x4 m_W;
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uniform float4x4 m_WVP_old;
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uniform float3x4 m_WV_old;
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uniform float3x4 m_W_old;
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uniform float4x4 m_P_hud;
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uniform float4 L_material;
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uniform float4 hemi_cube_pos_faces;
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uniform float4 hemi_cube_neg_faces;
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uniform float4 dt_params;
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}
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cbuffer shader_params
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{
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float m_AlphaRef;
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}
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cbuffer static_globals
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{
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uniform float3x4 m_invV;
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uniform float3x4 m_V;
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uniform float4x4 m_P;
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uniform float4x4 m_VP;
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uniform float3x4 m_V_old;
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uniform float4x4 m_P_old;
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uniform float4x4 m_VP_old;
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uniform float4 timers;
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uniform float4 fog_plane;
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uniform float4 fog_params;
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uniform float4 fog_color;
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uniform float4 L_ambient;
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uniform float3 L_sun_color;
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uniform float3 L_sun_dir_w;
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uniform float4 L_sky_color;
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uniform float4 L_hemi_color;
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uniform float3 eye_position;
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uniform float4 pos_decompression_params;
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uniform float4 pos_decompression_params2;
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uniform float4 pos_decompression_params_hud;
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uniform float4 depth_unpack;
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uniform float def_aref;
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uniform float4 parallax;
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uniform float4 m_taa_jitter;
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}
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float calc_cyclic(float x)
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{
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float f = 1.4142f * sin(x * 3.14159f);
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return f * f - 1.0f;
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}
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float2 calc_xz_wave(float2 dir2D, float frac)
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{
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return dir2D * frac;
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}
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#endif
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