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59
gamedata/shaders/r3/details_lod.s
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59
gamedata/shaders/r3/details_lod.s
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function pass_setup_common (shader, t_base, t_second, t_detail)
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shader : blend (false, blend.one, blend.zero)
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: zb (true, true)
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: fog (false)
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:dx10stencil ( true, cmp_func.always,
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255 , 127,
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stencil_op.keep, stencil_op.replace, stencil_op.keep)
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:dx10stencil_ref (1)
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shader:dx10texture ("s_base", t_base)
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shader:dx10texture ("s_hemi", t_base .. "_nm")
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shader:dx10sampler ("smp_base");
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shader:dx10sampler ("smp_linear");
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end
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function l_special (shader, t_base, t_second, t_detail)
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local opt = shader:dx10Options()
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-- pre_pass --
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if ( opt:dx10_msaa_alphatest_atoc() ) then
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shader :begin ("lod","lod_atoc")
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details_lod.pass_setup_common(shader, t_base, t_second, t_detail)
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shader :dx10color_write_enable( false, false, false, false)
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shader :dx10atoc( true )
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end
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-- main pass --
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shader :begin ("lod","lod")
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details_lod.pass_setup_common(shader, t_base, t_second, t_detail)
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if ( opt:dx10_msaa_alphatest_atoc() ) then
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shader :dx10zfunc(cmp_func.equal)
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end
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end
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--[[
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function l_special (shader, t_base, t_second, t_detail)
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shader:begin ("lod","lod")
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: blend (false, blend.one, blend.zero)
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: zb (true, true)
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: fog (false)
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shader:dx10stencil ( true, cmp_func.always,
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255 , 127,
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stencil_op.keep, stencil_op.replace, stencil_op.keep)
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shader:dx10stencil_ref (1)
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-- shader:sampler ("s_base") :texture (t_base)
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-- shader:sampler ("s_hemi") :texture (t_base .. "_nm")
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shader:dx10texture ("s_base", t_base)
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shader:dx10texture ("s_hemi", t_base .. "_nm")
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shader:dx10sampler ("smp_base");
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shader:dx10sampler ("smp_linear");
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end
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]]--
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