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gamedata/shaders/r3/dx11/tess_shadow.ds
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gamedata/shaders/r3/dx11/tess_shadow.ds
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#include "common.h"
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#include "DX11\tess.h"
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//if you use ccw then corresponding coefs are w, v, u
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//if you use cw then corresponding coefs are u, v, w
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[domain("tri")]
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v2p_shadow_direct main( HS_CONSTANT_DATA_OUTPUT input,
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float3 uvw : SV_DomainLocation,
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const OutputPatch<p_bumped, 3> bp )
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{
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v2p_shadow_direct output;
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float u = uvw.x;
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float v = uvw.y;
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float w = uvw.z;
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float3 Pos = bp[0].position.xyz*w + bp[1].position.xyz*v + bp[2].position.xyz*u;
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float3 M1 = bp[0].M1*w + bp[1].M1*v + bp[2].M1*u;
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float3 M2 = bp[0].M2*w + bp[1].M2*v + bp[2].M2*u;
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float3 M3 = bp[0].M3*w + bp[1].M3*v + bp[2].M3*u;
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float3 Norm = normalize(float3(M1.z, M2.z, M3.z));
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float2 tc = bp[0].tcdh*w + bp[1].tcdh*v + bp[2].tcdh*u;
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# ifdef USE_TDETAIL
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float2 tcd = bp[0].tcdbump*w + bp[1].tcdbump*v + bp[2].tcdbump*u;
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# else
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float2 tcd = 0;
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# endif
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#if TESS_PN
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float3 N[3] =
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{
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float3(bp[0].M1.z, bp[0].M2.z, bp[0].M3.z),
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float3(bp[1].M1.z, bp[1].M2.z, bp[1].M3.z),
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float3(bp[2].M1.z, bp[2].M2.z, bp[2].M3.z)
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};
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float3 P[3] =
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{
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bp[0].position.xyz,
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bp[1].position.xyz,
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bp[2].position.xyz
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};
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ComputePatchVertex(P, N, uvw, input.patch, Pos, Norm);
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#endif
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#if TESS_HM
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ComputeDisplacedVertex(Pos, Norm, tc, tcd);
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#endif
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output.hpos = mul(m_P, float4(Pos,1));
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return output;
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}
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