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