82 lines
2.2 KiB
Plaintext
82 lines
2.2 KiB
Plaintext
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sampler samp0_ : register(s0);
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//The 4-by-4 matrix linked to WORLDVIEWPROJ semantic is provided by the engine.
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// It is used to transform world coordinates to device coordinates.
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float4x4 g_mWorldViewProj : WORLDVIEWPROJ : register(c0);
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struct VS_INPUT {
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//Vertex data
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float4 position : POSITION;
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float4 diffuse : COLOR0;
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float2 texCoord : TEXCOORD0;
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//Instance data
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float4 i_color : COLOR1;
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float4 i_xyz_pos_x_scale : TEXCOORD1; //Pack: (x pos, y pos, z pos, x scale)
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float4 i_yz_scale_xy_ang : TEXCOORD2; //Pack: (y scale, z scale, x angle, y angle)
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float4 i_z_ang_extra : TEXCOORD3; //Pack: (z angle, extra 1, extra 2, extra 3)
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};
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struct PS_INPUT {
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float4 position : POSITION;
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float4 diffuse : COLOR0;
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float2 texCoord : TEXCOORD0;
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float exAlpha : FOG;
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};
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PS_INPUT mainVS(VS_INPUT inVs) {
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PS_INPUT outVs;
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float3 t_scale = float3(inVs.i_xyz_pos_x_scale.w, inVs.i_yz_scale_xy_ang.xy);
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float2 ax = float2(sin(inVs.i_yz_scale_xy_ang.z), cos(inVs.i_yz_scale_xy_ang.z));
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float2 ay = float2(sin(inVs.i_yz_scale_xy_ang.w), cos(inVs.i_yz_scale_xy_ang.w));
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float2 az = float2(sin(inVs.i_z_ang_extra.x), cos(inVs.i_z_ang_extra.x));
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//Creates the transformation matrix.
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float4x4 matInstance = float4x4(
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float4(
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t_scale.x * (ay.y * az.y - ax.x * ay.x * az.x),
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t_scale.x * (-ax.y * az.x),
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t_scale.x * (ay.x * az.y + ax.x * ay.y * az.x),
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0
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),
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float4(
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t_scale.y * (ay.y * az.x + ax.x * ay.x * az.y),
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t_scale.y * (ax.y * az.y),
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t_scale.y * (ay.x * az.x - ax.x * ay.y * az.y),
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0
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),
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float4(
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t_scale.z * (-ax.y * ay.x),
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t_scale.z * (ax.x),
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t_scale.z * (ax.y * ay.y),
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0
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),
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float4(inVs.i_xyz_pos_x_scale.x, inVs.i_xyz_pos_x_scale.y, inVs.i_xyz_pos_x_scale.z, 1)
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);
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outVs.diffuse = inVs.diffuse * inVs.i_color;
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outVs.texCoord = inVs.texCoord;
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outVs.position = mul(inVs.position, matInstance);
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outVs.position = mul(outVs.position, g_mWorldViewProj);
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outVs.position.z = 1.0f;
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outVs.exAlpha = saturate(inVs.i_z_ang_extra.y);
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return outVs;
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}
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float4 mainPS(PS_INPUT inPs) : COLOR0 {
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float4 color = tex2D(samp0_, inPs.texCoord) * inPs.diffuse;
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color.a *= inPs.exAlpha;
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return color;
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}
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technique Render {
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pass P0 {
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VertexShader = compile vs_2_0 mainVS();
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PixelShader = compile ps_3_0 mainPS();
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}
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}
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