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50
client/common/shaders/source/gbuffer.hlsl
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50
client/common/shaders/source/gbuffer.hlsl
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#include "common.h"
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// .xy = gbuffer width/height, .zw = inverse gbuffer width/height
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uniform float4 TextureSize;
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TEX_DECLARE2D(tex, 0);
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struct v2f
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{
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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#if defined(GLSL) || defined(DX11)
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float4 convertPosition(float4 p)
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{
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return p;
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}
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#else
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float4 convertPosition(float4 p)
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{
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// half-pixel offset
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return p + float4(-TextureSize.z, TextureSize.w, 0, 0);
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}
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#endif
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#if defined(GLSL)
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float2 convertUv(float4 p)
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{
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return p.xy * 0.5 + 0.5;
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}
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#else
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float2 convertUv(float4 p)
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{
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return p.xy * float2(0.5, -0.5) + 0.5;
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}
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#endif
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v2f gbufferVS( in float4 pos : POSITION )
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{
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v2f o;
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o.pos = convertPosition(pos);
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o.uv = convertUv(pos);
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return o;
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}
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float4 gbufferPS( v2f i ) : COLOR0
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{
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return tex2D( tex, i.uv );
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}
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