Use single color materialinstead of shader for LOD Preview
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Content/Shaders/Editor/LODPreview.flax
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BIN
Content/Shaders/Editor/LODPreview.flax
(Stored with Git LFS)
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@@ -3,83 +3,46 @@
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#if USE_EDITOR
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#include "LODPreview.h"
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#include "Engine/Core/Types/Variant.h"
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#include "Engine/Content/Content.h"
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#include "Engine/Content/Assets/Model.h"
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#include "Engine/Graphics/GPUDevice.h"
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#include "Engine/Graphics/GPUPipelineState.h"
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#include "Engine/Graphics/Shaders/GPUShader.h"
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#include "Engine/Graphics/Shaders/GPUConstantBuffer.h"
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#include "Engine/Graphics/RenderTask.h"
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#include "Engine/Renderer/DrawCall.h"
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#include "Engine/Renderer/RenderList.h"
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PACK_STRUCT(struct SingleColorShaderData {
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Matrix ViewProjectionMatrix;
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Matrix WorldMatrix;
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Color Color;
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Vector3 Dummy0;
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float LODDitherFactor;
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});
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LODPreviewMaterialShader::LODPreviewMaterialShader()
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{
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_psModel.CreatePipelineStates();
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_shader = Content::LoadAsyncInternal<Shader>(TEXT("Shaders/Editor/SingleColor"));
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if (!_shader)
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return;
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#if COMPILE_WITH_DEV_ENV
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_shader.Get()->OnReloading.Bind<LODPreviewMaterialShader, &LODPreviewMaterialShader::OnShaderReloading>(this);
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#endif
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_material = Content::LoadAsyncInternal<Material>(TEXT("Editor/DebugMaterials/Single Color Surface"));
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}
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#if COMPILE_WITH_DEV_ENV
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void LODPreviewMaterialShader::OnShaderReloading(Asset* obj)
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{
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_psModel.Release();
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}
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#endif
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const MaterialInfo& LODPreviewMaterialShader::GetInfo() const
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{
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return _info;
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if (_material)
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return _material->GetInfo();
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return MaterialInfo();
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}
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bool LODPreviewMaterialShader::IsReady() const
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{
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return _shader && _shader->IsLoaded();
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return _material && _material->IsReady();
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}
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bool LODPreviewMaterialShader::CanUseInstancing(InstancingHandler& handler) const
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{
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handler = { SurfaceDrawCallHandler::GetHash, SurfaceDrawCallHandler::CanBatch, SurfaceDrawCallHandler::WriteDrawCall, };
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return true;
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return _material->CanUseInstancing(handler);
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}
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DrawPass LODPreviewMaterialShader::GetDrawModes() const
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{
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return DrawPass::GBuffer;
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return _material->GetDrawModes();
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}
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void LODPreviewMaterialShader::Bind(BindParameters& params)
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{
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auto context = params.GPUContext;
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auto& drawCall = *params.FirstDrawCall;
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auto shader = _shader->GetShader();
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auto cb = shader->GetCB(0);
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const int32 psIndex = params.DrawCallsCount == 1 ? 0 : 1;
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auto ps = _psModel[psIndex];
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if (!ps->IsValid())
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{
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auto psDesc = GPUPipelineState::Description::Default;
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psDesc.VS = shader->GetVS("VS_Model", psIndex);
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psDesc.PS = shader->GetPS("PS_GBuffer");
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ps->Init(psDesc);
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}
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// Find the LOD that produced this draw call
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int32 lodIndex = 0;
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auto& drawCall = *params.FirstDrawCall;
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for (auto& e : Content::GetAssetsRaw())
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{
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auto model = ScriptingObject::Cast<Model>(e.Value);
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@@ -103,27 +66,17 @@ void LODPreviewMaterialShader::Bind(BindParameters& params)
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}
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// Bind
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if (cb && cb->GetSize())
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{
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ASSERT_LOW_LAYER(cb->GetSize() == sizeof(SingleColorShaderData));
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SingleColorShaderData data;
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Matrix::Transpose(params.RenderContext.View.Frustum.GetMatrix(), data.ViewProjectionMatrix);
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Matrix::Transpose(drawCall.World, data.WorldMatrix);
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data.LODDitherFactor = drawCall.Surface.LODDitherFactor;
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const Color colors[MODEL_MAX_LODS] = {
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Color::White,
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Color::Red,
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Color::Orange,
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Color::Yellow,
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Color::Green,
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Color::Blue,
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};
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ASSERT(lodIndex < MODEL_MAX_LODS);
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data.Color = colors[lodIndex];
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context->UpdateCB(cb, &data);
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context->BindCB(0, cb);
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}
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context->SetState(ps);
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const Color colors[MODEL_MAX_LODS] = {
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Color::White,
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Color::Red,
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Color::Orange,
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Color::Yellow,
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Color::Green,
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Color::Blue,
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};
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const Color color(colors[lodIndex]);
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_material->SetParameterValue(TEXT("Color"), Variant(color));
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_material->Bind(params);
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}
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#endif
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@@ -5,9 +5,8 @@
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#if USE_EDITOR
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#include "Engine/Content/AssetReference.h"
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#include "Engine/Content/Assets/Shader.h"
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#include "Engine/Content/Assets/Material.h"
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#include "Engine/Graphics/Materials/IMaterial.h"
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#include "Engine/Graphics/GPUPipelineStatePermutations.h"
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class GPUPipelineState;
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@@ -18,9 +17,7 @@ class LODPreviewMaterialShader : public IMaterial
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{
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private:
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AssetReference<Shader> _shader;
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GPUPipelineStatePermutations<2> _psModel;
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MaterialInfo _info;
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AssetReference<Material> _material;
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public:
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@@ -29,12 +26,6 @@ public:
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{
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}
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private:
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#if COMPILE_WITH_DEV_ENV
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void OnShaderReloading(Asset* obj);
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#endif
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public:
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// [IMaterial]
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@@ -1,89 +0,0 @@
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// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
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#define MATERIAL 1
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#include "./Flax/Common.hlsl"
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#include "./Flax/MaterialCommon.hlsl"
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META_CB_BEGIN(0, Data)
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float4x4 ViewProjectionMatrix;
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float4x4 WorldMatrix;
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float4 Color;
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float3 WorldInvScale;
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float LODDitherFactor;
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META_CB_END
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struct VertexOutput
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{
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float4 Position : SV_Position;
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float3 WorldNormal : TEXCOORD0;
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};
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struct PixelInput
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{
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float4 Position : SV_Position;
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float3 WorldNormal : TEXCOORD0;
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};
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float3x3 RemoveScaleFromLocalToWorld(float3x3 localToWorld)
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{
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localToWorld[0] *= WorldInvScale.x;
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localToWorld[1] *= WorldInvScale.y;
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localToWorld[2] *= WorldInvScale.z;
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return localToWorld;
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}
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float3x3 CalcTangentToWorld(float4x4 world, float3x3 tangentToLocal)
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{
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float3x3 localToWorld = RemoveScaleFromLocalToWorld((float3x3)world);
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return mul(tangentToLocal, localToWorld);
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}
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float4 PerformFakeLighting(float3 n, float4 c)
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{
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c.rgb *= saturate(abs(dot(n, float3(0, 1, 0))) + 0.5f);
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return c;
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}
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void ClipLODTransition(float4 svPosition, float ditherFactor)
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{
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if (abs(ditherFactor) > 0.001)
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{
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float randGrid = cos(dot(floor(svPosition.xy), float2(347.83452793, 3343.28371863)));
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float randGridFrac = frac(randGrid * 1000.0);
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half mask = (ditherFactor < 0.0) ? (ditherFactor + 1.0 > randGridFrac) : (ditherFactor < randGridFrac);
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clip(mask - 0.001);
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}
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}
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META_VS(true, FEATURE_LEVEL_ES2)
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META_VS_IN_ELEMENT(POSITION, 0, R32G32B32_FLOAT, 0, 0, PER_VERTEX, 0, true)
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META_VS_IN_ELEMENT(TEXCOORD, 0, R16G16_FLOAT, 1, 0, PER_VERTEX, 0, true)
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META_VS_IN_ELEMENT(NORMAL, 0, R10G10B10A2_UNORM, 1, ALIGN, PER_VERTEX, 0, true)
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META_VS_IN_ELEMENT(TANGENT, 0, R10G10B10A2_UNORM, 1, ALIGN, PER_VERTEX, 0, true)
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META_VS_IN_ELEMENT(TEXCOORD, 1, R16G16_FLOAT, 1, ALIGN, PER_VERTEX, 0, true)
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VertexOutput VS(ModelInput input)
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{
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float bitangentSign = input.Tangent.w ? -1.0f : +1.0f;
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float3 normal = input.Normal.xyz * 2.0 - 1.0;
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float3 tangent = input.Tangent.xyz * 2.0 - 1.0;
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float3 bitangent = cross(normal, tangent) * bitangentSign;
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float3x3 tangentToLocal = float3x3(tangent, bitangent, normal);
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float3x3 tangentToWorld = CalcTangentToWorld(WorldMatrix, tangentToLocal);
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float3 worldPosition = mul(float4(input.Position.xyz, 1), WorldMatrix).xyz;
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VertexOutput output;
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output.Position = mul(float4(worldPosition, 1), ViewProjectionMatrix);
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output.WorldNormal = tangentToWorld[2];
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return output;
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}
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META_PS(true, FEATURE_LEVEL_ES2)
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void PS(in PixelInput input, out float4 Light : SV_Target0, out float4 RT0 : SV_Target1, out float4 RT1 : SV_Target2, out float4 RT2 : SV_Target3)
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{
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ClipLODTransition(input.Position, LODDitherFactor);
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Light = PerformFakeLighting(input.WorldNormal, Color);
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RT0 = float4(0, 0, 0, 0);
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RT1 = float4(input.WorldNormal * 0.5 + 0.5, SHADING_MODEL_LIT * (1.0 / 3.0));
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RT2 = float4(0.4, 0, 0.5, 0);
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}
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