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// File generated by Flax Materials Editor
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// Version: @0
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#define MATERIAL 1
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@3
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#include "./Flax/Common.hlsl"
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#include "./Flax/MaterialCommon.hlsl"
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#include "./Flax/GBufferCommon.hlsl"
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@7
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// Primary constant buffer (with additional material parameters)
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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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float4x4 ViewMatrix;
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float4x4 PrevViewProjectionMatrix;
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float4x4 PrevWorldMatrix;
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float3 ViewPos;
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float ViewFar;
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float3 ViewDir;
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float TimeParam;
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float4 ViewInfo;
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float4 ScreenSize;
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float3 WorldInvScale;
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float WorldDeterminantSign;
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float2 Dummy0;
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float LODDitherFactor;
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float PerInstanceRandom;
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float3 GeometrySize;
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float Dummy1;
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@1META_CB_END
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// Shader resources
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@2
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// Interpolants passed from the vertex shader
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struct VertexOutput
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{
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float4 Position : SV_Position;
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float3 WorldPosition : TEXCOORD0;
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float2 TexCoord : TEXCOORD1;
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float2 LightmapUV : TEXCOORD2;
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#if USE_VERTEX_COLOR
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half4 VertexColor : COLOR;
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#endif
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float3x3 TBN : TEXCOORD3;
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#if USE_CUSTOM_VERTEX_INTERPOLATORS
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float4 CustomVSToPS[CUSTOM_VERTEX_INTERPOLATORS_COUNT] : TEXCOORD9;
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#endif
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float3 InstanceOrigin : TEXCOORD6;
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float2 InstanceParams : TEXCOORD7; // x-PerInstanceRandom, y-LODDitherFactor
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#if USE_TESSELLATION
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float TessellationMultiplier : TESS;
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#endif
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};
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// Interpolants passed to the pixel shader
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struct PixelInput
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{
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float4 Position : SV_Position;
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float3 WorldPosition : TEXCOORD0;
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float2 TexCoord : TEXCOORD1;
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float2 LightmapUV : TEXCOORD2;
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#if USE_VERTEX_COLOR
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half4 VertexColor : COLOR;
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#endif
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float3x3 TBN : TEXCOORD3;
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#if USE_CUSTOM_VERTEX_INTERPOLATORS
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float4 CustomVSToPS[CUSTOM_VERTEX_INTERPOLATORS_COUNT] : TEXCOORD9;
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#endif
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float3 InstanceOrigin : TEXCOORD6;
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float2 InstanceParams : TEXCOORD7; // x-PerInstanceRandom, y-LODDitherFactor
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bool IsFrontFace : SV_IsFrontFace;
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};
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// Material properties generation input
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struct MaterialInput
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{
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float3 WorldPosition;
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float TwoSidedSign;
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float2 TexCoord;
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#if USE_LIGHTMAP
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float2 LightmapUV;
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#endif
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#if USE_VERTEX_COLOR
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half4 VertexColor;
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#endif
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float3x3 TBN;
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float4 SvPosition;
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float3 PreSkinnedPosition;
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float3 PreSkinnedNormal;
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float3 InstanceOrigin;
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float2 InstanceParams;
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#if USE_INSTANCING
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float3 InstanceTransform1;
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float3 InstanceTransform2;
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float3 InstanceTransform3;
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#endif
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#if USE_CUSTOM_VERTEX_INTERPOLATORS
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float4 CustomVSToPS[CUSTOM_VERTEX_INTERPOLATORS_COUNT];
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#endif
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};
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MaterialInput GetMaterialInput(ModelInput input, VertexOutput output, float3 localNormal)
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{
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MaterialInput result = (MaterialInput)0;
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result.WorldPosition = output.WorldPosition;
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result.TexCoord = output.TexCoord;
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#if USE_LIGHTMAP
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result.LightmapUV = output.LightmapUV;
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#endif
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#if USE_VERTEX_COLOR
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result.VertexColor = output.VertexColor;
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#endif
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result.TBN = output.TBN;
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result.TwoSidedSign = WorldDeterminantSign;
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result.SvPosition = output.Position;
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result.PreSkinnedPosition = input.Position.xyz;
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result.PreSkinnedNormal = localNormal;
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#if USE_INSTANCING
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result.InstanceOrigin = input.InstanceOrigin.xyz;
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result.InstanceParams = float2(input.InstanceOrigin.w, input.InstanceTransform1.w);
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result.InstanceTransform1 = input.InstanceTransform1.xyz;
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result.InstanceTransform2 = input.InstanceTransform2.xyz;
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result.InstanceTransform3 = input.InstanceTransform3.xyz;
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#else
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result.InstanceOrigin = WorldMatrix[3].xyz;
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result.InstanceParams = float2(PerInstanceRandom, LODDitherFactor);
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#endif
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return result;
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}
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MaterialInput GetMaterialInput(VertexOutput output, float3 localPosition, float3 localNormal)
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{
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MaterialInput result = (MaterialInput)0;
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result.WorldPosition = output.WorldPosition;
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result.TexCoord = output.TexCoord;
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#if USE_LIGHTMAP
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result.LightmapUV = output.LightmapUV;
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#endif
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#if USE_VERTEX_COLOR
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result.VertexColor = output.VertexColor;
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#endif
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result.TBN = output.TBN;
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result.TwoSidedSign = WorldDeterminantSign;
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result.InstanceOrigin = WorldMatrix[3].xyz;
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result.InstanceParams = float2(PerInstanceRandom, LODDitherFactor);
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result.SvPosition = output.Position;
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result.PreSkinnedPosition = localPosition;
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result.PreSkinnedNormal = localNormal;
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return result;
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}
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MaterialInput GetMaterialInput(PixelInput input)
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{
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MaterialInput result = (MaterialInput)0;
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result.WorldPosition = input.WorldPosition;
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result.TexCoord = input.TexCoord;
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#if USE_LIGHTMAP
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result.LightmapUV = input.LightmapUV;
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#endif
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#if USE_VERTEX_COLOR
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result.VertexColor = input.VertexColor;
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#endif
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result.TBN = input.TBN;
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result.TwoSidedSign = WorldDeterminantSign * (input.IsFrontFace ? 1.0 : -1.0);
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result.InstanceOrigin = input.InstanceOrigin;
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result.InstanceParams = input.InstanceParams;
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result.SvPosition = input.Position;
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#if USE_CUSTOM_VERTEX_INTERPOLATORS
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result.CustomVSToPS = input.CustomVSToPS;
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#endif
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return result;
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}
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#if USE_INSTANCING
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#define INSTANCE_TRANS_WORLD float4x4(float4(input.InstanceTransform1.xyz, 0.0f), float4(input.InstanceTransform2.xyz, 0.0f), float4(input.InstanceTransform3.xyz, 0.0f), float4(input.InstanceOrigin.xyz, 1.0f))
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#else
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#define INSTANCE_TRANS_WORLD WorldMatrix
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#endif
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// Gets the local to world transform matrix (supports instancing)
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float4x4 GetInstanceTransform(ModelInput input)
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{
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return INSTANCE_TRANS_WORLD;
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}
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float4x4 GetInstanceTransform(ModelInput_Skinned input)
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{
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return INSTANCE_TRANS_WORLD;
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}
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float4x4 GetInstanceTransform(MaterialInput input)
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{
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return INSTANCE_TRANS_WORLD;
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}
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// Removes the scale vector from the local to world transformation matrix (supports instancing)
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float3x3 RemoveScaleFromLocalToWorld(float3x3 localToWorld)
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{
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#if USE_INSTANCING
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// Extract per axis scales from localToWorld transform
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float scaleX = length(localToWorld[0]);
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float scaleY = length(localToWorld[1]);
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float scaleZ = length(localToWorld[2]);
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float3 invScale = float3(
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scaleX > 0.00001f ? 1.0f / scaleX : 0.0f,
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scaleY > 0.00001f ? 1.0f / scaleY : 0.0f,
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scaleZ > 0.00001f ? 1.0f / scaleZ : 0.0f);
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#else
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float3 invScale = WorldInvScale;
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#endif
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localToWorld[0] *= invScale.x;
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localToWorld[1] *= invScale.y;
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localToWorld[2] *= invScale.z;
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return localToWorld;
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}
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// Transforms a vector from tangent space to world space
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float3 TransformTangentVectorToWorld(MaterialInput input, float3 tangentVector)
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{
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return mul(tangentVector, input.TBN);
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}
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// Transforms a vector from world space to tangent space
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float3 TransformWorldVectorToTangent(MaterialInput input, float3 worldVector)
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{
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return mul(input.TBN, worldVector);
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}
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// Transforms a vector from world space to view space
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float3 TransformWorldVectorToView(MaterialInput input, float3 worldVector)
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{
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return mul(worldVector, (float3x3)ViewMatrix);
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}
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// Transforms a vector from view space to world space
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float3 TransformViewVectorToWorld(MaterialInput input, float3 viewVector)
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{
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return mul((float3x3)ViewMatrix, viewVector);
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}
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// Transforms a vector from local space to world space
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float3 TransformLocalVectorToWorld(MaterialInput input, float3 localVector)
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{
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float3x3 localToWorld = (float3x3)GetInstanceTransform(input);
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//localToWorld = RemoveScaleFromLocalToWorld(localToWorld);
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return mul(localVector, localToWorld);
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}
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// Transforms a vector from local space to world space
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float3 TransformWorldVectorToLocal(MaterialInput input, float3 worldVector)
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{
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float3x3 localToWorld = (float3x3)GetInstanceTransform(input);
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//localToWorld = RemoveScaleFromLocalToWorld(localToWorld);
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return mul(localToWorld, worldVector);
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}
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// Gets the current object position (supports instancing)
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float3 GetObjectPosition(MaterialInput input)
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{
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return input.InstanceOrigin.xyz;
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}
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// Gets the current object size (supports instancing)
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float3 GetObjectSize(MaterialInput input)
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{
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float4x4 world = GetInstanceTransform(input);
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return GeometrySize * float3(world._m00, world._m11, world._m22);
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}
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// Get the current object random value (supports instancing)
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float GetPerInstanceRandom(MaterialInput input)
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{
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return input.InstanceParams.x;
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}
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// Get the current object LOD transition dither factor (supports instancing)
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float GetLODDitherFactor(MaterialInput input)
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{
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#if USE_DITHERED_LOD_TRANSITION
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return input.InstanceParams.y;
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#else
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return 0;
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#endif
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}
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// Gets the interpolated vertex color (in linear space)
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float4 GetVertexColor(MaterialInput input)
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{
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#if USE_VERTEX_COLOR
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return input.VertexColor;
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#else
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return 1;
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#endif
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}
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@8
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// Get material properties function (for vertex shader)
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Material GetMaterialVS(MaterialInput input)
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{
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@5
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}
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// Get material properties function (for domain shader)
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Material GetMaterialDS(MaterialInput input)
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{
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@6
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}
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// Get material properties function (for pixel shader)
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Material GetMaterialPS(MaterialInput input)
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{
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@4
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}
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// Calculates the transform matrix from mesh tangent space to local space
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half3x3 CalcTangentToLocal(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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return float3x3(tangent, bitangent, normal);
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}
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half3x3 CalcTangentToWorld(in float4x4 world, in half3x3 tangentToLocal)
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{
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half3x3 localToWorld = RemoveScaleFromLocalToWorld((float3x3)world);
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return mul(tangentToLocal, localToWorld);
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}
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// Vertex Shader function for Forward/Depth Pass
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META_VS(IS_SURFACE, FEATURE_LEVEL_ES2)
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META_PERMUTATION_1(USE_INSTANCING=0)
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META_PERMUTATION_1(USE_INSTANCING=1)
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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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META_VS_IN_ELEMENT(COLOR, 0, R8G8B8A8_UNORM, 2, 0, PER_VERTEX, 0, USE_VERTEX_COLOR)
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META_VS_IN_ELEMENT(ATTRIBUTE,0, R32G32B32A32_FLOAT,3, 0, PER_INSTANCE, 1, USE_INSTANCING)
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META_VS_IN_ELEMENT(ATTRIBUTE,1, R32G32B32A32_FLOAT,3, ALIGN, PER_INSTANCE, 1, USE_INSTANCING)
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META_VS_IN_ELEMENT(ATTRIBUTE,2, R32G32B32_FLOAT, 3, ALIGN, PER_INSTANCE, 1, USE_INSTANCING)
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META_VS_IN_ELEMENT(ATTRIBUTE,3, R32G32B32_FLOAT, 3, ALIGN, PER_INSTANCE, 1, USE_INSTANCING)
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META_VS_IN_ELEMENT(ATTRIBUTE,4, R16G16B16A16_FLOAT,3, ALIGN, PER_INSTANCE, 1, USE_INSTANCING)
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VertexOutput VS(ModelInput input)
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{
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VertexOutput output;
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// Compute world space vertex position
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float4x4 world = GetInstanceTransform(input);
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output.WorldPosition = mul(float4(input.Position.xyz, 1), world).xyz;
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// Compute clip space position
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output.Position = mul(float4(output.WorldPosition.xyz, 1), ViewProjectionMatrix);
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// Pass vertex attributes
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output.TexCoord = input.TexCoord;
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#if USE_VERTEX_COLOR
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output.VertexColor = input.Color;
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#endif
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output.LightmapUV = input.LightmapUV;
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#if USE_INSTANCING
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output.InstanceOrigin = world[3].xyz;
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output.InstanceParams = float2(input.InstanceOrigin.w, input.InstanceTransform1.w);
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#else
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output.InstanceOrigin = WorldMatrix[3].xyz;
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output.InstanceParams = float2(PerInstanceRandom, LODDitherFactor);
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#endif
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// Calculate tanget space to world space transformation matrix for unit vectors
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half3x3 tangentToLocal = CalcTangentToLocal(input);
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half3x3 tangentToWorld = CalcTangentToWorld(world, tangentToLocal);
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output.TBN = tangentToWorld;
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// Get material input params if need to evaluate any material property
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#if USE_POSITION_OFFSET || USE_TESSELLATION || USE_CUSTOM_VERTEX_INTERPOLATORS
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MaterialInput materialInput = GetMaterialInput(input, output, tangentToLocal[2].xyz);
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Material material = GetMaterialVS(materialInput);
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#endif
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// Apply world position offset per-vertex
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#if USE_POSITION_OFFSET
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output.WorldPosition += material.PositionOffset;
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output.Position = mul(float4(output.WorldPosition.xyz, 1), ViewProjectionMatrix);
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#endif
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// Get tessalation multiplier (per vertex)
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#if USE_TESSELLATION
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output.TessellationMultiplier = material.TessellationMultiplier;
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#endif
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// Copy interpolants for other shader stages
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#if USE_CUSTOM_VERTEX_INTERPOLATORS
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output.CustomVSToPS = material.CustomVSToPS;
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#endif
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return output;
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}
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#if USE_SKINNING
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// The skeletal bones matrix buffer (stored as 4x3, 3 float4 behind each other)
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Buffer<float4> BoneMatrices : register(t0);
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// Cached skinning data to avoid multiple calculation
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struct SkinningData
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{
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float3x4 BlendMatrix;
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};
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// Calculates the transposed transform matrix for the given bone index
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float3x4 GetBoneMatrix(int index)
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{
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float4 a = BoneMatrices[index * 3];
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float4 b = BoneMatrices[index * 3 + 1];
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float4 c = BoneMatrices[index * 3 + 2];
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return float3x4(a, b, c);
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}
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// Calculates the transposed transform matrix for the given vertex (uses blending)
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float3x4 GetBoneMatrix(ModelInput_Skinned input)
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{
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float3x4 boneMatrix = input.BlendWeights.x * GetBoneMatrix(input.BlendIndices.x);
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boneMatrix += input.BlendWeights.y * GetBoneMatrix(input.BlendIndices.y);
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boneMatrix += input.BlendWeights.z * GetBoneMatrix(input.BlendIndices.z);
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boneMatrix += input.BlendWeights.w * GetBoneMatrix(input.BlendIndices.w);
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return boneMatrix;
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}
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// Transforms the vertex position by weighted sum of the skinning matrices
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float3 SkinPosition(ModelInput_Skinned input, SkinningData data)
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{
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float4 position = float4(input.Position.xyz, 1);
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return mul(data.BlendMatrix, position);
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}
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// Transforms the vertex position by weighted sum of the skinning matrices
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half3x3 SkinTangents(ModelInput_Skinned input, SkinningData data)
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{
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// Unpack vertex tangent frame
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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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// Apply skinning
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tangent = mul(data.BlendMatrix, float4(tangent, 0));
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normal = mul(data.BlendMatrix, float4(normal, 0));
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float3 bitangent = cross(normal, tangent) * bitangentSign;
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return half3x3(tangent, bitangent, normal);
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}
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// Vertex Shader function for Forward/Depth Pass (skinned mesh rendering)
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META_VS(IS_SURFACE, FEATURE_LEVEL_ES2)
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META_PERMUTATION_1(USE_SKINNING=1)
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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, 0, ALIGN, PER_VERTEX, 0, true)
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META_VS_IN_ELEMENT(NORMAL, 0, R10G10B10A2_UNORM, 0, ALIGN, PER_VERTEX, 0, true)
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META_VS_IN_ELEMENT(TANGENT, 0, R10G10B10A2_UNORM, 0, ALIGN, PER_VERTEX, 0, true)
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META_VS_IN_ELEMENT(BLENDINDICES, 0, R8G8B8A8_UINT, 0, ALIGN, PER_VERTEX, 0, true)
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META_VS_IN_ELEMENT(BLENDWEIGHT, 0, R16G16B16A16_FLOAT,0, ALIGN, PER_VERTEX, 0, true)
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VertexOutput VS_Skinned(ModelInput_Skinned input)
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|
{
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|
|
VertexOutput output;
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// Perform skinning
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SkinningData data;
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data.BlendMatrix = GetBoneMatrix(input);
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float3 position = SkinPosition(input, data);
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half3x3 tangentToLocal = SkinTangents(input, data);
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// Compute world space vertex position
|
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|
|
float4x4 world = GetInstanceTransform(input);
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output.WorldPosition = mul(float4(position, 1), world).xyz;
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// Compute clip space position
|
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|
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output.Position = mul(float4(output.WorldPosition.xyz, 1), ViewProjectionMatrix);
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// Pass vertex attributes
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|
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output.TexCoord = input.TexCoord;
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|
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#if USE_VERTEX_COLOR
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|
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output.VertexColor = float4(0, 0, 0, 1);
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#endif
|
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output.LightmapUV = float2(0, 0);
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#if USE_INSTANCING
|
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|
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output.InstanceOrigin = world[3].xyz;
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|
|
output.InstanceParams = float2(input.InstanceOrigin.w, input.InstanceTransform1.w);
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#else
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|
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output.InstanceOrigin = WorldMatrix[3].xyz;
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|
|
output.InstanceParams = float2(PerInstanceRandom, LODDitherFactor);
|
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|
#endif
|
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|
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|
|
// Calculate tanget space to world space transformation matrix for unit vectors
|
|
|
|
|
half3x3 tangentToWorld = CalcTangentToWorld(world, tangentToLocal);
|
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|
|
output.TBN = tangentToWorld;
|
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|
// Get material input params if need to evaluate any material property
|
|
|
|
|
#if USE_POSITION_OFFSET || USE_TESSELLATION || USE_CUSTOM_VERTEX_INTERPOLATORS
|
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|
|
|
MaterialInput materialInput = GetMaterialInput(output, input.Position.xyz, tangentToLocal[2].xyz);
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|
|
Material material = GetMaterialVS(materialInput);
|
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|
|
#endif
|
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|
|
// Apply world position offset per-vertex
|
|
|
|
|
#if USE_POSITION_OFFSET
|
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|
|
|
output.WorldPosition += material.PositionOffset;
|
|
|
|
|
output.Position = mul(float4(output.WorldPosition.xyz, 1), ViewProjectionMatrix);
|
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|
|
#endif
|
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// Get tessalation multiplier (per vertex)
|
|
|
|
|
#if USE_TESSELLATION
|
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|
|
|
output.TessellationMultiplier = material.TessellationMultiplier;
|
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|
|
#endif
|
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|
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|
|
// Copy interpolants for other shader stages
|
|
|
|
|
#if USE_CUSTOM_VERTEX_INTERPOLATORS
|
|
|
|
|
output.CustomVSToPS = material.CustomVSToPS;
|
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|
|
|
#endif
|
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|
|
return output;
|
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|
|
|
}
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|
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|
|
#endif
|
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|
|
#if USE_DITHERED_LOD_TRANSITION
|
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|
|
|
|
|
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|
|
void ClipLODTransition(PixelInput input)
|
|
|
|
|
{
|
|
|
|
|
float ditherFactor = input.InstanceParams.y;
|
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|
|
|
if (abs(ditherFactor) > 0.001)
|
|
|
|
|
{
|
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|
|
float randGrid = cos(dot(floor(input.Position.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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|
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|
|
#endif
|
|
|
|
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|
|
// Pixel Shader function for Depth Pass
|
|
|
|
|
META_PS(true, FEATURE_LEVEL_ES2)
|
|
|
|
|
void PS_Depth(PixelInput input
|
|
|
|
|
#if GLSL
|
|
|
|
|
, out float4 OutColor : SV_Target0
|
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|
|
|
#endif
|
|
|
|
|
)
|
|
|
|
|
{
|
|
|
|
|
#if USE_DITHERED_LOD_TRANSITION
|
|
|
|
|
// LOD masking
|
|
|
|
|
ClipLODTransition(input);
|
|
|
|
|
#endif
|
|
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|
|
|
|
|
|
|
// Get material parameters
|
|
|
|
|
MaterialInput materialInput = GetMaterialInput(input);
|
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|
|
|
Material material = GetMaterialPS(materialInput);
|
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|
|
// Perform per pixel clipping
|
|
|
|
|
#if MATERIAL_MASKED
|
|
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|
|
clip(material.Mask - MATERIAL_MASK_THRESHOLD);
|
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|
|
|
#endif
|
|
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|
|
clip(material.Opacity - MATERIAL_OPACITY_THRESHOLD);
|
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|
#if GLSL
|
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|
|
OutColor = 0;
|
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|
|
#endif
|
|
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|
|
}
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@9
|