Cleanup material shaders code
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@@ -679,11 +679,7 @@ VertexOutput VS_Ribbon(uint vertexIndex : SV_VertexID)
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// Pixel Shader function for Depth Pass
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META_PS(true, FEATURE_LEVEL_ES2)
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void PS_Depth(PixelInput input
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#if GLSL
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, out float4 OutColor : SV_Target0
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#endif
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)
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void PS_Depth(PixelInput input)
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{
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// Get material parameters
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MaterialInput materialInput = GetMaterialInput(input);
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@@ -696,10 +692,6 @@ void PS_Depth(PixelInput input
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#if MATERIAL_BLEND == MATERIAL_BLEND_TRANSPARENT
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clip(material.Opacity - MATERIAL_OPACITY_THRESHOLD);
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#endif
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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
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@@ -43,9 +43,9 @@ struct GeometryData
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#endif
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float3 WorldNormal : TEXCOORD3;
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float4 WorldTangent : TEXCOORD4;
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float3 InstanceOrigin : TEXCOORD6;
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float2 InstanceParams : TEXCOORD7; // x-PerInstanceRandom, y-LODDitherFactor
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float3 PrevWorldPosition : TEXCOORD8;
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float3 InstanceOrigin : TEXCOORD5;
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float2 InstanceParams : TEXCOORD6; // x-PerInstanceRandom, y-LODDitherFactor
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float3 PrevWorldPosition : TEXCOORD7;
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};
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// Interpolants passed from the vertex shader
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@@ -475,8 +475,7 @@ float3x4 GetBoneMatrix(ModelInput_Skinned input)
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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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return mul(data.BlendMatrix, float4(input.Position.xyz, 1));
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}
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// Transforms the vertex position by weighted sum of the skinning matrices
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@@ -596,11 +595,7 @@ void ClipLODTransition(PixelInput input)
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// Pixel Shader function for Depth Pass
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META_PS(true, FEATURE_LEVEL_ES2)
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void PS_Depth(PixelInput input
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#if GLSL
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, out float4 OutColor : SV_Target0
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#endif
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)
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void PS_Depth(PixelInput input)
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{
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#if USE_DITHERED_LOD_TRANSITION
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// LOD masking
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@@ -620,10 +615,6 @@ void PS_Depth(PixelInput input
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clip(material.Opacity - MATERIAL_OPACITY_THRESHOLD);
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#endif
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#endif
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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
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@@ -448,11 +448,7 @@ VertexOutput VS(TerrainVertexInput input)
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// Pixel Shader function for Depth Pass
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META_PS(true, FEATURE_LEVEL_ES2)
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void PS_Depth(PixelInput input
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#if GLSL
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, out float4 OutColor : SV_Target0
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#endif
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)
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void PS_Depth(PixelInput input)
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{
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#if MATERIAL_MASKED
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// Perform per pixel clipping if material requries it
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@@ -460,10 +456,6 @@ void PS_Depth(PixelInput input
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Material material = GetMaterialPS(materialInput);
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clip(material.Mask - MATERIAL_MASK_THRESHOLD);
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#endif
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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
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