neo pipelines; postfx fix
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61
src/extras/shaders/neoRim_VS.hlsl
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61
src/extras/shaders/neoRim_VS.hlsl
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#include "standardConstants.h"
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struct VS_in
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{
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float4 Position : POSITION;
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float3 Normal : NORMAL;
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float2 TexCoord : TEXCOORD0;
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float4 Prelight : COLOR0;
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};
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struct VS_out {
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float4 Position : POSITION;
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float3 TexCoord0 : TEXCOORD0; // also fog
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float4 Color : COLOR0;
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};
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float3 viewVec : register(c233);
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float4 rampStart : register(c234);
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float4 rampEnd : register(c235);
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float3 rimData : register(c236);
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VS_out main(in VS_in input)
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{
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VS_out output;
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output.Position = mul(combinedMat, input.Position);
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float3 Vertex = mul(worldMat, input.Position).xyz;
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float3 Normal = mul(normalMat, input.Normal);
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output.TexCoord0.xy = input.TexCoord;
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output.Color = input.Prelight;
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output.Color.rgb += ambientLight.rgb * surfAmbient;
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int i;
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//#ifdef DIRECTIONALS
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for(i = 0; i < numDirLights; i++)
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output.Color.xyz += DoDirLight(lights[i+firstDirLight], Normal)*surfDiffuse;
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//#endif
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//#ifdef POINTLIGHTS
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// for(i = 0; i < numPointLights; i++)
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// output.Color.xyz += DoPointLight(lights[i+firstPointLight], Vertex.xyz, Normal)*surfDiffuse;
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//#endif
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//#ifdef SPOTLIGHTS
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// for(i = 0; i < numSpotLights; i++)
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// output.Color.xyz += DoSpotLight(lights[i+firstSpotLight], Vertex.xyz, Normal)*surfDiffuse;
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//#endif
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// rim light
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float f = rimData.x - rimData.y*dot(Normal, viewVec);
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float4 rimlight = saturate(lerp(rampEnd, rampStart, f)*rimData.z);
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output.Color.xyz += rimlight.xyz;
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// PS2 clamps before material color
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output.Color = clamp(output.Color, 0.0, 1.0);
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output.Color *= matCol;
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output.TexCoord0.z = clamp((output.Position.w - fogEnd)*fogRange, fogDisable, 1.0);
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return output;
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}
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