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add support for HLSL/FX
Add support for DirectX HLSL / FX files. The FX files are just HLSL files with some additional syntax to set render-states and define multiple shader stages in one file. Samples are either written by me, or taken from Chromium.
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105
samples/HLSL/corridor.fx
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105
samples/HLSL/corridor.fx
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@@ -0,0 +1,105 @@
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float4x4 matWorldView : WORLDVIEW;
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float4x4 matWorldViewProjection : WORLDVIEWPROJECTION;
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struct VS_INPUT {
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float4 Position : POSITION0;
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float3 Normal : NORMAL;
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float3 Tangent : TANGENT;
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float3 Binormal : BINORMAL;
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float2 TexCoord0 : TEXCOORD0;
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float2 TexCoord1 : TEXCOORD1;
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};
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struct VS_OUTPUT {
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float4 Position : POSITION0;
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float2 TexCoord0 : TEXCOORD0;
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float2 TexCoord1 : TEXCOORD1;
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float3x3 TangentToView : TEXCOORD2;
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};
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VS_OUTPUT vs_main(VS_INPUT input)
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{
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VS_OUTPUT output;
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output.Position = mul(input.Position, matWorldViewProjection);
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output.TexCoord0 = input.TexCoord0 * 5;
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output.TexCoord1 = input.TexCoord1;
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output.TangentToView[0] = mul(float4(input.Tangent, 0), matWorldView).xyz;
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output.TangentToView[1] = mul(float4(input.Binormal, 0), matWorldView).xyz;
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output.TangentToView[2] = mul(float4(input.Normal, 0), matWorldView).xyz;
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return output;
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}
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struct PS_OUTPUT {
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float4 gbuffer0 : COLOR0;
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float4 gbuffer1 : COLOR1;
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};
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texture albedo_tex;
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sampler albedo_samp = sampler_state {
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Texture = (albedo_tex);
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MipFilter = Linear;
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MinFilter = Linear;
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MagFilter = Linear;
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AddressU = Wrap;
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AddressV = Wrap;
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sRGBTexture = True;
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};
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texture normal_tex;
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sampler normal_samp = sampler_state {
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Texture = (normal_tex);
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MipFilter = Linear;
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MinFilter = Linear;
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MagFilter = Linear;
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AddressU = Wrap;
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AddressV = Wrap;
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sRGBTexture = False;
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};
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texture specular_tex;
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sampler specular_samp = sampler_state {
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Texture = (specular_tex);
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MipFilter = Linear;
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MinFilter = Linear;
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MagFilter = Linear;
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AddressU = Wrap;
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AddressV = Wrap;
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sRGBTexture = True;
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};
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texture ao_tex;
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sampler ao_samp = sampler_state {
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Texture = (ao_tex);
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MipFilter = Linear;
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MinFilter = Linear;
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MagFilter = Linear;
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AddressU = Wrap;
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AddressV = Wrap;
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sRGBTexture = True;
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};
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PS_OUTPUT ps_main(VS_OUTPUT Input)
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{
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PS_OUTPUT o;
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float3 tangentNormal = normalize(tex2D(normal_samp, Input.TexCoord0).xyz * 2 - 1);
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float3 eyeNormal = normalize(mul(tangentNormal, Input.TangentToView));
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float3 albedo = tex2D(albedo_samp, Input.TexCoord0).rgb;
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float ao = tex2D(ao_samp, Input.TexCoord1).r * 0.75;
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float spec = tex2D(specular_samp, Input.TexCoord0).r;
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o.gbuffer0 = float4(eyeNormal, spec * ao);
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o.gbuffer1 = float4(albedo, 1 - ao);
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return o;
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}
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technique mesh {
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pass Geometry {
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VertexShader = compile vs_3_0 vs_main();
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PixelShader = compile ps_3_0 ps_main();
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AlphaBlendEnable = False;
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ZWriteEnable = True;
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}
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}
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