add gs
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#include "globals.h"
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struct Appdata
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{
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float4 Position : POSITION;
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float2 Uv : TEXCOORD0;
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float3 Normal : NORMAL0;
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};
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struct VertexOutput
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{
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float4 HPosition : POSITION;
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float2 Uv : TEXCOORD0;
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float4 Color : COLOR0;
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float FogFactor : TEXCOORD1;
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};
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uniform float4x4 WorldMatrix;
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uniform float4 Color;
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VertexOutput AdornSelfLitVSGeneric(Appdata IN, float ambient)
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{
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VertexOutput OUT = (VertexOutput)0;
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float4 position = mul(WorldMatrix, IN.Position);
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float3 normal = normalize(mul((float3x3)WorldMatrix, IN.Normal));
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float3 light = normalize(G.CameraPosition - position.xyz);
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float ndotl = saturate(dot(normal, light));
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float lighting = ambient + (1 - ambient) * ndotl;
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float specular = pow(ndotl, 64.0);
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OUT.HPosition = mul(G.ViewProjection, mul(WorldMatrix, IN.Position));
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OUT.Uv = IN.Uv;
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OUT.Color = float4(Color.rgb * lighting + specular, Color.a);
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OUT.FogFactor = (G.FogParams.z - OUT.HPosition.w) * G.FogParams.w;
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return OUT;
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}
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VertexOutput AdornSelfLitVS(Appdata IN)
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{
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return AdornSelfLitVSGeneric(IN, 0.5f);
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}
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VertexOutput AdornSelfLitHighlightVS(Appdata IN)
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{
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return AdornSelfLitVSGeneric(IN, 0.75f);
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}
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VertexOutput AdornVS(Appdata IN)
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{
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VertexOutput OUT = (VertexOutput)0;
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float4 position = mul(WorldMatrix, IN.Position);
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#ifdef PIN_LIGHTING
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float3 normal = normalize(mul((float3x3)WorldMatrix, IN.Normal));
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float ndotl = dot(normal, -G.Lamp0Dir);
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float3 lighting = G.AmbientColor + saturate(ndotl) * G.Lamp0Color + saturate(-ndotl) * G.Lamp1Color;
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#else
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float3 lighting = 1;
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#endif
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OUT.HPosition = mul(G.ViewProjection, position);
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OUT.Uv = IN.Uv;
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OUT.Color = float4(Color.rgb * lighting, Color.a);
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OUT.FogFactor = (G.FogParams.z - OUT.HPosition.w) * G.FogParams.w;
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return OUT;
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}
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sampler2D DiffuseMap: register(s0);
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float4 AdornPS(VertexOutput IN): COLOR0
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{
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float4 result = tex2D(DiffuseMap, IN.Uv) * IN.Color;
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result.rgb = lerp(G.FogColor, result.rgb, saturate(IN.FogFactor));
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return result;
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}
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