@@ -233,63 +233,63 @@ VertDataOut VSPhong(VertDataIn v_in)
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int i, bi, nvb;
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float w;
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- float3 r = { 0.0, 0.0, 0.0} ;
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+ float3 r = float3( 0.0, 0.0, 0.0) ;
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float4 vinpos = float4(v_in.pos.xyz, 1.0);
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if (numBones > 0) {
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- nvb = v_in.boneinfo1.x;
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+ nvb = int( v_in.boneinfo1.x) ;
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for(i = 0; i < nvb; i++) {
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switch(i) {
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case 0:
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- bi = v_in.boneinfo1.z;
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+ bi = int( v_in.boneinfo1.z) ;
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w = v_in.boneinfo1.w;
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break;
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case 1:
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- bi = v_in.boneinfo2.x;
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+ bi = int( v_in.boneinfo2.x) ;
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w = v_in.boneinfo2.y;
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break;
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case 2:
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- bi = v_in.boneinfo2.z;
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+ bi = int( v_in.boneinfo2.z) ;
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w = v_in.boneinfo2.w;
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break;
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case 3:
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- bi = v_in.boneinfo3.x;
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+ bi = int( v_in.boneinfo3.x) ;
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w = v_in.boneinfo3.y;
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break;
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case 4:
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- bi = v_in.boneinfo3.z;
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+ bi = int( v_in.boneinfo3.z) ;
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w = v_in.boneinfo3.w;
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break;
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case 5:
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- bi = v_in.boneinfo4.x;
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+ bi = int( v_in.boneinfo4.x) ;
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w = v_in.boneinfo4.y;
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break;
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case 6:
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- bi = v_in.boneinfo4.z;
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+ bi = int( v_in.boneinfo4.z) ;
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w = v_in.boneinfo4.w;
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break;
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case 7:
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- bi = v_in.boneinfo5.x;
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+ bi = int( v_in.boneinfo5.x) ;
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w = v_in.boneinfo5.y;
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break;
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case 8:
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- bi = v_in.boneinfo5.z;
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+ bi = int( v_in.boneinfo5.z) ;
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w = v_in.boneinfo5.w;
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break;
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case 9:
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- bi = v_in.boneinfo6.x;
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+ bi = int( v_in.boneinfo6.x) ;
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w = v_in.boneinfo6.y;
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break;
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case 10:
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- bi = v_in.boneinfo6.z;
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+ bi = int( v_in.boneinfo6.z) ;
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w = v_in.boneinfo6.w;
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break;
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case 11:
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- bi = v_in.boneinfo7.x;
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+ bi = int( v_in.boneinfo7.x) ;
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w = v_in.boneinfo7.y;
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break;
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case 12:
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- bi = v_in.boneinfo7.z;
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+ bi = int( v_in.boneinfo7.z) ;
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w = v_in.boneinfo7.w;
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break;
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}
@@ -350,10 +350,10 @@ float4 PSPhong(VertDataOut v_in) : TARGET
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// normal
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float3 normal = normalize(v_in.norm);
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- if (normalMap) {
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+ if (normalMap != 0 ) {
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float3 tangent = normalize(v_in.tangent);
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float3 bitangent = normalize(v_in.bitangent);
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- float3x3 TBN = { tangent, bitangent, normal } ;
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+ float3x3 TBN = float3x3( tangent, bitangent, normal ) ;
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normal = normalTex.Sample(textureSampler, v_in.uv).xyz * 2.0 - 1.0;
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normal = normalize(mul(normal, TBN));
@@ -366,17 +366,17 @@ float4 PSPhong(VertDataOut v_in) : TARGET
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float4 emmColor = emissiveColor;
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// texture maps
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- if (ambientMap)
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+ if (ambientMap != 0 )
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ambColor = ambientTex.Sample(textureSampler, v_in.uv);
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- if (diffuseMap)
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+ if (diffuseMap != 0 )
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dffColor = diffuseTex.Sample(textureSampler, v_in.uv);
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- if (specularMap)
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+ if (specularMap != 0 )
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spcColor = specularTex.Sample(textureSampler, v_in.uv);
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- if (emissiveMap)
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+ if (emissiveMap != 0 )
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emmColor = emissiveTex.Sample(textureSampler, v_in.uv);
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// reflection map trumps diffuse
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- if (reflectMap) {
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+ if (reflectMap != 0 ) {
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float3 r = reflect(normalize(-vpos), normal);
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float m = 2.0 * sqrt( pow( r.x, 2.0 ) + pow( r.y, 2.0 ) + pow( r.z + 1.0, 2.0 ) );
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float2 vN = r.xy / m + 0.5;
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