removed unnecessary shaders

This commit is contained in:
turanszkij
2016-10-08 02:22:20 +02:00
parent f80171b70d
commit ecef2a8d72
3 changed files with 0 additions and 74 deletions
-48
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@@ -1,48 +0,0 @@
#include "objectHF.hlsli"
PixelInputType main(Input input)
{
PixelInputType Out = (PixelInputType)0;
float4x4 WORLD = MakeWorldMatrixFromInstance(input);
Out.instanceColor = input.color_dither.rgb;
Out.dither = input.color_dither.a;
float4 pos = input.pos;
float4 posPrev = input.pre;
pos = mul(pos, WORLD);
Out.clip = dot(pos, g_xClipPlane);
float3 normal = mul(normalize(input.nor.xyz), (float3x3)WORLD);
affectWind(pos.xyz, input.tex.w, input.id);
[branch]
if (posPrev.w) {
posPrev = mul(posPrev, WORLD);
}
else
posPrev = pos;
Out.pos = Out.pos2D = mul(pos, g_xCamera_ReflVP);
Out.pos2DPrev = float4(0,0,0,0);
Out.pos3D = pos.xyz;
Out.tex = input.tex.xy;
Out.nor = normalize(normal);
Out.nor2D = float2(0,0);
Out.ReflectionMapSamplingPos = float4(0,0,0,0);
Out.ao = input.nor.w;
return Out;
}
-11
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@@ -1,11 +0,0 @@
#include "skyHF.hlsli"
struct VSOut {
float4 pos : SV_POSITION;
float3 nor : TEXCOORD0;
};
float4 main(VSOut PSIn) : SV_TARGET
{
return float4(GetSkyColor(PSIn.nor), 0);
}
-15
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@@ -1,15 +0,0 @@
#include "globals.hlsli"
#include "icosphere.hlsli"
struct VSOut {
float4 pos : SV_POSITION;
float3 nor : TEXCOORD0;
};
VSOut main(uint vid : SV_VERTEXID)
{
VSOut Out = (VSOut)0;
Out.pos = mul(float4(ICOSPHERE[vid], 0), g_xCamera_ReflVP);
Out.nor = ICOSPHERE[vid];
return Out;
}