264 lines
7.0 KiB
HLSL
264 lines
7.0 KiB
HLSL
#include "Macros.fxh"
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DECLARE_TEXTURE(AlbedoTexture, 0);
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DECLARE_TEXTURE(NormalTexture, 1);
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DECLARE_TEXTURE(MetallicRoughnessTexture, 2);
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float4 UVOffsetAndDimensions;
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BEGIN_CONSTANTS
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float3 AlbedoValue _ps(c0) _cb(c0);
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float MetallicValue _ps(c1) _cb(c1);
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float RoughnessValue _ps(c2) _cb(c2);
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int NumTextureRows _vs(c9) _cb(c3);
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int NumTextureColumns _vs(c10) _cb(c4);
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MATRIX_CONSTANTS
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float4x4 World _vs(c0) _cb(c7);
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float4x4 ViewProjection _vs(c4) _cb(c11);
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END_CONSTANTS
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struct VertexInput
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{
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float4 Position : POSITION;
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float3 Normal : NORMAL;
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float2 TexCoord : TEXCOORD;
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};
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struct PixelInput
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{
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float4 Position : SV_POSITION;
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float3 PositionWorld : TEXCOORD0;
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float3 NormalWorld : TEXCOORD1;
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float2 TexCoord : TEXCOORD2;
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};
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struct PixelOutput
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{
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float4 gPosition : COLOR0;
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float4 gNormal : COLOR1;
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float4 gAlbedo : COLOR2;
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float4 gMetallicRoughness : COLOR3;
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};
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// Vertex Shader
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PixelInput main_vs(VertexInput input)
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{
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PixelInput output;
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output.PositionWorld = mul(input.Position, World).xyz;
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output.NormalWorld = normalize(mul(input.Normal, World));
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float2 texCoord;
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texCoord.x = (input.TexCoord.x * UVOffsetAndDimensions.z) + UVOffsetAndDimensions.x;
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texCoord.y = (input.TexCoord.y * UVOffsetAndDimensions.w) + UVOffsetAndDimensions.y;
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output.TexCoord = texCoord;
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float4x4 worldViewProjection = mul(World, ViewProjection);
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output.Position = mul(input.Position, worldViewProjection);
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return output;
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}
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PixelInput instanced_vs(
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VertexInput input,
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float3 Translation : TEXCOORD2,
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float2 UVOffset : TEXCOORD5
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) {
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PixelInput output;
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float4x4 world = float4x4(
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float4(1, 0, 0, 0),
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float4(0, 1, 0, 0),
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float4(0, 0, 1, 0),
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float4(Translation.x, Translation.y, Translation.z, 1)
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);
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float4x4 worldViewProjection = mul(world, ViewProjection);
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output.PositionWorld = mul(input.Position, world);
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output.NormalWorld = mul(input.Normal, world);
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float2 texCoord;
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texCoord.x = (input.TexCoord.x / NumTextureColumns + UVOffset.x);
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texCoord.y = (input.TexCoord.y / NumTextureRows + UVOffset.y);
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output.TexCoord = texCoord;
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output.Position = mul(input.Position, worldViewProjection);
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return output;
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}
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// Pixel Shaders
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// Easy trick to get tangent-normals to world-space to keep PBR code simplified.
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float3 GetNormalFromMap(float3 worldPos, float2 texCoords, float3 normal)
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{
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float3 tangentNormal = SAMPLE_TEXTURE(NormalTexture, texCoords).xyz * 2.0 - 1.0;
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float3 Q1 = ddx(worldPos);
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float3 Q2 = ddy(worldPos);
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float2 st1 = ddx(texCoords);
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float2 st2 = ddy(texCoords);
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float3 N = normalize(normal);
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float3 T = normalize(Q1*st2.y - Q2*st1.y);
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float3 B = -normalize(cross(N, T));
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float3x3 TBN = float3x3(T, B, N);
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return normalize(mul(tangentNormal, TBN));
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}
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PixelOutput NonePS(PixelInput input)
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{
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PixelOutput output;
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output.gPosition = float4(input.PositionWorld, 1.0);
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output.gNormal = float4(normalize(input.NormalWorld), 1.0);
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output.gAlbedo = float4(AlbedoValue, 1.0);
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output.gMetallicRoughness = float4(MetallicValue, RoughnessValue, 0.0, 1.0);
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return output;
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}
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PixelOutput AlbedoPS(PixelInput input)
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{
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PixelOutput output;
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output.gPosition = float4(input.PositionWorld, 1.0);
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output.gNormal = float4(normalize(input.NormalWorld), 1.0);
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output.gAlbedo = SAMPLE_TEXTURE(AlbedoTexture, input.TexCoord);
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output.gMetallicRoughness = float4(MetallicValue, RoughnessValue, 0.0, 1.0);
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if (output.gAlbedo.a == 0.0) { discard; }
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return output;
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}
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PixelOutput MetallicRoughnessPS(PixelInput input)
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{
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PixelOutput output;
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output.gPosition = float4(input.PositionWorld, 1.0);
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output.gNormal = float4(normalize(input.NormalWorld), 1.0);
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output.gAlbedo = float4(AlbedoValue, 1.0);
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output.gMetallicRoughness = SAMPLE_TEXTURE(MetallicRoughnessTexture, input.TexCoord);
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return output;
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}
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PixelOutput NormalPS(PixelInput input)
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{
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PixelOutput output;
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output.gPosition = float4(input.PositionWorld, 1.0);
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output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), 1.0);
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output.gAlbedo = float4(AlbedoValue, 1.0);
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output.gMetallicRoughness = float4(MetallicValue, RoughnessValue, 0.0, 1.0);
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return output;
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}
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PixelOutput AlbedoMetallicRoughnessPS(PixelInput input)
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{
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PixelOutput output;
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output.gPosition = float4(input.PositionWorld, 1.0);
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output.gNormal = float4(normalize(input.NormalWorld), 1.0);
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output.gAlbedo = SAMPLE_TEXTURE(AlbedoTexture, input.TexCoord);
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output.gMetallicRoughness = SAMPLE_TEXTURE(MetallicRoughnessTexture, input.TexCoord);
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if (output.gAlbedo.a == 0.0) { discard; }
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return output;
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}
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PixelOutput AlbedoNormalPS(PixelInput input)
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{
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PixelOutput output;
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output.gPosition = float4(input.PositionWorld, 1.0);
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output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), 1.0);
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output.gAlbedo = SAMPLE_TEXTURE(AlbedoTexture, input.TexCoord);
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output.gMetallicRoughness = float4(MetallicValue, RoughnessValue, 0.0, 1.0);
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if (output.gAlbedo.a == 0.0) { discard; }
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return output;
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}
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PixelOutput MetallicRoughnessNormalPS(PixelInput input)
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{
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PixelOutput output;
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output.gPosition = float4(input.PositionWorld, 1.0);
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output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), 1.0);
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output.gAlbedo = float4(AlbedoValue, 1.0);
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output.gMetallicRoughness = SAMPLE_TEXTURE(MetallicRoughnessTexture, input.TexCoord);
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return output;
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}
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PixelOutput AlbedoMetallicRoughnessNormalMapPS(PixelInput input)
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{
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PixelOutput output;
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output.gPosition = float4(input.PositionWorld, 1.0);
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output.gNormal = float4(GetNormalFromMap(input.PositionWorld, input.TexCoord, input.NormalWorld), 1.0);
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output.gAlbedo = SAMPLE_TEXTURE(AlbedoTexture, input.TexCoord);
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output.gMetallicRoughness = SAMPLE_TEXTURE(MetallicRoughnessTexture, input.TexCoord);
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if (output.gAlbedo.a == 0.0) { discard; }
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return output;
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}
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VertexShader VSArray[2] =
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{
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compile vs_3_0 main_vs(),
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compile vs_3_0 instanced_vs()
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};
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int VSIndices[2] =
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{
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0, 1
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};
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int VertexShaderIndex = 0;
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PixelShader PSArray[8] =
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{
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compile ps_3_0 NonePS(),
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compile ps_3_0 AlbedoPS(),
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compile ps_3_0 MetallicRoughnessPS(),
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compile ps_3_0 NormalPS(),
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compile ps_3_0 AlbedoMetallicRoughnessPS(),
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compile ps_3_0 AlbedoNormalPS(),
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compile ps_3_0 MetallicRoughnessNormalPS(),
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compile ps_3_0 AlbedoMetallicRoughnessNormalMapPS()
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};
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int PSIndices[8] =
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{
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0, 1, 2, 3, 4, 5, 6, 7
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};
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int PixelShaderIndex = 0;
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Technique GBuffer
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{
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Pass
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{
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VertexShader = (VSArray[VSIndices[VertexShaderIndex]]);
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PixelShader = (PSArray[PSIndices[PixelShaderIndex]]);
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}
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}
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