Code cleanup, fixed HLSL shaders
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6444281e34
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7ad9ee1dc3
16 changed files with 274 additions and 408 deletions
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@ -1,7 +1,7 @@
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// Copyright 2020 Google LLC
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Texture2D textureColorMap : register(t2);
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SamplerState samplerColorMap : register(s2);
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Texture2D textureColorMap : register(t0, space1);
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SamplerState samplerColorMap : register(s0, space1);
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struct DSOutput
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{
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@ -2,12 +2,13 @@
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struct UBO
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{
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float4x4 projection;
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float4x4 model;
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float tessAlpha;
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float4x4 projection;
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float4x4 model;
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float tessAlpha;
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float tessLevel;
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};
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cbuffer ubo : register(b1) { UBO ubo; }
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cbuffer ubo : register(b0) { UBO ubo; }
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struct HSOutput
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{
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@ -18,7 +18,10 @@ struct PnPatch
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// tessellation levels
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struct UBO
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{
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float tessLevel;
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float4x4 projection;
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float4x4 model;
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float tessAlpha;
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float tessLevel;
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};
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cbuffer ubo : register(b0) { UBO ubo; }
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@ -83,7 +86,7 @@ ConstantsHSOutput ConstantsHS(InputPatch<VSOutput, 3> patch, uint InvocationID :
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[domain("tri")]
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[partitioning("fractional_odd")]
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[outputtopology("triangle_ccw")]
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[outputtopology("triangle_cw")]
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[outputcontrolpoints(3)]
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[patchconstantfunc("ConstantsHS")]
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[maxtessfactor(20.0f)]
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@ -20,9 +20,10 @@ struct UBO
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float4x4 projection;
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float4x4 model;
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float tessAlpha;
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float tessLevel;
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};
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cbuffer ubo : register(b1) { UBO ubo; }
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cbuffer ubo : register(b0) { UBO ubo; }
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struct HSOutput
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{
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