Apply ab38f8b1's changes to offscreen HLSL shaders
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8cacf0b4e9
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3 changed files with 6 additions and 4 deletions
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@ -49,7 +49,7 @@ Shaders written to mirror the GLSL versions at `eddd724`. There have been change
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| nv_ray_tracing_reflections | ☑ | ☑ | ☑ | ☑
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| nv_ray_tracing_shadows | ☑ | ☑ | ☑ | ☑
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| occlusionquery | ☑ | ☑ | ☑ | ☑
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| offscreen | ☑ | ☑ | ☑ | ❌
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| offscreen | ☑ | ☑ | ☑ | ☑
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| parallaxmapping | ☑ | ☑ | ☑ | ☑
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| particlefire | ☑ | ☑ | ☑ | ☑
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| pbrbasic | ☑ | ☑ | ☑ | ☑
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@ -9,6 +9,7 @@ struct VSInput
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struct UBO
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{
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float4x4 projection;
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float4x4 view;
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float4x4 model;
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};
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@ -25,7 +26,7 @@ VSOutput main(VSInput input)
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{
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VSOutput output = (VSOutput)0;
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output.UV = input.UV;
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output.ProjCoord = mul(ubo.projection, mul(ubo.model, float4(input.Pos.xyz, 1.0)));
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output.ProjCoord = mul(ubo.projection, mul(ubo.view, mul(ubo.model, float4(input.Pos.xyz, 1.0))));
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output.Pos = output.ProjCoord;
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return output;
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}
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@ -10,6 +10,7 @@ struct VSInput
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struct UBO
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{
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float4x4 projection;
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float4x4 view;
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float4x4 model;
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float4 lightPos;
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};
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@ -31,8 +32,8 @@ VSOutput main(VSInput input)
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VSOutput output = (VSOutput)0;
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output.Normal = input.Normal;
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output.Color = input.Color;
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output.Pos = mul(ubo.projection, mul(ubo.model, input.Pos));
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output.EyePos = mul(ubo.model, input.Pos).xyz;
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output.Pos = mul(ubo.projection, mul(ubo.view, mul(ubo.model, input.Pos)));
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output.EyePos = mul(ubo.view, mul(ubo.model, input.Pos)).xyz;
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output.LightVec = normalize(ubo.lightPos.xyz - output.EyePos);
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// Clip against reflection plane
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