optimized to get normal in AutoShader
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@ -42,7 +42,7 @@ Code
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void main()
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void main()
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{
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{
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Output.Normal =GetNormal(GetNormalMatrix(),Normal);
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Output.Normal =GetNormal();
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Output.Position =GetPosition3D();
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Output.Position =GetPosition3D();
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HandoverMI();
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HandoverMI();
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@ -122,18 +122,18 @@ private:
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{
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{
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using namespace inline_geometry;
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using namespace inline_geometry;
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//Plane Grid
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////Plane Grid
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{
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//{
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struct PlaneGridCreateInfo pgci;
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// struct PlaneGridCreateInfo pgci;
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pgci.grid_size.Set(32,32);
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// pgci.grid_size.Set(32,32);
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pgci.sub_count.Set(8,8);
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// pgci.sub_count.Set(8,8);
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pgci.lum=0.5;
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// pgci.lum=0.5;
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pgci.sub_lum=0.75;
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// pgci.sub_lum=0.75;
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prim_plane_grid=CreatePlaneGrid(db,mtl_vertex_lum->GetDefaultVIL(),&pgci);
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// prim_plane_grid=CreatePlaneGrid(db,mtl_vertex_lum->GetDefaultVIL(),&pgci);
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}
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//}
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//Sphere
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//Sphere
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{
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{
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@ -145,7 +145,7 @@ private:
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bool InitScene()
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bool InitScene()
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{
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{
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Add(prim_plane_grid,mi_plane_grid,p_line);
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//Add(prim_plane_grid,mi_plane_grid,p_line);
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Add(prim_sphere,mi_sphere,p_sphere);
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Add(prim_sphere,mi_sphere,p_sphere);
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camera->pos=Vector3f(32,32,32);
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camera->pos=Vector3f(32,32,32);
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@ -165,8 +165,8 @@ public:
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if(!SceneAppFramework::Init(w,h))
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if(!SceneAppFramework::Init(w,h))
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return(false);
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return(false);
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if(!InitVertexLumMP())
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//if(!InitVertexLumMP())
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return(false);
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// return(false);
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if(!CreateBlinnPhongUBO())
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if(!CreateBlinnPhongUBO())
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return(false);
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return(false);
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@ -35,7 +35,9 @@ bool Std3DMaterial::CustomVertexShader(ShaderCreateInfoVertex *vsc)
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{
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{
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vsc->AddFunction(func::GetNormalMatrix);
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vsc->AddFunction(func::GetNormalMatrix);
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vsc->AddFunction(func::GetNormal);
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vsc->AddFunction(func::GetNormal);
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// vsc->AddFunction(func::GetNormalVS);
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if(vsc->hasInput(VAN::Normal))
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vsc->AddFunction(func::GetNormalVS);
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}
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}
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mci->AddStruct(SBS_ViewportInfo);
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mci->AddStruct(SBS_ViewportInfo);
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