2023-02-28 01:15:26 +00:00
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// AUTOGENERATED COPYRIGHT HEADER START
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// Copyright (C) 2021-2023 Michael Fabian 'Xaymar' Dirks <info@xaymar.com>
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// AUTOGENERATED COPYRIGHT HEADER END
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2021-04-25 11:55:30 +00:00
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions are met:
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//
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// 1. Redistributions of source code must retain the above copyright notice,
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// this list of conditions and the following disclaimer.
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// 2. Redistributions in binary form must reproduce the above copyright notice,
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// this list of conditions and the following disclaimer in the documentation
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// and/or other materials provided with the distribution.
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// 3. Neither the name of the copyright holder nor the names of its contributors
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// may be used to endorse or promote products derived from this software
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// without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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// ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
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// LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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// INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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// CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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// ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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// POSSIBILITY OF SUCH DAMAGE.
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//------------------------------------------------------------------------------
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// Defines
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//------------------------------------------------------------------------------
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// Variations of PI/TAU
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#define PI 3.141592653
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#define TAU 6.283185307
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#define PIm2 6.283185307
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#define PIb2 1.570796326
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#define PIb4 0.785398163
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// Phi/Φ = Golden Ratio
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#define PHI 1.61803398874989484820459
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// e (Eulers Constant)
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2021-12-26 08:14:36 +00:00
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#define EULERS_CONSTANT 2.7182818284590452353602874713527
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2021-04-25 11:55:30 +00:00
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// Degrees <-> Radians Conversion
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#define TO_RAD(x) (x * 0.017453292)
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#define TO_DEG(x) (x * 57.295779513)
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//------------------------------------------------------------------------------
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// Uniforms
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//------------------------------------------------------------------------------
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uniform float4x4 ViewProj<
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bool automatic = true;
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>;
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uniform float4 Time<
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bool automatic = true;
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>;
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uniform float4 ViewSize<
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bool automatic = true;
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>;
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// Filter Support
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#ifdef IS_FILTER
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uniform texture2d InputA<
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bool automatic = true;
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>;
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#endif
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// Transition Support
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#ifdef IS_TRANSITION
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uniform texture2d InputA<
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bool automatic = true;
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>;
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uniform texture2d InputB<
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bool automatic = true;
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>;
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uniform float TransitionTime<
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bool automatic = true;
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>;
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#endif
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uniform int RandomSeed<
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bool automatic = true;
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>;
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uniform float4x4 Random<
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bool automatic = true;
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>;
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//------------------------------------------------------------------------------
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// Structures
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//------------------------------------------------------------------------------
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struct VertexInformation {
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float4 position : POSITION;
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float4 texcoord0 : TEXCOORD0;
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};
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//------------------------------------------------------------------------------
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// Samplers
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//------------------------------------------------------------------------------
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sampler_state PointRepeatSampler {
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Filter = Point;
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AddressU = Repeat;
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AddressV = Repeat;
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};
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sampler_state LinearRepeatSampler {
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Filter = Linear;
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AddressU = Repeat;
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AddressV = Repeat;
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};
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sampler_state PointClampSampler {
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Filter = Point;
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AddressU = Clamp;
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AddressV = Clamp;
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};
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sampler_state LinearClampSampler {
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Filter = Linear;
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AddressU = Clamp;
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AddressV = Clamp;
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};
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//------------------------------------------------------------------------------
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// Functions
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//------------------------------------------------------------------------------
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VertexInformation DefaultVertexShader(VertexInformation vtx) {
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vtx.position = mul(float4(vtx.position.xyz, 1.0), ViewProj);
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return vtx;
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};
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2021-04-25 12:44:15 +00:00
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bool is_float_equal(float a, float b) {
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return (abs(a - b) <= .00001);
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}
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