fixed 2 shaders..
This commit is contained in:
@@ -16,6 +16,7 @@ namespace OpenRa.GlRenderer
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Graphics g;
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public IntPtr dc;
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public IntPtr rc;
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public IntPtr cgContext;
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public static void CheckGlError()
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{
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@@ -46,6 +47,18 @@ namespace OpenRa.GlRenderer
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if (rc == IntPtr.Zero)
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throw new InvalidOperationException("can't create wglcontext");
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Wgl.wglMakeCurrent(dc, rc);
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cgContext = Cg.cgCreateContext();
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//Cg.cgSetErrorCallback(CgErrorCallback);
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CgGl.cgGLRegisterStates(cgContext);
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}
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void CgErrorCallback()
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{
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var err = Cg.cgGetError();
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var str = Cg.cgGetErrorString(err);
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throw new InvalidOperationException(
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string.Format("CG Error: {0}: {1}", err, str));
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}
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public void EnableScissor(int left, int top, int width, int height)
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@@ -168,13 +181,40 @@ namespace OpenRa.GlRenderer
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public class Shader
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{
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public Shader(GraphicsDevice dev, Stream s) { }
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IntPtr effect;
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IntPtr highTechnique;
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IntPtr lowTechnique;
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public Shader(GraphicsDevice dev, Stream s)
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{
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var code = new StreamReader(s).ReadToEnd();
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effect = Cg.cgCreateEffect(dev.cgContext, code, null);
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if (effect == IntPtr.Zero)
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{
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var err = Cg.cgGetErrorString(Cg.cgGetError());
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var results = Cg.cgGetLastListing(dev.cgContext);
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throw new InvalidOperationException(
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string.Format("Cg compile failed ({0}):\n{1}", err, results));
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}
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lowTechnique = Cg.cgGetNamedTechnique(effect, "low_quality");
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highTechnique = Cg.cgGetNamedTechnique(effect, "high_quality");
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if (lowTechnique != IntPtr.Zero && 0 == Cg.cgValidateTechnique(lowTechnique))
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lowTechnique = IntPtr.Zero;
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if (highTechnique != IntPtr.Zero && 0 == Cg.cgValidateTechnique(highTechnique))
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highTechnique = IntPtr.Zero;
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if (highTechnique == IntPtr.Zero && lowTechnique == IntPtr.Zero)
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throw new InvalidOperationException("No valid techniques");
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}
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public ShaderQuality Quality { get; set; }
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public void Render(Action a) { }
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public void SetValue(string param, Texture texture) { }
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public void SetValue<T>(string param, T t) where T : struct { }
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public void Commit() { }
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}
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public class Texture
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@@ -210,6 +250,11 @@ namespace OpenRa.GlRenderer
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[Flags]
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public enum VertexFormat { Position, Texture2 }
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public enum ShaderQuality { Low, Medium, High }
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public enum PrimitiveType { PointList, LineList, TriangleList }
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public enum ShaderQuality { Low, High }
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public enum PrimitiveType
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{
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PointList = Gl.GL_POINTS,
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LineList = Gl.GL_LINES,
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TriangleList = Gl.GL_TRIANGLES
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}
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}
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36
line.fx
36
line.fx
@@ -2,14 +2,13 @@
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// Author: C. Forbes
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//--------------------------------------------------------
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shared float2 Scroll;
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float2 Scroll;
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shared float2 r1, r2; // matrix elements
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float2 r1, r2; // matrix elements
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struct VertexIn {
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float4 Position: POSITION;
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float2 RG: TEXCOORD0;
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float2 BA: TEXCOORD1;
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float4 Color: TEXCOORD0;
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};
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struct VertexOut {
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@@ -17,37 +16,28 @@ struct VertexOut {
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float4 Color: COLOR0;
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};
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struct FragmentIn {
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float4 Color: COLOR0;
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};
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VertexOut Simple_vp(VertexIn v) {
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VertexOut o;
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float2 p = (v.Position.xy - Scroll.xy) * r1 + r2;
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o.Position = float4(p.x,p.y,0,1);
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o.Color.rg = v.RG.xy;
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o.Color.ba = v.BA.xy;
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// o.Color.a = 1.0f;
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o.Color = v.Color;
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return o;
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}
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const float2 texelOffset = float2( 0, 1.0f/32.0f );
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float4 Simple_fp(FragmentIn f) : COLOR0 {
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float4 Simple_fp(VertexOut f) : COLOR0 {
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return f.Color;
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}
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technique high_quality {
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pass p0 {
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AlphaBlendEnable = true;
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ZWriteEnable = false;
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ZEnable = false;
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CullMode = None;
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FillMode = Wireframe;
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VertexShader = compile vs_2_0 Simple_vp();
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PixelShader = compile ps_2_0 Simple_fp();
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BlendEnable = true;
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DepthTestEnable = false;
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//CullMode = None;
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//FillMode = Wireframe;
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VertexProgram = compile arbvp1 Simple_vp();
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FragmentProgram = compile arbfp1 Simple_fp();
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SrcBlend = SrcAlpha;
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DestBlend = InvSrcAlpha;
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//SrcBlend = SrcAlpha;
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//DestBlend = InvSrcAlpha;
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}
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}
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79
world-shp.fx
79
world-shp.fx
@@ -2,36 +2,26 @@
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// Author: C. Forbes
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//--------------------------------------------------------
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shared texture DiffuseTexture, Palette;
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shared float2 Scroll;
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float2 Scroll;
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float2 r1, r2; // matrix elements
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shared float2 r1, r2; // matrix elements
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sampler s_DiffuseTexture = sampler_state {
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Texture = <DiffuseTexture>;
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MinFilter = None;
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MagFilter = None;
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MipFilter = None;
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AddressU = Wrap;
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AddressV = Wrap;
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AddressW = Wrap;
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sampler2D DiffuseTexture = sampler_state {
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MinFilter = Nearest;
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MagFilter = Nearest;
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WrapS = Repeat;
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WrapT = Repeat;
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};
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sampler s_PaletteTexture = sampler_state {
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Texture = <Palette>;
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MinFilter = None;
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MagFilter = None;
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MipFilter = None;
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AddressU = Clamp;
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AddressV = Clamp;
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sampler2D Palette = sampler_state {
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MinFilter = Nearest;
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MagFilter = Nearest;
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WrapS = Repeat;
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WrapT = Repeat;
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};
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struct VertexIn {
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float4 Position: POSITION;
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float2 Tex0: TEXCOORD0;
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float2 Tex1: TEXCOORD1;
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float4 Tex0: TEXCOORD0;
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};
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struct VertexOut {
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@@ -40,11 +30,6 @@ struct VertexOut {
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float4 ChannelMask: TEXCOORD1;
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};
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struct FragmentIn {
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float3 Tex0: TEXCOORD0;
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float4 ChannelMask: TEXCOORD1;
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};
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float4 DecodeChannelMask( float x )
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{
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if (x > 0)
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@@ -55,45 +40,27 @@ float4 DecodeChannelMask( float x )
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VertexOut Simple_vp(VertexIn v) {
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VertexOut o;
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float2 p = (v.Position.xy - Scroll.xy) * r1 + r2;
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o.Position = float4(p.x,p.y,0,1);
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o.Tex0 = float3(v.Tex0.x, v.Tex0.y, v.Tex1.x);
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o.ChannelMask = DecodeChannelMask( v.Tex1.y );
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o.Tex0 = float3(v.Tex0.x, v.Tex0.y, v.Tex0.z);
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o.ChannelMask = DecodeChannelMask( v.Tex0.w );
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return o;
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}
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const float2 texelOffset = float2( 0, 1.0f/32.0f );
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float4 Palette_fp(FragmentIn f) : COLOR0 {
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float4 x = tex2D(s_DiffuseTexture, f.Tex0.xy);
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float4 Palette_fp(VertexOut f) : COLOR0 {
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float4 x = tex2D(DiffuseTexture, f.Tex0.xy);
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float2 p = float2( dot(x, f.ChannelMask), f.Tex0.z );
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return tex2D(s_PaletteTexture, p + texelOffset);
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return tex2D(Palette, p + texelOffset);
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}
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technique low_quality {
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pass p0 {
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AlphaBlendEnable = false;
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ZWriteEnable = false;
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ZEnable = false;
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CullMode = None;
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FillMode = Solid;
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VertexShader = compile vs_2_0 Simple_vp();
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PixelShader = compile ps_2_0 Palette_fp();
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}
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}
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technique high_quality {
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pass p0 {
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AlphaBlendEnable = true;
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ZWriteEnable = false;
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ZEnable = false;
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CullMode = None;
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FillMode = Solid;
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VertexShader = compile vs_2_0 Simple_vp();
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PixelShader = compile ps_2_0 Palette_fp();
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SrcBlend = SrcAlpha;
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DestBlend = InvSrcAlpha;
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BlendEnable = false;
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DepthTestEnable = false;
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CullFaceEnable = false;
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VertexProgram = compile arbvp1 Simple_vp();
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FragmentProgram = compile arbfp1 Palette_fp();
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}
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}
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