Moved shaders to separate OpenGL and DirectX folders
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@@ -0,0 +1,48 @@
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cbuffer ConstantBuffer
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{
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float4x4 MVP;
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float4x4 ModelMatrix;
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float4x4 ViewMatrix;
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float4x4 ProjectionMatrix;
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float4x4 InverseTransposeViewModel;
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float3 LightPosition;
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}
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Texture2D Texture;
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SamplerState samplerState;
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struct VOut
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{
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float4 PixelPosition : SV_POSITION;
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float4 Position : POSITION;
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float4 Normal : NORMAL;
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float4 Tangent : TANGENT0;
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float4 BiTangent : TANGENT1;
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float2 TextureCoord : TEXCOORD;
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float4 DiffuseColor : COLOR0;
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float4 SpecularColor : COLOR1;
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float4 BoneIndices1 : BLENDINDICES0;
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float4 BoneIndices2 : BLENDINDICES1;
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float4 BoneWeights1 : BLENDWEIGHT0;
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float4 BoneWeights2 : BLENDWEIGHT1;
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};
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float4 main(VOut input) : SV_TARGET
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{
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float4 ambientLight = float4(1.0f, 1.0f, 1.0f, 1.0f) * 0.1f;
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////float4 lightPos = float4(0.0f, -1.0f, 2.0f, 0.0f);
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float4 lightColor = float4(1.0f, 1.0f, 1.0f, 1.0f);
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float3 lightToPixel = normalize(LightPosition - mul(input.Position, transpose(ModelMatrix)));
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//float3 lightModelPos = mul(ModelMatrix, LightPosition);
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float diffuseBrightness = saturate(dot(lightToPixel, normalize(mul(input.Normal, transpose(ModelMatrix)))));
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//input.texcoord.y = 1 - input.texcoord.y;
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//return float4(input.normal.xy, 0.0f, 0.0f);
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return Texture.Sample(samplerState, input.TextureCoord);
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//return float4(input.color.xy, 0.0f, 0.0f);
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//return (ambientLight + lightColor * diffuseBrightness) * Texture.Sample(samplerState, input.texcoord);
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//return float4(0.0f, 0.0f, 1.0f, 1.0f);
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}
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