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https://github.com/CookiePLMonster/SilentPatch.git
synced 2024-11-22 13:32:36 +01:00
Changed nvc and dual pass code.
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49ddc29312
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@ -382,15 +382,15 @@ RpAtomic* TwoPassAlphaRender(RpAtomic* atomic)
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int nZWrite;
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int nAlphaBlending;
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RwRenderStateGet(rwRENDERSTATEALPHATESTFUNCTIONREF, &nPushedAlpha);
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// RwRenderStateGet(rwRENDERSTATEALPHATESTFUNCTIONREF, &nPushedAlpha);
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RwRenderStateGet(rwRENDERSTATEZWRITEENABLE, &nZWrite);
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RwRenderStateGet(rwRENDERSTATEVERTEXALPHAENABLE, &nAlphaBlending);
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RwRenderStateGet(rwRENDERSTATEALPHATESTFUNCTION, &nAlphaFunction);
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// 1st pass
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RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, FALSE);
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RwRenderStateSet(rwRENDERSTATEALPHATESTFUNCTIONREF, reinterpret_cast<void*>(255));
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RwRenderStateSet(rwRENDERSTATEALPHATESTFUNCTION, reinterpret_cast<void*>(rwALPHATESTFUNCTIONEQUAL));
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// RwRenderStateSet(rwRENDERSTATEALPHATESTFUNCTIONREF, reinterpret_cast<void*>(255));
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RwRenderStateSet(rwRENDERSTATEALPHATESTFUNCTION, reinterpret_cast<void*>(rwALPHATESTFUNCTIONGREATEREQUAL));
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atomic = AtomicDefaultRenderCallBack(atomic);
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@ -404,7 +404,7 @@ RpAtomic* TwoPassAlphaRender(RpAtomic* atomic)
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AtomicDefaultRenderCallBack(atomic);
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}
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RwRenderStateSet(rwRENDERSTATEALPHATESTFUNCTIONREF, reinterpret_cast<void*>(nPushedAlpha));
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// RwRenderStateSet(rwRENDERSTATEALPHATESTFUNCTIONREF, reinterpret_cast<void*>(nPushedAlpha));
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RwRenderStateSet(rwRENDERSTATEALPHATESTFUNCTION, reinterpret_cast<void*>(nAlphaFunction));
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RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, reinterpret_cast<void*>(nZWrite));
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RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, reinterpret_cast<void*>(nAlphaBlending));
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@ -26,9 +26,8 @@ VS_OUTPUT NVC_vertex_shader( in VS_INPUT In )
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Out.Position = mul(proj, mul(view, mul(world, In.Position)));
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Out.Texture = In.Texture;
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Out.Color = lerp(In.DayColor, In.NightColor, fEnvVars[0]);
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Out.Color.rgb += AmbientLight.rgb;
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Out.Color.a *= (255.0/128.0) * fEnvVars[1];
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Out.Color.rgb = lerp(In.DayColor, In.NightColor, fEnvVars[0]).rgb + AmbientLight.rgb;
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Out.Color.a = In.NightColor.a * fEnvVars[1];
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Out.Color = saturate(Out.Color);
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return Out;
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@ -1,10 +1,6 @@
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#if 0
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//
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// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
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//
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// fxc /T vs_2_0 /E NVC_vertex_shader /Fh ..\SilentPatch\nvc.h
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// ..\SilentPatch\nvc.fx
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//
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// Generated by Microsoft (R) HLSL Shader Compiler 6.3.9600.16384
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//
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// Parameters:
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//
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@ -27,7 +23,7 @@
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//
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vs_2_0
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def c14, 1.9921875, 0, 1, 0
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def c14, 0, 1, 0, 0
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dcl_position v0
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dcl_texcoord v1
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dcl_color v2
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@ -44,17 +40,16 @@
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mad r1, c10, r0.x, r1
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mad r1, c12, r0.z, r1
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mad oPos, c13, r0.w, r1
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mov r0, v3
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add r0, -r0, v2
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mad r0, c0.x, r0, v3
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mul r0.w, r0.w, c0.y
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add r1.xyz, r0, c1
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mul r1.w, r0.w, c14.x
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max r0, r1, c14.y
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min oD0, r0, c14.z
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mov r0.xyz, v3
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add r0.xyz, -r0, v2
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mad r0.xyz, c0.x, r0, v3
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add r0.xyz, r0, c1
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mul r0.w, v2.w, c0.y
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max r0, r0, c14.x
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min oD0, r0, c14.y
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mov oT0.xy, v1
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// approximately 21 instruction slots used
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// approximately 20 instruction slots used
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#endif
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const BYTE g_vs20_NVC_vertex_shader[] =
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@ -105,12 +100,12 @@ const BYTE g_vs20_NVC_vertex_shader[] =
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83, 76, 32, 83, 104, 97,
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100, 101, 114, 32, 67, 111,
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109, 112, 105, 108, 101, 114,
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32, 57, 46, 50, 57, 46,
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57, 53, 50, 46, 51, 49,
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49, 49, 0, 171, 81, 0,
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32, 54, 46, 51, 46, 57,
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54, 48, 48, 46, 49, 54,
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51, 56, 52, 0, 81, 0,
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0, 5, 14, 0, 15, 160,
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0, 0, 255, 63, 0, 0,
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0, 0, 0, 0, 128, 63,
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0, 0, 0, 0, 0, 0,
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128, 63, 0, 0, 0, 0,
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0, 0, 0, 0, 31, 0,
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0, 2, 0, 0, 0, 128,
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0, 0, 15, 144, 31, 0,
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@ -158,28 +153,25 @@ const BYTE g_vs20_NVC_vertex_shader[] =
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0, 0, 15, 192, 13, 0,
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228, 160, 0, 0, 255, 128,
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1, 0, 228, 128, 1, 0,
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0, 2, 0, 0, 15, 128,
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0, 2, 0, 0, 7, 128,
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3, 0, 228, 144, 2, 0,
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0, 3, 0, 0, 15, 128,
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0, 3, 0, 0, 7, 128,
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0, 0, 228, 129, 2, 0,
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228, 144, 4, 0, 0, 4,
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0, 0, 15, 128, 0, 0,
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0, 0, 7, 128, 0, 0,
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0, 160, 0, 0, 228, 128,
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3, 0, 228, 144, 5, 0,
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0, 3, 0, 0, 8, 128,
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0, 0, 255, 128, 0, 0,
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85, 160, 2, 0, 0, 3,
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1, 0, 7, 128, 0, 0,
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228, 128, 1, 0, 228, 160,
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5, 0, 0, 3, 1, 0,
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8, 128, 0, 0, 255, 128,
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14, 0, 0, 160, 11, 0,
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0, 3, 0, 0, 15, 128,
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1, 0, 228, 128, 14, 0,
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85, 160, 10, 0, 0, 3,
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0, 0, 15, 208, 0, 0,
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228, 128, 14, 0, 170, 160,
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1, 0, 0, 2, 0, 0,
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3, 224, 1, 0, 228, 144,
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255, 255, 0, 0
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3, 0, 228, 144, 2, 0,
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0, 3, 0, 0, 7, 128,
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0, 0, 228, 128, 1, 0,
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228, 160, 5, 0, 0, 3,
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0, 0, 8, 128, 2, 0,
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255, 144, 0, 0, 85, 160,
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11, 0, 0, 3, 0, 0,
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15, 128, 0, 0, 228, 128,
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14, 0, 0, 160, 10, 0,
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0, 3, 0, 0, 15, 208,
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0, 0, 228, 128, 14, 0,
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85, 160, 1, 0, 0, 2,
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0, 0, 3, 224, 1, 0,
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228, 144, 255, 255, 0, 0
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};
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