Starting to integrate mesh optimizer
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+58
-57
@@ -1,5 +1,62 @@
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import Common;
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const static float3 vertices[] = {
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// Right
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float3(512, -512, 512),
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float3(512, 512, 512),
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float3(512, -512, -512),
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float3(512, -512, -512),
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float3(512, 512, 512),
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float3(512, 512, -512),
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// Left
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float3(-512, -512, -512),
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float3(-512, 512, -512),
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float3(-512, -512, 512),
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float3(-512, -512, 512),
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float3(-512, 512, -512),
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float3(-512, 512, 512),
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// Bottom
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float3(-512, 512, 512),
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float3(-512, 512, -512),
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float3(512, 512, 512),
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float3(512, 512, 512),
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float3(-512, 512, -512),
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float3(512, 512, -512),
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// Top
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float3(-512, -512, -512),
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float3(-512, -512, 512),
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float3(512, -512, -512),
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float3(512, -512, -512),
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float3(-512, -512, 512),
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float3(512, -512, 512),
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// Front
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float3(512, -512, -512),
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float3(512, 512, -512),
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float3(-512, -512, -512),
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float3(-512, -512, -512),
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float3(512, 512, -512),
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float3(-512, 512, -512),
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// Back
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float3(-512, -512, 512),
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float3(-512, 512, 512),
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float3(512, -512, 512),
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float3(512, -512, 512),
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float3(-512, 512, 512),
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float3(512, 512, 512),
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};
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struct VertexShaderOutput
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{
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float4 clipPos : SV_Position;
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@@ -12,62 +69,6 @@ struct SkyboxData
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};
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ParameterBlock<SkyboxData> pSkyboxData;
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const static float3 vertices[] = {
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// Back
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float3(-512, -512, 512),
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float3(-512, 512, 512),
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float3( 512, -512, 512),
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float3( 512, -512, 512),
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float3(-512, 512, 512),
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float3( 512, 512, 512),
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// Front
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float3( 512, -512, -512),
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float3( 512, 512, -512),
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float3(-512, -512, -512),
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float3(-512, -512, -512),
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float3( 512, 512, -512),
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float3(-512, 512, -512),
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// Top
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float3(-512, -512, -512),
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float3(-512, -512, 512),
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float3( 512, -512, -512),
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float3( 512, -512, -512),
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float3(-512, -512, 512),
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float3( 512, -512, 512),
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// Bottom
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float3(-512, 512, 512),
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float3(-512, 512, -512),
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float3( 512, 512, 512),
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float3( 512, 512, 512),
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float3(-512, 512, -512),
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float3( 512, 512, -512),
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// Left
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float3(-512, -512, -512),
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float3(-512, 512, -512),
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float3(-512, -512, 512),
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float3(-512, -512, 512),
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float3(-512, 512, -512),
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float3(-512, 512, 512),
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// Right
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float3( 512, -512, 512),
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float3( 512, 512, 512),
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float3( 512, -512, -512),
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float3( 512, -512, -512),
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float3( 512, 512, 512),
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float3( 512, 512, -512),
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};
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[shader("vertex")]
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VertexShaderOutput vertexMain(
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uint vertexIndex : SV_VertexId)
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@@ -101,5 +102,5 @@ float4 fragmentMain(
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float factor = (output.texCoords.y - lowerLimit) / (upperLimit - lowerLimit);
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factor = clamp(factor, 0.0, 1.0);
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return lerp(float4(pSkyboxData.fogBlend.xyz, 1), finalColor, factor);
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return finalColor;//lerp(float4(pSkyboxData.fogBlend.xyz, 1), finalColor, factor);
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}
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