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TEXTURE3D(_VBufferLighting); |
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#ifdef DEBUG_DISPLAY |
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#include "../../Debug/DebugDisplay.hlsl" |
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#endif |
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CBUFFER_START(AtmosphericScattering) |
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int _AtmosphericScatteringType; |
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// Common |
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{ |
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float3 fogColor = 0; |
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float fogFactor = 0; |
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#ifdef DEBUG_DISPLAY |
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// Don't sample amthmospheric scattering when diffuse lighting debug is enabled so fog is not visible |
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if (_DebugLightingMode == DEBUGLIGHTINGMODE_DIFFUSE_LIGHTING || _DebugLightingMode == DEBUGLIGHTINGMODE_SPECULAR_LIGHTING || _DebugLightingMode == DEBUGLIGHTINGMODE_LUX_METER) |
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return float4(0, 0, 0, 0); |
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#endif |
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switch (_AtmosphericScatteringType) |
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{ |
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