feat: decompile shader hlsl and a pre-build batch script to generate the headers with bytecode
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@@ -0,0 +1,76 @@
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cbuffer diffuse : register(b0)
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{
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float4 diffuse_colour;
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};
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cbuffer fog : register(b1)
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{
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float4 fog_colour;
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};
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cbuffer alphaTest : register(b3)
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{
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float4 alphaTestRef;
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};
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#ifdef FORCE_LOD
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cbuffer forcedLOD : register(b5)
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{
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float4 forcedLod;
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};
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#endif
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SamplerState diffuse_sampler_s : register(s0);
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Texture2D<float4> diffuse_texture : register(t0);
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struct PS_INPUT
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{
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float4 v0 : SV_POSITION;
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float4 v1 : COLOR0;
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linear centroid float4 v2 : TEXCOORD0;
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};
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float4 main(PS_INPUT input) : SV_TARGET
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{
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float4 r0, r1;
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#ifdef TEXTURE_PROJECTION
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r0.xy = input.v2.xy / input.v2.ww;
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r0.xyzw = diffuse_texture.Sample(diffuse_sampler_s, r0.xy).xyzw;
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r0.xyzw = diffuse_colour.xyzw * r0.xyzw;
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r0.w = input.v1.w * r0.w;
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r1.x = (r0.w < alphaTestRef.w) ? 1 : 0;
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if (r1.x != 0) discard;
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r0.xyz = r0.xyz * input.v1.xyz + -fog_colour.xyz;
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float4 o0;
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o0.xyz = input.v2.zzz * r0.xyz + fog_colour.xyz;
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o0.w = r0.w;
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return o0;
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#elif defined(FORCE_LOD)
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r0.xyzw = diffuse_texture.SampleLevel(diffuse_sampler_s, input.v2.xy, forcedLod.x).xyzw;
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r0.xyzw = diffuse_colour.xyzw * r0.xyzw;
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r0.w = input.v1.w * r0.w;
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r1.x = (r0.w < alphaTestRef.w) ? 1 : 0;
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if (r1.x != 0) discard;
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r0.xyz = r0.xyz * input.v1.xyz + -fog_colour.xyz;
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float4 o0;
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o0.xyz = input.v2.zzz * r0.xyz + fog_colour.xyz;
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o0.w = r0.w;
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return o0;
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#else
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r0.x = (1 < input.v2.x) ? 1 : 0;
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if (r0.x != 0)
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r0.xyzw = diffuse_texture.SampleLevel(diffuse_sampler_s, input.v2.xy, 0).xyzw;
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else
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r0.xyzw = diffuse_texture.Sample(diffuse_sampler_s, input.v2.xy).xyzw;
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r0.xyzw = diffuse_colour.xyzw * r0.xyzw;
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r0.w = input.v1.w * r0.w;
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r1.x = (r0.w < alphaTestRef.w) ? 1 : 0;
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if (r1.x != 0) discard;
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r0.xyz = r0.xyz * input.v1.xyz + -fog_colour.xyz;
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float4 o0;
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o0.xyz = input.v2.zzz * r0.xyz + fog_colour.xyz;
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o0.w = r0.w;
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return o0;
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#endif
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}
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