📄 _shared.fx
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// shared effect parameters
#ifndef __SHARED_FX
#define __SHARED_FX
static const float PI = 3.1415926535897932384626433832795029f;
shared float4x4 mWorld;
shared float4x4 mWVP;
shared float4x4 mWorldView;
// view matrix
shared float4x4 mView;
// projection matrix
shared float4x4 mProj;
// view*projection matrix
shared float4x4 mViewProj;
// eye position
shared float3 vEye;
// light direction
shared float3 vLightDir = -normalize( float3(0.5,-0.7,0.3) );
// time
shared float fTime;
// shadow map projection matrices for 4xRGAA
shared float4x4 mShadowProj0;
shared float4x4 mShadowProj1;
shared float4x4 mShadowProj2;
shared float4x4 mShadowProj3;
// texture projection matrix
shared float4x4 mTexProj;
// x,y - offset for full-screen quads; z,w - zeros
// the offsets must be 0.5/screenX, 0.5/screenY
shared float4 vQuadOffset;
// scattering params
shared float3 vScatterBetaR;
shared float3 vScatterBetaM;
shared float3 vScatterBetaR_;
shared float3 vScatterBetaM_;
shared float3 vScatterBetaSum;
//shared float3 vScatterInvBetaSum;
shared float3 vScatterSunColor;
shared float3 vScatterSunColorDivBetaSum;
shared float4 vScatterHGg;
shared float fScatterExtMult = 1;
shared float fScatterInscatMult = 1;
#endif
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