This commit is contained in:
Vasily Petrov 2026-06-18 01:18:29 +03:00
commit 2fe6ca2f65
1473 changed files with 251771 additions and 0 deletions

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#include "common.hlsli"
#include "shadow.hlsli"
#include "metalic_roughness_light.hlsli"
#include "ScreenSpaceContactShadows.hlsl"
uniform float4 m_lmap[2];
uniform int Ldynamic_hud;
//LVutner: Force early-z
[earlydepthstencil]
float4 main(p_volume I, float4 pos2d : SV_POSITION) : SV_Target
{
float2 tcProj = I.tc.xy / I.tc.w;
IXrayGbuffer O;
GbufferUnpack(tcProj, pos2d.xy, O);
float4 Point = float4(Ldynamic_hud > 0 ? O.PointHud.xyz : O.Point.xyz, 1.0f);
float3 LightDirection = normalize(O.PointReal.xyz - Ldynamic_pos.xyz);
float3 Light = DirectLight(Ldynamic_color, LightDirection, O.Normal, O.View.xyz, O.Color, O.Metalness, O.Roughness, O.F0);
float3 Lightmap = ComputeLightAttention(Point.xyz - Ldynamic_pos.xyz, Ldynamic_pos.w);
Point.xyz += O.Normal * 0.025f;
float4 PS = mul(m_shadow, Point);
#ifdef USE_SHADOW
Lightmap *= max(Ldynamic_hud, shadow(PS));
#ifdef USE_HUD_SHADOWS
if (O.Depth < 0.02f && dot(Lightmap.xyz, Light.xyz) > 0.0001f)
{
RayTraceContactShadow(tcProj, O.PointHud, LightDirection, Lightmap);
}
#endif
#endif
#ifdef USE_LMAP
#ifdef USE_LMAPXFORM
PS.x = dot(Point, m_lmap[0]);
PS.y = dot(Point, m_lmap[1]);
#endif
Lightmap *= s_lmap.SampleLevel(smp_rtlinear, PS.xy / PS.w, 0.0f).xyz;
#endif
Lightmap = PushGamma(Lightmap);
return float4(Lightmap.xyz * Light.xyz, 0.0f);
}