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gamedata/shaders/r2/accum_base.ps.hlsl
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51
gamedata/shaders/r2/accum_base.ps.hlsl
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#include "common.hlsli"
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#include "lmodel.hlsli"
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#include "shadow.hlsli"
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//////////////////////////////////////////////////////////////////////////////////////////
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// This is the basic primitive used by convex, volumetric lights
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// for example spot-lights, one face of the omni lights, etc.
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//////////////////////////////////////////////////////////////////////////////////////////
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// following options are available to configure compilation:
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// USE_LMAP
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// USE_LMAPXFORM
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// USE_SHADOW
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//////////////////////////////////////////////////////////////////////////////////////////
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uniform float4 m_lmap[2];
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float4 main(float4 tc : TEXCOORD0, float4 tcJ : TEXCOORD1) : COLOR
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{
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float4 _P = tex2Dproj(s_position, tc);
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float4 _N = tex2Dproj(s_normal, tc);
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_P.xyz += normalize(_N.xyz) * 0.025f;
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float m = xmaterial;
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#ifndef USE_R2_STATIC_SUN
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m = _P.w;
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#endif
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// ----- light-model
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float rsqr;
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float4 light = plight_local(m, _P, _N, Ldynamic_pos, Ldynamic_pos.w, rsqr);
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// ----- shadow
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float4 P4 = float4(_P.x, _P.y, _P.z, 1.0f);
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float4 PS = mul(m_shadow, P4);
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float s = 1.0f;
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#ifdef USE_SHADOW
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s = shadow(PS);
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#endif
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// ----- lightmap
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float4 lightmap = 1.0f;
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#ifdef USE_LMAP
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#ifdef USE_LMAPXFORM
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PS.x = dot(P4, m_lmap[0]);
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PS.y = dot(P4, m_lmap[1]);
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#endif
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lightmap = tex2Dlod(s_lmap, float4(PS.xy / PS.w, 0.0f, 0.0f)); //
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#endif
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return blendp(Ldynamic_color * light * s * lightmap, tc);
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}
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