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gamedata/shaders/r2/accum_sun_mask.ps.hlsl
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gamedata/shaders/r2/accum_sun_mask.ps.hlsl
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#include "common.hlsli"
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#define EPS (0.9f / 255.f)
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float4 main(p_screen I) : COLOR
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{
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// Sample the fat framebuffer:
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float4 NH = tex2D(s_normal, I.tc0);
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float L = dot(Ldynamic_dir, (float3)NH) + EPS; // Use hemisphere as approximation of max light
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return float4(L, L, L, L);
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}
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