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gamedata/shaders/r2/accum_volumetric.ps.hlsl
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gamedata/shaders/r2/accum_volumetric.ps.hlsl
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#include "common.hlsli"
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#include "shadow.hlsli"
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struct v2p
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{
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float3 lightToPos : TEXCOORD0; // light center to plane vector
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float3 vPos : TEXCOORD1; // position in camera space
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float fDensity : TEXCOORD2; // plane density alon Z axis
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// float2 tNoise : TEXCOORD3; // projective noise
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};
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uniform float4 m_lmap[2];
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uniform sampler2D s_noise;
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#define USE_LMAP
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#define USE_LMAPXFORM
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#define USE_SHADOW
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// Pixel
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float4 main(v2p I) : COLOR
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{
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// ----- shadow
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float4 P4 = float4(I.vPos, 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 = tex2Dproj(s_lmap, PS); //
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#endif
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// ----- attenuate
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float rsqr = dot(I.lightToPos, I.lightToPos); // distance 2 light (squared)
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float att = saturate(1 - rsqr * Ldynamic_pos.w); // q-linear attenuate
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// float att = saturate( 1 - (rsqr * Ldynamic_pos.w)*(rsqr * Ldynamic_pos.w) ); // q-linear attenuate
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// float att = 10*(1/(1+0.1*rsqr));
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// float att = 1.0h/rsqr;
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// float att = 1.0h/rsqr-Ldynamic_pos.w;
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// float att = 5*(sqrt(1.0h/rsqr)-sqrt(Ldynamic_pos.w));
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// ----- noise
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PS.xy /= PS.w;
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float time = timers.z * 0.1f;
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PS.xy /= 3;
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PS.x += time;
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float4 t_noise = tex2D(s_noise, PS);
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PS.x -= time;
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PS.y -= time * 0.70091f;
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t_noise *= tex2D(s_noise, PS);
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// t_noise *= 4;
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t_noise = t_noise * 0.5f + 0.5f;
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// out
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// float maxIntens = 1.0h/100.0h;
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// float maxIntens = 1.0h/40.0h;
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// float maxIntens = 1.0h/10.0h;
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float maxIntens = I.fDensity;
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float3 result = maxIntens * s * att;
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result *= lightmap;
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result *= Ldynamic_color * t_noise;
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// result = maxIntens;
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// result *= lightmap;
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// result = 0.1h;
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// result = 0.0h;
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return float4(result, 0.0f);
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}
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