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gamedata/shaders/r2/model_scope_lense.ps.hlsl
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gamedata/shaders/r2/model_scope_lense.ps.hlsl
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#include "common.hlsli"
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struct v2p
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{
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float2 tc0: TEXCOORD0; // base
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float3 tc1: TEXCOORD1; // environment
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float4 c0: COLOR0; // sun.(fog*fog)
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};
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//////////////////////////////////////////////////////////////////////////////////////////
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float resize(float input, float factor, float offset)
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{
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return (input-0.5f+offset) / factor+0.5f-offset;
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}
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// Pixel
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uniform float4 screen_res;
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uniform float4 m_hud_params;
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uniform float4 m_zoom_deviation;
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uniform sampler2D s_vp2;
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//uniform sampler2D s_skymap;
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//uniform samplerCUBE s_env0;
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//uniform samplerCUBE s_env1;
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float random(float2 co)
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{
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return 0.5+(frac(sin(dot(co.xy ,float2(12.9898,78.233))) * 43758.5453))*0.5;
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};
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float4 main ( v2p I ) : COLOR
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{
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float4 t_base = tex2D (s_base, I.tc0); // Òåêñòóðà ñåòêè
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// float4 t_skymap = tex2D (s_skymap, I.tc0); // Êàðòà îòðàæåíèÿ íåáà
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//ñäâèã îò ñîñòîÿíèÿ îðóæèÿ
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I.tc0.x = I.tc0.x+m_zoom_deviation.x;
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I.tc0.y = I.tc0.y+m_zoom_deviation.y;
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// Ðàñòÿãèâàåì êàðòèíêó â ëèíçå òàê, ÷òîáû íà ëþáîì ðàçðåøåíèè ýêðàíà áûëè ïðàâèëüíûå ïðîïîðöèè
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I.tc0.x = resize(I.tc0.x, screen_res.x/screen_res.y, 0);
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float4 t_vp2 = tex2D (s_vp2, I.tc0); // Èçîáðàæåíèå ñî âòîðîãî âüþïîðòà
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float2 offset = distance(I.tc0, float2( .5f, .5f ))*float2(m_hud_params.z, m_hud_params.z);
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t_vp2.r = tex2D ( s_vp2, I.tc0+offset).r;
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t_vp2.b = tex2D ( s_vp2, I.tc0-offset).b;
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float3 final = float3(0, 0, 0);
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{ //Ñòàíäàðòíûé ðåæèì
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// Òåêóùàÿ è ñëåäóþùàÿ òåêñòóðà íåáà
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//float3 env0 = texCUBE (s_env0, I.tc1);
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//float3 env1 = texCUBE (s_env1, I.tc1);
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//float3 env = lerp (env0, env1, L_ambient.w); // Èõ ìèêñîâêà
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// Ìèêñóåì âñ¸ è ñîáèðàåì ôèíàëüíóþ êàðòèíêó
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float3 base = lerp (t_vp2, t_base, t_base.a); // Ñåòêó ñ âüþïîðòîì
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final = base;
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// final = lerp (base, env, t_skymap.a); // base c íåáîì
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}
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// out
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return float4 (final.r, final.g, final.b, min(m_hud_params.y, m_hud_params.a));
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}
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