#include "common.hlsli" #include "lmodel.hlsli" #include "shadow.hlsli" float4 main(float4 tc : TEXCOORD0, float4 tcJ : TEXCOORD1) : COLOR { float4 _P = tex2Dproj(s_position, tc); float4 _N = tex2Dproj(s_normal, tc); _P.xyz += normalize(_N.xyz) * 0.015f; // ----- light-model float m = xmaterial; #ifndef USE_R2_STATIC_SUN m = _P.w; #endif float4 light = plight_infinity(m, _P, _N, Ldynamic_dir); // ----- shadow float4 P4 = float4(_P.x, _P.y, _P.z, 1.0f); float4 PS = mul(m_shadow, P4); float s = 1.0f; #if SUN_QUALITY == 2 #ifndef USE_FAR_ATTENTION s *= shadow_high(PS); #else s *= shadowtest_sun(PS, float4(0, 0, 0, 0)); #endif #else s *= shadow(PS); #endif #ifdef USE_FAR_ATTENTION // Far edge fading code float3 tc_f = abs(PS.xyz / PS.w - float3(0.5f, 0.5f, 0.5f)); float3 border = 0.4f; float3 fac = 1.0f - saturate((tc_f - border) / (0.5f - border)); s = lerp(s, 1.0f, 1.0f - fac.x * fac.y * fac.z); #endif s *= sunmask(P4); return blend(Ldynamic_color * light * s, tc); }