e4s-game/gamedata/shaders/r2/accum_base.ps.hlsl
2026-06-18 01:18:29 +03:00

51 lines
1.5 KiB
HLSL

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