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

51 lines
1.3 KiB
HLSL

#include "common.hlsli"
#include "lmodel.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 float4x4 m_shadow;
uniform sampler s_position;
uniform sampler s_normal;
uniform float4 Ldynamic_color;
uniform float4 Ldynamic_pos;
uniform float4 Ldynamic_dir;
float4 main(float4 tc : TEXCOORD0) : COLOR
{
float4 _P = tex2Dproj(s_position, tc);
if(_P.z < 0.001f)
return 0.0f;
float4 _C = tex2Dproj(s_base, tc);
float4 _N = tex2Dproj(s_normal, tc);
_N.xyz = normalize(_N.xyz);
// ----- light-model
float4 light = plight_local(_P.w, _P, _N, Ldynamic_pos, Ldynamic_pos.w);
// ----- shadow
float4 P4 = float4(_P.xyz, 1.0f);
float4 PS = mul(m_shadow, P4);
#ifdef USE_LMAP
light *= tex2Dlod(s_lmap, float4(PS.xy / PS.w, 0.0f, 0.0f));
#endif
float4 color = Ldynamic_color * light;
color.xyz = color.xyz * _C.xyz + color.w * _C.w;
return color;
}