add game&rawdata
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119
gamedata/shaders/d3d11/model_scope_gauss.ps.hlsl
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119
gamedata/shaders/d3d11/model_scope_gauss.ps.hlsl
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// #include "common.hlsli"
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// uniform float4 m_hud_params;
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// uniform float4 m_zoom_deviation;
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// uniform float4 m_affects;
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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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// float get_noise(float2 co)
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// {
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// return (frac(sin(dot(co.xy ,float2(12.9898,78.233))) * 43758.5453))*0.5;
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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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// Texture2D s_vp2;
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// //Texture2D 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 ) : SV_Target
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// {
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// if (m_hud_params.y < 0.0001) return float4 (0,0,0,0);
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// // float2 distort = s_distort.Sample( smp_rtlinear, I.tc);
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// // float3 image = s_base.Sample( smp_rtlinear, I.tc + offset);
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// float4 t_base = s_base.Sample ( smp_base, I.tc0); // Òåêñòóðà ñåòêè
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// // float4 t_skymap = s_skymap.Sample ( smp_base, 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 = s_vp2.Sample ( smp_base, I.tc0); // Èçîáðàæåíèå ñî âòîðîãî âüþïîðòà
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// //àááåðàöèÿ
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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 = s_vp2.Sample ( smp_base, I.tc0+offset).r;
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// t_vp2.b = s_vp2.Sample ( smp_base, I.tc0-offset).b;
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// float3 final = float3(0, 0, 0);
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// // Ðàññ÷èòûâàåì ñëó÷àéíûé øóì ïèêñåëÿ
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// float noise = random(I.tc0*timers.z) * m_zoom_deviation.w;
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// float gray = ((t_vp2.r + t_vp2.g + t_vp2.b))*m_zoom_deviation.z*7;
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// t_vp2.r = t_vp2.r*(1-m_zoom_deviation.z) + gray;
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// t_vp2.g = t_vp2.g*(1-m_zoom_deviation.z) + gray;
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// t_vp2.b = t_vp2.b*(1-m_zoom_deviation.z) + gray;
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// t_vp2.b+= (0.4 + noise)*m_zoom_deviation.z;
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// // Øóì ïðè âûáðîñå
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// float blow_noise = get_noise(I.tc0*timers.z) * m_affects.x * m_affects.x * 30;
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// t_vp2.r += blow_noise;
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// t_vp2.g += blow_noise;
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// t_vp2.b += blow_noise;
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// t_base.xyz = detonemap(t_base.xyz);
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// // Ìèêñóåì ñ ñåòêîé
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// final = lerp (t_vp2, t_base, t_base.a);
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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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#include "common.hlsli"
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uniform float4 m_hud_params;
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struct v2p
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{
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float2 tc0: TEXCOORD0;
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float3 tc1: TEXCOORD1;
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float4 c0: COLOR0;
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};
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float4 main(v2p I, float4 pos2d : SV_POSITION) : SV_Target
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{
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if (m_hud_params.y * m_hud_params.a < 0.0001f) {
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return 0.0f;
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}
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float4 t_base = s_base.Sample(smp_base, I.tc0);
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t_base.xyz = detonemap(t_base.xyz);
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float4 t_vp2 = s_image[pos2d.xy];
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float alpha = m_hud_params.y * m_hud_params.a;
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t_vp2 *= saturate(alpha * 2.0f - 1.0f);
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float3 final = lerp(t_vp2.xyz, t_base.xyz, t_base.a);
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return float4(final.xyz, saturate(alpha * 2.0f));
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}
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