add game&rawdata

This commit is contained in:
Vasily Petrov 2026-06-17 23:06:51 +03:00
parent 0133cd976c
commit 49b34b5546
45731 changed files with 709831 additions and 0 deletions

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#include "common.hlsli"
struct vv
{
float3 pos0 : POSITION0;
float3 pos1 : POSITION1;
float3 n0 : NORMAL0;
float3 n1 : NORMAL1;
float2 tc0 : TEXCOORD0;
float2 tc1 : TEXCOORD1;
float4 rgbh0 : TEXCOORD2; // rgb.h
float4 rgbh1 : TEXCOORD3; // rgb.h
float4 sun_af : COLOR0; // x=sun_0, y=sun_1, z=alpha, w=factor
};
struct vf
{
float4 hpos : POSITION;
float2 tc0 : TEXCOORD0; // base0
float2 tc1 : TEXCOORD1; // base1
float2 tc2 : TEXCOORD2; // hemi0
float2 tc3 : TEXCOORD3; // hemi1
float4 c : COLOR0; // color.alpha
float4 f : COLOR1; // factor
float fog : FOG;
};
#define L_SCALE (1.55)
#define L_SUN_HACK (.7)
vf main(vv v)
{
vf o;
// lerp pos
float factor = v.sun_af.w;
float4 pos = float4(lerp(v.pos0, v.pos1, factor), 1);
o.hpos = mul(m_VP, pos); // xform, input in world coords
// replicate TCs
o.tc0 = v.tc0;
o.tc1 = v.tc1;
o.tc2 = v.tc0;
o.tc3 = v.tc1;
// calc normal & lighting
float3 normal = normalize(lerp(v.n0, v.n1, factor));
normal.y += 1;
normal = normalize(normal);
float4 rgbh = lerp(v.rgbh0, v.rgbh1, factor) * L_SCALE;
float sun = lerp(v.sun_af.x, v.sun_af.y, factor) * L_SCALE;
float sun_c = 1 + L_SUN_HACK * dot(normal, L_sun_dir_w); // [1+-delta], normal already inverted
float3 L_rgb = rgbh.rgb; // precalculated RGB lighting
float3 L_hemi = L_hemi_color * rgbh.w; // hemisphere
float3 L_sun = L_sun_color * sun * sun_c; // sun
float3 L_final = L_rgb + L_hemi + L_sun + L_ambient;
o.c = float4(L_final, v.sun_af.z);
o.f = factor;
o.fog = calc_fogging(pos); // fog, input in world coords
return o;
}