add game&rawdata
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50
gamedata/shaders/r2/accum_base.ps
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50
gamedata/shaders/r2/accum_base.ps
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#include "common.h"
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#include "lmodel.h"
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#include "shadow.h"
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//////////////////////////////////////////////////////////////////////////////////////////
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// This is the basic primitive used by convex, volumetric lights
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// for example spot-lights, one face of the omni lights, etc.
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//////////////////////////////////////////////////////////////////////////////////////////
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// following options are available to configure compilation:
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// USE_LMAP
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// USE_LMAPXFORM
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// USE_SHADOW
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//////////////////////////////////////////////////////////////////////////////////////////
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uniform float4 m_lmap [2] ;
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float4 main ( float4 tc : TEXCOORD0, float4 tcJ : TEXCOORD1 ) : COLOR
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{
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float4 _P = tex2Dproj (s_position, tc);
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half4 _N = tex2Dproj (s_normal, tc);
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half m = xmaterial ;
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# ifndef USE_R2_STATIC_SUN
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m = _P.w ;
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# endif
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// ----- light-model
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half rsqr;
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half4 light = plight_local (m, _P, _N, Ldynamic_pos, Ldynamic_pos.w, rsqr);
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// ----- shadow
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half4 P4 = half4 (_P.x,_P.y,_P.z,1);
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float4 PS = mul (m_shadow, P4);
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half s = 1.h;
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#ifdef USE_SHADOW
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#ifdef USE_SJITTER
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s = shadowtest (PS,tcJ);
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#else
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s = shadow (PS);
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#endif
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#endif
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// ----- lightmap
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half4 lightmap= 1.h;
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#ifdef USE_LMAP
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#ifdef USE_LMAPXFORM
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PS.x = dot (P4, m_lmap[0]);
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PS.y = dot (P4, m_lmap[1]);
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#endif
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lightmap= tex2Dproj (s_lmap, PS); //
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#endif
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return blendp (Ldynamic_color * light * s * lightmap, tc);
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}
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