add game&rawdata
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gamedata/shaders/r2/accum_indirect.ps
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gamedata/shaders/r2/accum_indirect.ps
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#include "common.h"
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#include "lmodel.h"
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//////////////////////////////////////////////////////////////////////////////////////////
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// Pixel
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// Note: this is a half-sphere
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uniform half3 direction;
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half4 main ( float4 tc:TEXCOORD0 ) : 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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half3 L2P = _P.xyz - Ldynamic_pos.xyz; // light2point
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half3 L2P_N = normalize (L2P); // light2point
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half rsqr = dot (L2P,L2P); // distance 2 light (squared)
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half att = saturate (1 - rsqr*Ldynamic_pos.w); // q-linear attenuate
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half light = saturate (dot(-L2P_N,_N.xyz));
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half hemi = saturate (dot(L2P_N, direction));
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// Final color
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return blendp (half4(Ldynamic_color.xyz * att * light * hemi, 0), tc);
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}
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