add game&rawdata
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53
gamedata/shaders/r2/accum_sun_cascade_far.ps
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53
gamedata/shaders/r2/accum_sun_cascade_far.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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uniform float3 view_shadow_proj;
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#ifdef USE_SUNFILTER
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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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_P.w = 1.f ;
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float4 PS = mul (m_shadow, _P) ;
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half s = shadowtest_sun(PS,tcJ)*sunmask(_P) ;
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return s ;
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}
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#else
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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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// ----- light-model
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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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half4 light = plight_infinity (m,_P,_N,Ldynamic_dir);
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// ----- shadow
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float4 P4 = float4 (_P.x,_P.y,_P.z,1.f);
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float4 PS = mul (m_shadow, P4);
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half s = sunmask (P4);
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#if defined (USE_SJITTER) || SUN_QUALITY==2
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s *= shadowtest_sun (PS,float4(0,0,0,0));
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#else
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s *= shadow (PS);
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#endif
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// Fading code
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float2 tc_f = (PS.xy/PS.w)-float2(0.5f,0.5f);
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// Fade only fron edges
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tc_f *= step( -dot( tc_f, view_shadow_proj.xy ), 0 );
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tc_f = abs( tc_f );
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float border = 0.4f;
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float fac_x = 1.f-saturate( ( tc_f.x - border )/(0.5f-border));
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float fac_y = 1.f-saturate( ( tc_f.y - border )/(0.5f-border));
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s += ((1-s)*(1-fac_x*fac_y));
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//\ // Fading code
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return blend (Ldynamic_color * light * s/*float4( 1.f, 0.2f, 0.2f, 1.f)*/,tc);
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}
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#endif
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