add game&rawdata
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79
gamedata/shaders/r2/accum_sun_far.ps
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79
gamedata/shaders/r2/accum_sun_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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#define SUN_FARPLANE 100.f
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#ifdef USE_SUNFILTER
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float4 main ( float2 tc : TEXCOORD0, float4 tcJ : TEXCOORD1 ) : COLOR
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{
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float4 _P = tex2D (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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#ifndef SUN_QUALITY
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#ifdef USE_HWSMAP
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#ifdef USE_FETCH4
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half s = sunmask(_P)*sample_hw_f4 (PS, float4(0,0,0,0) );
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#else
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half s = sunmask(_P)*sample_hw_pcf (PS, float4(0,0,0,0) );
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#endif
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#else
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half s = sunmask(_P)*sample_sw (PS.xy / PS.w, float2(0,0), PS.z);
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#endif
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#else // SUN_QUALITY
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half s = sunmask(_P);
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#if SUN_QUALITY==1
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s *= shadow (PS);
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#elif SUN_QUALITY==2
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s *= shadowtest_sun (PS,tcJ);
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#endif
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#endif // SUN_QUALITY
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return s ;
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}
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#else
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float4 main ( float2 tc : TEXCOORD0, float4 tcJ : TEXCOORD1 ) : COLOR
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{
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float4 _P = tex2D (s_position, tc);
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half4 _N = tex2D (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);
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float4 PS = mul (m_shadow, P4);
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#ifndef SUN_QUALITY
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#ifdef USE_HWSMAP
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#ifdef USE_FETCH4
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half s = sunmask(P4)*sample_hw_f4 (PS, float4(0,0,0,0) );
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#else
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half s = sunmask(P4)*sample_hw_pcf (PS, float4(0,0,0,0) );
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#endif
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#else
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half s = sunmask(P4)*sample_sw (PS.xy / PS.w, float2(0,0), PS.z);
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#endif
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#else // SUN_QUALITY
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half s = sunmask(P4);
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#if SUN_QUALITY==1
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s *= shadow (PS);
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#elif SUN_QUALITY==2
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s *= shadowtest_sun (PS,tcJ);
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#endif
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#endif // SUN_QUALITY
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#ifdef SUN_FARPLANE
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float f = saturate (_P.z/SUN_FARPLANE);
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s = lerp (s, 0.333h, f*f);
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#endif
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return blend (Ldynamic_color * light * s, tc);
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}
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#endif
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