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"
#include "shadow.hlsli"
struct v2p
{
float3 lightToPos : TEXCOORD0; // light center to plane vector
float3 vPos : TEXCOORD1; // position in camera space
float fDensity : TEXCOORD2; // plane density alon Z axis
// float2 tNoise : TEXCOORD3; // projective noise
};
uniform float4 m_lmap[2];
uniform sampler2D s_noise;
#define USE_LMAP
#define USE_LMAPXFORM
#define USE_SHADOW
// Pixel
float4 main(v2p I) : COLOR
{
// ----- shadow
float4 P4 = float4(I.vPos, 1.0f);
float4 PS = mul(m_shadow, P4);
float s = 1.0f;
#ifdef USE_SHADOW
s = shadow(PS);
#endif
// ----- lightmap
float4 lightmap = 1.0f;
#ifdef USE_LMAP
#ifdef USE_LMAPXFORM
PS.x = dot(P4, m_lmap[0]);
PS.y = dot(P4, m_lmap[1]);
#endif
lightmap = tex2Dproj(s_lmap, PS); //
#endif
// ----- attenuate
float rsqr = dot(I.lightToPos, I.lightToPos); // distance 2 light (squared)
float att = saturate(1 - rsqr * Ldynamic_pos.w); // q-linear attenuate
// float att = saturate( 1 - (rsqr * Ldynamic_pos.w)*(rsqr * Ldynamic_pos.w) ); // q-linear attenuate
// float att = 10*(1/(1+0.1*rsqr));
// float att = 1.0h/rsqr;
// float att = 1.0h/rsqr-Ldynamic_pos.w;
// float att = 5*(sqrt(1.0h/rsqr)-sqrt(Ldynamic_pos.w));
// ----- noise
PS.xy /= PS.w;
float time = timers.z * 0.1f;
PS.xy /= 3;
PS.x += time;
float4 t_noise = tex2D(s_noise, PS);
PS.x -= time;
PS.y -= time * 0.70091f;
t_noise *= tex2D(s_noise, PS);
// t_noise *= 4;
t_noise = t_noise * 0.5f + 0.5f;
// out
// float maxIntens = 1.0h/100.0h;
// float maxIntens = 1.0h/40.0h;
// float maxIntens = 1.0h/10.0h;
float maxIntens = I.fDensity;
float3 result = maxIntens * s * att;
result *= lightmap;
result *= Ldynamic_color * t_noise;
// result = maxIntens;
// result *= lightmap;
// result = 0.1h;
// result = 0.0h;
return float4(result, 0.0f);
}