add game&rawdata
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32
gamedata/shaders/r2/accum_volumetric.vs
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32
gamedata/shaders/r2/accum_volumetric.vs
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#include "common.h"
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float3 vMinBounds;
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float3 vMaxBounds;
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struct vf
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{
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float4 hpos : POSITION;
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float3 lightToPos : TEXCOORD0; // light center to plane vector
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float3 vPos : TEXCOORD1; // position in camera space
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half fDensity : TEXCOORD2; // plane density alon Z axis
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// half2 tNoise : TEXCOORD3; // projective noise
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};
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vf main (v_static v)
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{
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vf o;
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float4 vPos;
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vPos.xyz = lerp( vMinBounds, vMaxBounds, v.P); // Position in camera space
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vPos.w = 1;
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o.hpos = mul (m_P, vPos); // xform, input in camera coordinates
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o.lightToPos = vPos.xyz - Ldynamic_pos.xyz;
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o.vPos = vPos;
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// o.fDensity = (vMaxBounds.z-vMinBounds.z)/2000.0h;
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// o.fDensity = (vMaxBounds.z-vMinBounds.z)/2000.0h*2;
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o.fDensity = 1.0h/40.0h;
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// o.fDensity = 1.0h/20.0h;
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return o;
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}
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