add game&rawdata
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108
gamedata/shaders/r2/accum_volumetric_sun_cascade.ps.hlsl
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108
gamedata/shaders/r2/accum_volumetric_sun_cascade.ps.hlsl
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// Allow dynamic branching usage for HW PCF support
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#ifdef USE_HWSMAP_PCF
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#define SUNSHAFTS_DYNAMIC
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#endif // USE_HWSMAP_PCF
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#include "common.hlsli"
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#include "shadow.hlsli"
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#define RAY_PATH 2.0h
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#define JITTER_TEXTURE_SIZE 64.0f
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#define JITTER_SUN_SHAFTS
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#ifdef SUN_SHAFTS_QUALITY
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#if SUN_SHAFTS_QUALITY == 1
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#define FILTER_LOW
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#define RAY_SAMPLES 20
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#elif SUN_SHAFTS_QUALITY == 2
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#define FILTER_LOW
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#define RAY_SAMPLES 30
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#elif SUN_SHAFTS_QUALITY == 3
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#define FILTER_LOW
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#define RAY_SAMPLES 40
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#endif
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#endif
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float4 volume_range; // x - near plane, y - far plane
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float4 sun_shafts_intensity;
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uniform float4 screen_res;
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// #ifdef USE_BRANCHING
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// "If" in loop
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float4 main(float2 tc : TEXCOORD0) : COLOR
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{
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#ifndef SUN_SHAFTS_QUALITY
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return float4(0.0f, 0.0f, 0.0f, 0.0f);
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#else // SUN_SHAFTS_QUALITY
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float3 P = tex2D(s_position, tc).xyz;
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#ifndef JITTER_SUN_SHAFTS
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// Fixed ray length, fixed step dencity
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// float3 direction = (RAY_PATH/RAY_SAMPLES)*normalize(P);
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// Variable ray length, variable step dencity
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float3 direction = P / RAY_SAMPLES;
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#else // JITTER_SUN_SHAFTS
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// Variable ray length, variable step dencity, use jittering
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float4 J0 = tex2D(jitter0, float4(screen_res.x / JITTER_TEXTURE_SIZE * tc, 0.0f, 0.0f)); // tcJ);
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float coeff = (RAY_SAMPLES - 1.0f * J0.x) / (RAY_SAMPLES * RAY_SAMPLES);
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float3 direction = P * coeff;
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#endif // JITTER_SUN_SHAFTS
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float depth = P.z;
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float deltaDepth = direction.z;
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float4 current = mul(m_shadow, float4(P, 1.0f));
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float4 delta = mul(m_shadow, float4(direction, 0.0f));
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float res = 0.0f;
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float max_density = sun_shafts_intensity;
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float density = max_density / RAY_SAMPLES;
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if (depth < 0.0001)
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{
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res = max_density;
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}
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#ifndef SUNSHAFTS_DYNAMIC
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for (int i = 0; i < RAY_SAMPLES; ++i)
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{
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if (depth > 0.3)
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#ifndef FILTER_LOW
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res += density * shadow_volumetric(current);
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#else // FILTER_LOW
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res += density * sample_hw_pcf(current, float4(0, 0, 0, 0));
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#endif // FILTER_LOW
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depth -= deltaDepth;
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current -= delta;
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}
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#else
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int n = (int)((P.z - 0.3) / deltaDepth);
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for (int i = 0; i < n; ++i)
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{
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#ifndef FILTER_LOW
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res += density * shadow_volumetric(current);
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#else // FILTER_LOW
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res += density * sample_hw_pcf(current, float4(0, 0, 0, 0));
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#endif // FILTER_LOW
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depth -= deltaDepth;
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current -= delta;
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}
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#endif
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// float fSturation = -dot(Ldynamic_dir, float3(0,0,1));
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float fSturation = -Ldynamic_dir.z;
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// Normalize dot product to
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fSturation = 0.5 * fSturation + 0.5;
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// Map saturation to 0.2..1
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fSturation = 0.80 * fSturation + 0.20;
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float fog = saturate(length(P.xyz) * fog_params.w + fog_params.x);
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res = lerp(res, max_density, fog);
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res *= fSturation;
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return res * Ldynamic_color * 1.0;
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#endif // SUN_SHAFTS_QUALITY
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}
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