add game&rawdata
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gamedata/shaders/r2/deffer_model_bump.vs
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90
gamedata/shaders/r2/deffer_model_bump.vs
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#include "common.h"
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#include "skin.h"
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#if defined(USE_PARALLAX) || defined(USE_STEEPPARALLAX)
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uniform half3x4 m_invW;
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#endif // defined(USE_PARALLAX) || defined(USE_STEEPPARALLAX)
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p_bumped _main ( v_model I )
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{
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float4 w_pos = I.P;
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// Eye-space pos/normal
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p_bumped O;
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O.hpos = mul (m_WVP, w_pos );
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float2 tc = I.tc ;
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float3 Pe = mul (m_WV, w_pos );
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O.tcdh = float4 (tc.xyyy );
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// Hemi cube lighting
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float3 Nw = mul ((float3x3)m_W, (float3)I.N);
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half3 hc_pos = (half3)hemi_cube_pos_faces;
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half3 hc_neg = (half3)hemi_cube_neg_faces;
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half3 hc_mixed= (Nw < 0) ? hc_neg : hc_pos;
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float hemi_val= dot( hc_mixed, abs(Nw) );
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hemi_val = saturate(hemi_val);
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O.position = float4 (Pe, hemi_val); //Use L_material.x for old behaviour;
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#if defined(USE_R2_STATIC_SUN) && !defined(USE_LM_HEMI)
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O.tcdh.w = L_material.y; // (,,,dir-occlusion)
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#endif
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// Calculate the 3x3 transform from tangent space to eye-space
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// TangentToEyeSpace = object2eye * tangent2object
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// = object2eye * transpose(object2tangent) (since the inverse of a rotation is its transpose)
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float3 N = I.N; // just scale (assume normal in the -.5f, .5f)
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float3 T = I.T; //
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float3 B = I.B; //
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float3x3 xform = mul ((float3x3)m_WV, float3x3(
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2*T.x,2*B.x,2*N.x,
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2*T.y,2*B.y,2*N.y,
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2*T.z,2*B.z,2*N.z
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));
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// The pixel shader operates on the bump-map in [0..1] range
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// Remap this range in the matrix, anyway we are pixel-shader limited :)
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// ...... [ 2 0 0 0]
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// ...... [ 0 2 0 0]
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// ...... [ 0 0 2 0]
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// ...... [-1 -1 -1 1]
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// issue: strange, but it's slower :(
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// issue: interpolators? dp4? VS limited? black magic?
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// Feed this transform to pixel shader
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O.M1 = xform [0];
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O.M2 = xform [1];
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O.M3 = xform [2];
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#ifdef USE_TDETAIL
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O.tcdbump = O.tcdh * dt_params; // dt tc
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#endif
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return O;
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}
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/////////////////////////////////////////////////////////////////////////
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#ifdef SKIN_NONE
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p_bumped main(v_model v) { return _main(v); }
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#endif
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#ifdef SKIN_0
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p_bumped main(v_model_skinned_0 v) { return _main(skinning_0(v)); }
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#endif
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#ifdef SKIN_1
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p_bumped main(v_model_skinned_1 v) { return _main(skinning_1(v)); }
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#endif
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#ifdef SKIN_2
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p_bumped main(v_model_skinned_2 v) { return _main(skinning_2(v)); }
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#endif
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#ifdef SKIN_3
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p_bumped main(v_model_skinned_3 v) { return _main(skinning_3(v)); }
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#endif
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#ifdef SKIN_4
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p_bumped main(v_model_skinned_4 v) { return _main(skinning_4(v)); }
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#endif
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FXVS;
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