add game&rawdata
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45
gamedata/shaders/r2/depth_downs.ps
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45
gamedata/shaders/r2/depth_downs.ps
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#include "common.h"
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uniform half3x4 m_v2w ;
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uniform float4 screen_res;
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struct _input
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{
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float4 hpos : POSITION;
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#ifdef USE_VTF
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float4 tc0 : TEXCOORD0; // tc.xy, tc.w = tonemap scale
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#else
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float2 tc0 : TEXCOORD0; // tc.xy
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#endif
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float2 tcJ : TEXCOORD1; // jitter coords
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};
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struct v2p
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{
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float2 tc0 : TEXCOORD0;
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float2 tc1 : TEXCOORD1;
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};
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float4 main(_input I) : COLOR0
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{
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//float4 P = tex2D (s_position, I.tc0); // position.(mtl or sun)
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// FIXME: Should add a half-texel offset to I.tc0 here
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// This would fix horizontal line issue
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float4 P0 = tex2D (s_position, I.tc0 + 0.5f * screen_res.zw ); // position.(mtl or sun)
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float4 P1 = tex2D (s_position, I.tc0 - 0.5f * screen_res.zw ); // position.(mtl or sun)
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float4 P2 = tex2D (s_position, I.tc0 + 0.5f * float2(screen_res.z, -screen_res.w) ); // position.(mtl or sun)
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float4 P3 = tex2D (s_position, I.tc0 + 0.5f * float2(-screen_res.z, screen_res.w) ); // position.(mtl or sun)
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float4 P = P0;
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if (P1.z < P.z) P = P1;
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if (P2.z < P.z) P = P2;
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if (P3.z < P.z) P = P3;
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#if SSAO_OPT_DATA == 2
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return float4(P.zzzz);
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#else // USE_HBAO == 2
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P = tex2D (s_position, I.tc0 - 0.5f * screen_res.zw);
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return float4(P.zzzz);
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#endif // USE_HBAO == 2
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}
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