add game&rawdata
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49
gamedata/shaders/r2/model_digiclock_hl.ps.hlsl
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gamedata/shaders/r2/model_digiclock_hl.ps.hlsl
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#include "common.hlsli"
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#include "sload.hlsli"
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uniform float4 m_digiclock;
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uniform float4 m_affects;
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float get_noise(float2 co)
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{
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return (frac(sin(dot(co.xy ,float2(12.9898,78.233))) * 43758.5453))*0.5;
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};
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f_deffer main ( p_flat I )
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{
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f_deffer O;
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float digit = m_digiclock.y;
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I.tcdh.x = digit + (I.tcdh.x * 0.1);
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// diffuse
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float3 D = tex2D(s_base, I.tcdh); // IN: rgb.a
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// hemi,sun,material
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float ms = xmaterial ;
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#ifdef USE_LM_HEMI
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float4 lm = tex2D (s_hemi, I.lmh);
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// float h = dot (lm.rgb,1.h/3.h);
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float h = get_hemi(lm);
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# ifdef USE_R2_STATIC_SUN
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// ms = lm.w ;
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ms = get_sun(lm);
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# endif
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#else
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float h = I.position.w ;
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# ifdef USE_R2_STATIC_SUN
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ms = I.tcdh.w ;
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# endif
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#endif
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float noise = get_noise(I.tcdh*timers.z) * m_affects.x * m_affects.x * 30;
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float4 t_noise = tex2D (s_lmap,I.tcdh);
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D.rgb += t_noise.rgb*noise+0.1;
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// 2. Standart output
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O.N = float4(normalize((float3)I.N.xyz), h );
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O.P = float4(I.position.xyz + O.N.xyz*def_virtualh/2.h, ms );
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O.C = float4(D.rgb, def_gloss ); // OUT: rgb.gloss
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return O;
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}
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