add game&rawdata
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gamedata/shaders/r2/shared/common.hlsli
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66
gamedata/shaders/r2/shared/common.hlsli
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//////////////////////////////////////////////////
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// All comments by Nivenhbro are preceded by !
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/////////////////////////////////////////////////
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#ifndef SHARED_COMMON_H
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#define SHARED_COMMON_H
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//
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uniform float3x4 m_W;
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uniform float3x4 m_V;
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uniform float3x4 m_invV;
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uniform float4x4 m_P;
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uniform float3x4 m_WV;
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uniform float4x4 m_VP;
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uniform float4x4 m_WVP;
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uniform float4x4 m_texgen;
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uniform float4x4 mVPTexgen;
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uniform float4 timers;
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uniform float4 fog_plane;
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uniform float4 fog_params; // x=near*(1/(far-near)), ?,?, w = -1/(far-near)
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uniform float4 fog_color;
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uniform float3 L_sun_color;
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uniform float3 L_sun_dir_w;
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uniform float3 L_sun_dir_e;
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uniform float4 L_hemi_color;
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uniform float4 L_ambient; // L_ambient.w = skynbox-lerp-factor
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uniform float4 L_sky_color;
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uniform float3 eye_position;
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uniform float3 eye_direction;
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uniform float3 eye_normal;
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uniform float4 dt_params;
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float3 unpack_normal(float3 v)
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{
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return 2.0f * v - 1.0f;
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}
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float3 unpack_bx2(float3 v)
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{
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return 2.0f * v - 1.0f;
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}
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float3 unpack_bx4(float3 v)
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{
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return 4 * v - 2;
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} //! reduce the amount of stretching from 4*v-2 and increase precision
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float2 unpack_tc_base(float2 tc, float du, float dv)
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{
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return (tc.xy + float2(du, dv)) * (32.f / 32768.f); //! Increase from 32bit to 64bit floating point
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}
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float2 unpack_tc_lmap(float2 tc)
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{
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return tc * (1.0f / 32768.0f);
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} // [-1 .. +1 ]
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float calc_cyclic(float x)
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{
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float f = 1.4142f * sin(x * 3.14159f);
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return f * f - 1.0f;
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}
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float2 calc_xz_wave(float2 dir2D, float frac)
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{
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return dir2D * frac;
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}
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#endif
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