add game&rawdata
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168
gamedata/shaders/r2/sload.h
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168
gamedata/shaders/r2/sload.h
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#ifndef SLOAD_H
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#define SLOAD_H
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#include "common.h"
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//////////////////////////////////////////////////////////////////////////////////////////
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// Bumped surface loader //
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//////////////////////////////////////////////////////////////////////////////////////////
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struct surface_bumped
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{
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half4 base;
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half3 normal;
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half gloss;
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half height;
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};
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float4 tbase( float2 tc )
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{
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return tex2D( s_base, tc);
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}
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#if defined(ALLOW_STEEPPARALLAX) && defined(USE_STEEPPARALLAX)
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static const float fParallaxStartFade = 8.0f;
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static const float fParallaxStopFade = 12.0f;
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void UpdateTC( inout p_bumped I)
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{
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if (I.position.z < fParallaxStopFade)
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{
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const float maxSamples = 25;
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const float minSamples = 5;
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const float fParallaxOffset = -0.013;
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float3 eye = mul (float3x3(I.M1.x, I.M2.x, I.M3.x,
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I.M1.y, I.M2.y, I.M3.y,
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I.M1.z, I.M2.z, I.M3.z), -I.position.xyz);
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eye = normalize(eye);
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// Calculate number of steps
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float nNumSteps = lerp( maxSamples, minSamples, eye.z );
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float fStepSize = 1.0 / nNumSteps;
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float2 vDelta = eye.xy * fParallaxOffset*1.2;
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float2 vTexOffsetPerStep = fStepSize * vDelta;
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// Prepare start data for cycle
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float2 vTexCurrentOffset = I.tcdh;
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float fCurrHeight = 0.0;
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float fCurrentBound = 1.0;
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/*
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for( int i=0; i<nNumSteps; ++i )
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{
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if (fCurrHeight < fCurrentBound)
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{
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vTexCurrentOffset += vTexOffsetPerStep;
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fCurrHeight = s_bumpX.SampleLevel( smp_base, vTexCurrentOffset.xy, 0 ).a;
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fCurrentBound -= fStepSize;
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}
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}
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*/
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//[unroll(25)] // Doesn't work with [loop]
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for( ;fCurrHeight < fCurrentBound; fCurrentBound -= fStepSize )
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{
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vTexCurrentOffset += vTexOffsetPerStep;
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fCurrHeight = tex2Dlod( s_bumpX, float4(vTexCurrentOffset.xy,0,0) ).a;
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}
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// Reconstruct previouse step's data
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vTexCurrentOffset -= vTexOffsetPerStep;
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float fPrevHeight = tex2D( s_bumpX, float3(vTexCurrentOffset.xy,0) ).a;
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// Smooth tc position between current and previouse step
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float fDelta2 = ((fCurrentBound + fStepSize) - fPrevHeight);
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float fDelta1 = (fCurrentBound - fCurrHeight);
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float fParallaxAmount = (fCurrentBound * fDelta2 - (fCurrentBound + fStepSize) * fDelta1 ) / ( fDelta2 - fDelta1 );
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float fParallaxFade = smoothstep(fParallaxStopFade, fParallaxStartFade, I.position.z);
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float2 vParallaxOffset = vDelta * ((1- fParallaxAmount )*fParallaxFade);
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float2 vTexCoord = I.tcdh + vParallaxOffset;
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// Output the result
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I.tcdh = vTexCoord;
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#if defined(USE_TDETAIL) && defined(USE_STEEPPARALLAX)
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I.tcdbump = vTexCoord * dt_params;
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#endif
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}
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}
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#elif defined(USE_PARALLAX) || defined(USE_STEEPPARALLAX)
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void UpdateTC( inout p_bumped I)
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{
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float3 eye = mul (float3x3(I.M1.x, I.M2.x, I.M3.x,
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I.M1.y, I.M2.y, I.M3.y,
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I.M1.z, I.M2.z, I.M3.z), -I.position.xyz);
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half height = tex2D( s_bumpX, I.tcdh).w; //
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//height /= 2;
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//height *= 0.8;
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height = height*(parallax.x) + (parallax.y); //
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float2 new_tc = I.tcdh + height * normalize(eye); //
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// Output the result
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I.tcdh.xy = new_tc;
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}
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#else // USE_PARALLAX
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void UpdateTC( inout p_bumped I)
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{
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;
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}
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#endif // USE_PARALLAX
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surface_bumped sload_i( p_bumped I)
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{
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surface_bumped S;
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UpdateTC(I); // All kinds of parallax are applied here.
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half4 Nu = tex2D( s_bump, I.tcdh); // IN: normal.gloss
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half4 NuE = tex2D( s_bumpX, I.tcdh); // IN: normal_error.height
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S.base = tbase(I.tcdh); // IN: rgb.a
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S.normal = Nu.wzy + (NuE.xyz - 1.0h); // (Nu.wzyx - .5h) + (E-.5)
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S.gloss = Nu.x*Nu.x; // S.gloss = Nu.x*Nu.x;
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S.height = NuE.z;
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#ifdef USE_TDETAIL
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#ifdef USE_TDETAIL_BUMP
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half4 NDetail = tex2D( s_detailBump, I.tcdbump);
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half4 NDetailX = tex2D( s_detailBumpX, I.tcdbump);
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S.gloss = S.gloss * NDetail.x * 2;
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//S.normal += NDetail.wzy-.5;
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S.normal += NDetail.wzy + NDetailX.xyz - 1.0h; // (Nu.wzyx - .5h) + (E-.5)
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half4 detail = tex2D( s_detail, I.tcdbump);
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S.base.rgb = S.base.rgb * detail.rgb * 2;
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// S.base.rgb = float3(1,0,0);
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#else // USE_TDETAIL_BUMP
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half4 detail = tex2D( s_detail, I.tcdbump);
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S.base.rgb = S.base.rgb * detail.rgb * 2;
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S.gloss = S.gloss * detail.w * 2;
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#endif // USE_TDETAIL_BUMP
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#endif
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return S;
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}
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surface_bumped sload ( p_bumped I)
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{
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surface_bumped S = sload_i (I);
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S.normal.z *= 0.5; //. make bump twice as contrast (fake, remove me if possible)
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#if defined(ALLOW_STEEPPARALLAX) && defined(USE_STEEPPARALLAX)
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// S.base.yz = float2(0,0);
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#endif
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return S;
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}
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#endif
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