add game&rawdata

This commit is contained in:
Vasily Petrov 2026-06-17 23:06:51 +03:00
parent 0133cd976c
commit 49b34b5546
45731 changed files with 709831 additions and 0 deletions

View file

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#include "common.h"
#include "lmodel.h"
//////////////////////////////////////////////////////////////////////////////////////////
// Pixel
// Note: this is a float-sphere
uniform float3 direction;
#ifdef MSAA_OPTIMIZATION
#ifdef GBUFFER_OPTIMIZATION
float4 main ( float4 tc:TEXCOORD0, float4 pos2d : SV_Position, uint iSample : SV_SAMPLEINDEX ) : SV_Target
#else
float4 main ( float4 tc:TEXCOORD0, uint iSample : SV_SAMPLEINDEX ) : SV_Target
#endif
#else
#ifdef GBUFFER_OPTIMIZATION
float4 main ( float4 tc:TEXCOORD0, float4 pos2d : SV_Position ) : SV_Target
#else
float4 main ( float4 tc:TEXCOORD0 ) : SV_Target
#endif
#endif
{
// float4 _P = tex2Dproj (s_position, tc);
// float4 _N = tex2Dproj (s_normal, tc);
float2 tcProj = tc.xy / tc.w;
gbuffer_data gbd = gbuffer_load_data( GLD_P(tcProj, pos2d, ISAMPLE) );
//float4 _P = s_position.Sample( smp_nofilter, tcProj );
//float4 _N = s_normal.Sample( smp_nofilter, tcProj );
float4 _P = float4( gbd.P, gbd.mtl );
float4 _N = float4( gbd.N, gbd.hemi );
float3 L2P = _P.xyz - Ldynamic_pos.xyz; // light2point
float3 L2P_N = normalize ( L2P ); // light2point
float rsqr = dot ( L2P, L2P ); // distance 2 light (squared)
float att = saturate ( 1 - rsqr*Ldynamic_pos.w );// q-linear attenuate
float light = saturate ( dot( -L2P_N, _N.xyz ) );
float hemi = saturate ( dot( L2P_N, direction ) );
// Final color
return blendp( float4( Ldynamic_color.xyz * att * light * hemi, 0 ), tc );
}