add game&rawdata
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39
gamedata/shaders/r3/accum_omni_unshadowed.ps
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39
gamedata/shaders/r3/accum_omni_unshadowed.ps
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#include "common.h"
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#include "lmodel.h"
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// TODO: DX10: Move to Load
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#ifdef MSAA_OPTIMIZATION
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#ifdef GBUFFER_OPTIMIZATION
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float4 main ( float4 tc:TEXCOORD0, float4 pos2d : SV_Position, uint iSample : SV_SAMPLEINDEX ) : SV_Target
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#else
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float4 main ( float4 tc:TEXCOORD0, uint iSample : SV_SAMPLEINDEX ) : SV_Target
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#endif
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#else
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#ifdef GBUFFER_OPTIMIZATION
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float4 main ( float4 tc:TEXCOORD0, float4 pos2d : SV_Position ) : SV_Target
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#else
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float4 main ( float4 tc:TEXCOORD0 ) : SV_Target
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#endif
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#endif
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{
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const float bias_mul = 0.999f;
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// Sample the fat framebuffer:
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// float4 _P = tex2Dproj (s_position, tc);
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// float4 _N = tex2Dproj (s_normal, tc);
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float2 tcProj = tc.xy / tc.w;
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gbuffer_data gbd = gbuffer_load_data( GLD_P(tcProj, pos2d, ISAMPLE) );
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float4 _P = float4( gbd.P,gbd.mtl );
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float4 _N = float4( gbd.N,gbd.hemi );
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float m = xmaterial ;
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# ifndef USE_R2_STATIC_SUN
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m = _P.w ;
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# endif
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float rsqr;
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float4 light = plight_local( m, _P, _N, Ldynamic_pos, Ldynamic_pos.w, rsqr );
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return blendp( Ldynamic_color * light, tc);
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}
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