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

@ -0,0 +1,59 @@
#include "common.h"
#include "lmodel.h"
#include "shadow.h"
/*
struct _input
{
float2 tc : TEXCOORD0;
float4 tcJ : TEXCOORD1;
float2 LT : TEXCOORD2;
float2 RT : TEXCOORD3;
float2 LB : TEXCOORD4;
float2 RB : TEXCOORD5;
};
*/
#ifdef MSAA_OPTIMIZATION
#ifdef GBUFFER_OPTIMIZATION
float4 main ( p_aa_AA_sun I, float4 pos2d : SV_Position, uint iSample : SV_SAMPLEINDEX ) : SV_Target
#else
float4 main ( p_aa_AA_sun I, uint iSample : SV_SAMPLEINDEX ) : SV_Target
#endif
#else
#ifdef GBUFFER_OPTIMIZATION
float4 main ( p_aa_AA_sun I, float4 pos2d : SV_Position ) : SV_Target
#else
float4 main ( p_aa_AA_sun I ) : SV_Target
#endif
#endif
{
gbuffer_data gbd = gbuffer_load_data( GLD_P(I.tc, pos2d, ISAMPLE) );
// float4 _P = tex2D (s_position, I.tc);
// float4 _N = tex2D (s_normal, I.tc);
float4 _P = float4( gbd.P, gbd.mtl );
float4 _N = float4( gbd.N, gbd.hemi );
// ----- light-model
float m = xmaterial ;
# ifndef USE_R2_STATIC_SUN
m = _P.w ;
# endif
float4 light = plight_infinity( m, _P, _N, Ldynamic_dir );
// ----- shadow
float4 s_sum;
// s_sum.x = tex2D ( s_smap, I.LT).x;
// s_sum.y = tex2D ( s_smap, I.RT).y;
// s_sum.z = tex2D ( s_smap, I.LB).z;
// s_sum.w = tex2D ( s_smap, I.RB).w;
s_sum.x = s_smap.Sample( smp_nofilter, I.LT).x;
s_sum.y = s_smap.Sample( smp_nofilter, I.RT).y;
s_sum.z = s_smap.Sample( smp_nofilter, I.LB).z;
s_sum.w = s_smap.Sample( smp_nofilter, I.RB).w;
// float s = dot ( s_sum, 1.h/4.h);
float s = ((s_sum.x+s_sum.y)+(s_sum.z+s_sum.w))*(1.h/4.h);
return Ldynamic_color * light * s;
}