add game&rawdata
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89
gamedata/shaders/r3/accum_sun_near.ps
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89
gamedata/shaders/r3/accum_sun_near.ps
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#include "common.h"
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#include "lmodel.h"
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#ifdef USE_MINMAX_SM
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#define SM_MINMAX
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#endif
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#if SUN_QUALITY>2
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#define ULTRA_SHADOWS_ON
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#endif // SUN_QUALITY>2
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#ifdef ULTRA_SHADOWS_ON
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#define USE_ULTRA_SHADOWS
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#endif
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#include "shadow.h"
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#ifdef USE_SUNFILTER
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#ifdef MSAA_OPTIMIZATION
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float4 main ( v2p_volume I, uint iSample : SV_SAMPLEINDEX ) : SV_Target
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#else
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float4 main ( v2p_volume I ) : SV_Target
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#endif
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{
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//float4 _P = tex2D( s_position, tc );
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gbuffer_data gbd = gbuffer_load_data( GLD_P(I.tc, I.hpos, ISAMPLE) );
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#ifdef GBUFFER_OPTIMIZATION
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// Emulate virtual offset
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gbd.P += gbd.N*0.015f;
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#endif // GBUFFER_OPTIMIZATION
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float4 _P = float4( gbd.P, 1.f);
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float4 PS = mul( m_shadow, _P );
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float s = shadowtest_sun( PS, I.tcJ ) * sunmask( _P );
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return s;
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}
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#else
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#ifdef MSAA_OPTIMIZATION
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float4 main ( v2p_volume I, uint iSample : SV_SAMPLEINDEX ) : SV_Target
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#else
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float4 main ( v2p_volume I ) : SV_Target
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#endif
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{
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//float4 _P = tex2D( s_position, tc );
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//float4 _N = tex2D( s_normal, tc );
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gbuffer_data gbd = gbuffer_load_data( GLD_P(I.tc.xy/I.tc.w, I.hpos, ISAMPLE) );
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#ifdef GBUFFER_OPTIMIZATION
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// Emulate virtual offset
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gbd.P += gbd.N*0.015f;
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#endif // GBUFFER_OPTIMIZATION
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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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// ----- light-model
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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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float4 light = plight_infinity ( m, _P, _N, Ldynamic_dir );
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// ----- shadow
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float4 P4 = float4( _P.x, _P.y, _P.z, 1.f);
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float4 PS = mul( m_shadow, P4 );
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float s = sunmask( P4 );
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#if defined (USE_SJITTER) || SUN_QUALITY==2 // Hight quality
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s *= shadow_high(PS); //shadowtest_sun( PS, float4(0,0,0,0) );
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#else
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#ifdef SM_MINMAX
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#ifdef USE_SJITTER
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s *= shadow_dx10_1( PS, I.tcJ, I.hpos.xy );
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#else
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s *= shadow( PS );
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#endif
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#else
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s *= shadow( PS );
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#endif
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#endif
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return blend( Ldynamic_color * light * s/*float4( 1.f, 0.2f, 0.2f, 1.f)*/, I.tc );
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}
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#endif
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