add game&rawdata
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99
gamedata/shaders/r3/accum_sun_near_old.ps
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99
gamedata/shaders/r3/accum_sun_near_old.ps
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#include "common.h"
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#include "lmodel.h"
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#include "shadow.h"
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#ifndef ISAMPLE
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#define ISAMPLE 0
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#endif
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#ifdef USE_SUNFILTER
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#ifdef GBUFFER_OPTIMIZATION
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#ifdef MSAA_OPTIMIZATION
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float4 main ( float2 tc : TEXCOORD0, float2 tcJ : TEXCOORD1, float4 Color : COLOR, float4 pos2d : SV_Position, uint iSample : SV_SAMPLEINDEX ) : SV_Target
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#else
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float4 main ( float2 tc : TEXCOORD0, float2 tcJ : TEXCOORD1, float4 Color : COLOR, float4 pos2d : SV_Position ) : SV_Target
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#endif
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#else
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#ifdef MSAA_OPTIMIZATION
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float4 main ( float2 tc : TEXCOORD0, float2 tcJ : TEXCOORD1, float4 Color : COLOR, uint iSample : SV_SAMPLEINDEX) : SV_Target
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#else
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float4 main ( float2 tc : TEXCOORD0, float2 tcJ : TEXCOORD1, float4 Color : COLOR ) : SV_Target
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#endif
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#endif
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{
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//float4 _P = tex2D( s_position, tc );
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#ifdef GBUFFER_OPTIMIZATION
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#ifdef MSAA_OPTIMIZATION
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gbuffer_data gbd = gbuffer_load_data( tc, pos2d, iSample );
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#else
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gbuffer_data gbd = gbuffer_load_data( tc, pos2d, ISAMPLE );
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#endif
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#else
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#ifdef MSAA_OPTIMIZATION
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gbuffer_data gbd = gbuffer_load_data( tc, iSample );
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#else
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gbuffer_data gbd = gbuffer_load_data( tc, ISAMPLE );
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#endif
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#endif
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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, tcJ ) * sunmask( _P );
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return s;
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}
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#else
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#ifdef GBUFFER_OPTIMIZATION
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#ifdef MSAA_OPTIMIZATION
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float4 main ( float2 tc : TEXCOORD0, float2 tcJ : TEXCOORD1, float4 Color : COLOR, float4 pos2d : SV_Position, uint iSample : SV_SAMPLEINDEX ) : SV_Target
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#else
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float4 main ( float2 tc : TEXCOORD0, float2 tcJ : TEXCOORD1, float4 Color : COLOR, float4 pos2d : SV_Position ) : SV_Target
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#endif
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#else
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#ifdef MSAA_OPTIMIZATION
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float4 main ( float2 tc : TEXCOORD0, float2 tcJ : TEXCOORD1, uint iSample : SV_SAMPLEINDEX ) : SV_Target
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#else
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float4 main ( float2 tc : TEXCOORD0, float2 tcJ : TEXCOORD1 ) : SV_Target
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#endif
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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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#ifdef GBUFFER_OPTIMIZATION
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#ifdef MSAA_OPTIMIZATION
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gbuffer_data gbd = gbuffer_load_data( tc, pos2d, iSample );
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#else
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gbuffer_data gbd = gbuffer_load_data( tc, pos2d, ISAMPLE );
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#endif
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#else
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#ifdef MSAA_OPTIMIZATION
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gbuffer_data gbd = gbuffer_load_data( tc, iSample );
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#else
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gbuffer_data gbd = gbuffer_load_data( tc, ISAMPLE );
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#endif
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#endif
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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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#ifdef USE_SJITTER
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s *= shadowtest_sun( PS, tcJ );
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#else
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s *= shadow( PS );
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#endif
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return blend( Ldynamic_color * light * s, tc );
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}
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#endif
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