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 +1,95 @@
#include "common.h"
#include "shadow.h"
#ifndef ISAMPLE
#define ISAMPLE 0
#endif
struct v2p
{
float3 lightToPos : TEXCOORD0; // light center to plane vector
float3 vPos : TEXCOORD1; // position in camera space
float fDensity : TEXCOORD2; // plane density along Z axis
// float2 tNoise : TEXCOORD3; // projective noise
};
uniform float4 m_lmap [2];
Texture2D s_noise;
#define USE_LMAP
#define USE_LMAPXFORM
#define USE_SHADOW
//////////////////////////////////////////////////////////////////////////////////////////
// Pixel
#ifndef MSAA_OPTIMIZATION
float4 main ( v2p I ) : SV_Target
#else
float4 main ( v2p I, uint iSample : SV_SAMPLEINDEX ) : SV_Target
#endif
{
// ----- shadow
float4 P4 = float4(I.vPos, 1);
float4 PS = mul( m_shadow, P4);
float s = 1.h;
#ifdef USE_SHADOW
// #ifdef USE_SJITTER
// s = shadowtest (PS,tcJ);
// #else
// TODO: DX10: Use lower quality shadow test
s = shadow(PS);
// #endif
#endif
// ----- lightmap
float4 lightmap = 1.h;
#ifdef USE_LMAP
#ifdef USE_LMAPXFORM
PS.x = dot( P4, m_lmap[0]);
PS.y = dot( P4, m_lmap[1]);
#endif
// lightmap = tex2Dproj(s_lmap, PS); //
lightmap = s_lmap.Sample(smp_rtlinear, PS.xy/PS.w); //
#endif
// ----- attenuate
float rsqr = dot( I.lightToPos, I.lightToPos); // distance 2 light (squared)
float att = saturate( 1 - rsqr * Ldynamic_pos.w ); // q-linear attenuate
//float att = saturate( 1 - (rsqr * Ldynamic_pos.w)*(rsqr * Ldynamic_pos.w) ); // q-linear attenuate
//float att = 10*(1/(1+0.1*rsqr));
//float att = 1.0h/rsqr;
//float att = 1.0h/rsqr-Ldynamic_pos.w;
//float att = 5*(sqrt(1.0h/rsqr)-sqrt(Ldynamic_pos.w));
// ----- noise
PS.xy /= PS.w;
float time = timers.z*0.1;
PS.xy /= 3;
PS.x += time;
// TODO: DX10: Can use sampler with point mip filter
//float4 t_noise = tex2D(s_noise,PS);
float4 t_noise = s_noise.Sample( smp_linear, PS );
PS.x -= time;
PS.y -= time*0.70091;
// TODO: DX10: Can use sampler with point mip filter
//t_noise *= tex2D(s_noise,PS);
t_noise *= s_noise.Sample( smp_linear, PS );
//t_noise *= 4;
t_noise = t_noise*0.5+0.5;
// out
//float maxIntens = 1.0h/100.0h;
//float maxIntens = 1.0h/40.0h;
//float maxIntens = 1.0h/10.0h;
float maxIntens = I.fDensity;
float3 result = maxIntens * s * att;
result *= lightmap;
result *= Ldynamic_color * t_noise;
// result = maxIntens;
// result *= lightmap;
// result = 0.1h;
// result = 0.0h;
return float4( result, 0);
}