add game&rawdata
This commit is contained in:
parent
0133cd976c
commit
49b34b5546
45731 changed files with 709831 additions and 0 deletions
105
gamedata/shaders/r3/common.h
Normal file
105
gamedata/shaders/r3/common.h
Normal file
|
|
@ -0,0 +1,105 @@
|
|||
#ifndef COMMON_H
|
||||
#define COMMON_H
|
||||
|
||||
#include "shared\common.h"
|
||||
|
||||
#include "common_defines.h"
|
||||
#include "common_policies.h"
|
||||
#include "common_iostructs.h"
|
||||
#include "common_samplers.h"
|
||||
#include "common_cbuffers.h"
|
||||
#include "common_functions.h"
|
||||
|
||||
// #define USE_SUPER_SPECULAR
|
||||
|
||||
|
||||
#ifdef USE_R2_STATIC_SUN
|
||||
# define xmaterial float(1.0h/4.h)
|
||||
#else
|
||||
# define xmaterial float(L_material.w)
|
||||
#endif
|
||||
|
||||
/*
|
||||
//////////////////////////////////////////////////////////////////////////////////////////
|
||||
// *** options
|
||||
|
||||
// #define DBG_TEST_NMAP
|
||||
// #define DBG_TEST_NMAP_SPEC
|
||||
// #define DBG_TEST_SPEC
|
||||
// #define DBG_TEST_LIGHT
|
||||
// #define DBG_TEST_LIGHT_SPEC
|
||||
|
||||
// #define USE_GAMMA_22
|
||||
// #define USE_SJITTER
|
||||
// #define USE_SUNFILTER
|
||||
// #define USE_FETCH4
|
||||
// #define USE_MBLUR //- HW-options defined
|
||||
// #define USE_HWSMAP //- HW-options defined
|
||||
|
||||
// #define USE_HWSMAP_PCF //- nVidia GF3+, R600+
|
||||
|
||||
// #define USE_BRANCHING //- HW-options defined
|
||||
// #define USE_VTF //- HW-options defined, VertexTextureFetch
|
||||
// #define FP16_FILTER //- HW-options defined
|
||||
// #define FP16_BLEND //- HW-options defined
|
||||
//
|
||||
// #define USE_PARALLAX //- shader defined
|
||||
// #define USE_TDETAIL //- shader defined
|
||||
// #define USE_LM_HEMI //- shader defined
|
||||
// #define USE_DISTORT //- shader defined
|
||||
// #define USE_SUNMASK //- shader defined
|
||||
// #define DBG_TMAPPING
|
||||
//////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
uniform float4 J_direct [6];
|
||||
uniform float4 J_spot [6];
|
||||
|
||||
float2 calc_detail (float3 w_pos) {
|
||||
float dtl = distance (w_pos,eye_position)*dt_params.w;
|
||||
dtl = min (dtl*dtl, 1);
|
||||
float dt_mul = 1 - dtl; // dt* [1 .. 0 ]
|
||||
float dt_add = .5 * dtl; // dt+ [0 .. 0.5]
|
||||
return float2 (dt_mul,dt_add);
|
||||
}
|
||||
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
#ifdef USE_HWSMAP
|
||||
#else
|
||||
struct v_shadow_direct_aref
|
||||
{
|
||||
float4 hpos: POSITION; // Clip-space position (for rasterization)
|
||||
float depth: TEXCOORD0; // Depth
|
||||
float2 tc0: TEXCOORD1; // Diffuse map for aref
|
||||
};
|
||||
struct v_shadow_direct
|
||||
{
|
||||
float4 hpos: POSITION; // Clip-space position (for rasterization)
|
||||
float depth: TEXCOORD0; // Depth
|
||||
};
|
||||
|
||||
|
||||
#endif
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////////////////
|
||||
//////////////////////////////////////////////////////////////////////////////////////////
|
||||
struct p_screen {
|
||||
float4 hpos : POSITION;
|
||||
float2 tc0 : TEXCOORD0; // Texture coordinates (for sampling maps)
|
||||
};
|
||||
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
float3 v_hemi_wrap (float3 n, float w) { return L_hemi_color*(w + (1-w)*n.y); }
|
||||
float3 v_sun_wrap (float3 n, float w) { return L_sun_color*(w+(1-w)*dot(n,-L_sun_dir_w)); }
|
||||
*/
|
||||
#define FXPS technique _render{pass _code{PixelShader=compile ps_3_0 main();}}
|
||||
#define FXVS technique _render{pass _code{VertexShader=compile vs_3_0 main();}}
|
||||
|
||||
#endif
|
||||
Loading…
Add table
Add a link
Reference in a new issue