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

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#ifndef common_samplers_h_included
#define common_samplers_h_included
//////////////////////////////////////////////////////////////////////////////////////////
// Geometry phase / deferring //
sampler smp_nofilter; // Use D3DTADDRESS_CLAMP, D3DTEXF_POINT, D3DTEXF_NONE, D3DTEXF_POINT
sampler smp_rtlinear; // Use D3DTADDRESS_CLAMP, D3DTEXF_LINEAR, D3DTEXF_NONE, D3DTEXF_LINEAR
sampler smp_linear; // Use D3DTADDRESS_WRAP, D3DTEXF_LINEAR, D3DTEXF_LINEAR, D3DTEXF_LINEAR
sampler smp_base; // Use D3DTADDRESS_WRAP, D3DTEXF_ANISOTROPIC, D3DTEXF_LINEAR, D3DTEXF_ANISOTROPIC
Texture2D s_base; // smp_base
#ifdef USE_MSAA
Texture2DMS<float4, MSAA_SAMPLES> s_generic; // smp_generic
#else
Texture2D s_generic;
#endif
Texture2D s_bump; //
Texture2D s_bumpX; //
Texture2D s_detail; //
Texture2D s_detailBump; //
Texture2D s_detailBumpX; // Error for bump detail
//Texture2D s_bumpD; //
Texture2D s_hemi; //
Texture2D s_mask; //
Texture2D s_dt_r; //
Texture2D s_dt_g; //
Texture2D s_dt_b; //
Texture2D s_dt_a; //
Texture2D s_dn_r; //
Texture2D s_dn_g; //
Texture2D s_dn_b; //
Texture2D s_dn_a; //
//////////////////////////////////////////////////////////////////////////////////////////
// Lighting/shadowing phase //
sampler smp_material;
//uniform sampler2D s_depth; //
#ifdef USE_MSAA
Texture2DMS<float4, MSAA_SAMPLES> s_position; // smp_nofilter or Load
Texture2DMS<float4, MSAA_SAMPLES> s_normal; // smp_nofilter or Load
#else
Texture2D s_position; // smp_nofilter or Load
Texture2D s_normal; // smp_nofilter or Load
#endif
Texture2D s_lmap; // 2D/???cube projector lightmap
Texture3D s_material; // smp_material
//uniform sampler1D s_attenuate; //
//////////////////////////////////////////////////////////////////////////////////////////
// Combine phase //
#ifdef USE_MSAA
Texture2DMS<float4, MSAA_SAMPLES> s_diffuse; // rgb.a = diffuse.gloss
Texture2DMS<float4, MSAA_SAMPLES> s_accumulator; // rgb.a = diffuse.specular
#else
Texture2D s_diffuse; // rgb.a = diffuse.gloss
Texture2D s_accumulator; // rgb.a = diffuse.specular
#endif
//uniform sampler2D s_generic; //
Texture2D s_bloom; //
Texture2D s_image; // used in various post-processing
Texture2D s_tonemap; // actually MidleGray / exp(Lw + eps)
#endif // #ifndef common_samplers_h_included