add game&rawdata
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106
gamedata/shaders/r3/deffer_base_aref_flat.ps
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106
gamedata/shaders/r3/deffer_base_aref_flat.ps
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#if ( defined(MSAA_ALPHATEST_DX10_1_ATOC) || defined(MSAA_ALPHATEST_DX10_1) )
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#define EXTEND_F_DEFFER
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#endif
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#include "common.h"
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#include "sload.h"
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#ifdef ATOC
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float4 main ( p_flat I ) : SV_Target
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{
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float4 D = tbase (I.tcdh);
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D.w = (D.w-def_aref*0.5f)/(1-def_aref*0.5f);
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return D;
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}
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#else // ATOC
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#ifdef MSAA_ALPHATEST_DX10_1_ATOC
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f_deffer main ( p_flat I, float4 pos2d : SV_Position )
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#else // MSAA_ALPHATEST_DX10_1_ATOC
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f_deffer main ( p_flat I )
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#endif // MSAA_ALPHATEST_DX10_1_ATOC
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{
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f_deffer O;
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// 1. Base texture + kill pixels with low alpha
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#if !defined(MSAA_ALPHATEST_DX10_1)
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float4 D = tbase (I.tcdh);
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#if !( defined(MSAA_ALPHATEST_DX10_1_ATOC) || defined(MSAA_ALPHATEST_DX10_0_ATOC) )
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clip (D.w-def_aref);
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#endif // !( defined(MSAA_ALPHATEST_DX10_1_ATOC) || defined(MSAA_ALPHATEST_DX10_1_ATOC) )
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#ifdef MSAA_ALPHATEST_DX10_1_ATOC
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float alpha = (D.w-def_aref*0.5f)/(1-def_aref*0.5f);
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uint mask = alpha_to_coverage ( alpha, pos2d );
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#endif // MSAA_ALPHATEST_DX10_1_ATOC
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#else
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uint mask = 0x0;
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float2 ddx_base = ddx( I.tcdh );
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float2 ddy_base = ddy( I.tcdh );
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float2 pixeloffset = MSAAOffsets[0]*(1.0/16.0);
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float2 texeloffset = pixeloffset.x * ddx_base + pixeloffset.y * ddy_base;
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float4 D = tbase(I.tcdh+texeloffset);
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if( D.w-def_aref >= 0 ) mask |= 0x1;
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[unroll] for( int i = 1; i < MSAA_SAMPLES; ++i )
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{
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pixeloffset = MSAAOffsets[i]*(1.0/16.0);
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texeloffset = pixeloffset.x * ddx_base + pixeloffset.y * ddy_base;
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float4 DI = tbase(I.tcdh+texeloffset);
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if( DI.w-def_aref >= 0 ) mask |= ( uint(0x1) << i );
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}
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if( mask == 0x0 )
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discard;
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#endif
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#ifdef USE_TDETAIL
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// D.rgb = 2*D.rgb*tex2D (s_detail, I.tcdbump).rgb;
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D.rgb = 2*D.rgb * s_detail.Sample( smp_base, I.tcdbump ).rgb;
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#endif
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// hemi,sun,material
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float ms = xmaterial ;
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#ifdef USE_LM_HEMI
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// float4 lm = tex2D (s_hemi, I.lmh);
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float4 lm = s_hemi.Sample( smp_rtlinear, I.lmh);
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// float h = dot (lm.rgb,1.h/3.h);
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float h = get_hemi(lm);
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# ifdef USE_R2_STATIC_SUN
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// ms = lm.w ;
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ms = get_sun(lm);
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# endif
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#else
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float h = I.position.w ;
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# ifdef USE_R2_STATIC_SUN
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ms = I.tcdh.w ;
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# endif
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#endif
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// 2. Standart output
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float4 Ne = float4 (normalize((float3)I.N.xyz), h );
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#if !( defined(MSAA_ALPHATEST_DX10_1_ATOC) || defined(MSAA_ALPHATEST_DX10_1) )
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O = pack_gbuffer(
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Ne,
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float4 (I.position.xyz + Ne.xyz*def_virtualh/2.h , ms ),
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float4 (D.rgb, def_gloss ) );
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#else
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O = pack_gbuffer(
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Ne,
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float4 (I.position.xyz + Ne.xyz*def_virtualh/2.h , ms ),
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float4 (D.rgb, def_gloss ),
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mask );
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#endif
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return O;
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}
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#endif // ATOC
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