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

214
gamedata/shaders/r3/dof.h Normal file
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#ifndef DOF_H_INCLUDED
#define DOF_H_INCLUDED
//#define USE_DOF
#ifndef USE_DOF
float3 dof(float2 center)
{
// float3 img = tex2D (s_image, center);
float3 img = s_image.Sample( smp_rtlinear, center);
return img;
}
#else // USE_DOF
// x - near y - focus z - far w - sky distance
float4 dof_params;
float3 dof_kernel; // x,y - resolution pre-scaled z - just kernel size
float DOFFactor( float depth)
{
float dist_to_focus = depth-dof_params.y;
float blur_far = saturate( dist_to_focus
/ (dof_params.z-dof_params.y) );
float blur_near = saturate( dist_to_focus
/ (dof_params.x-dof_params.y) );
float blur = blur_near+blur_far;
blur*=blur;
return blur;
}
//#define MAXCOF 5.h
#define MAXCOF 7.h
#define EPSDEPTH 0.0001h
float3 dof(float2 center)
{
// Scale tap offsets based on render target size
// float depth = tex2D(s_position,center).z;
#ifndef USE_MSAA
float depth = s_position.Sample( smp_nofilter, center).z;
#else
float depth = s_position.Load( int3( center * pos_decompression_params2.xy ,0),0 ).z;
#endif
if (depth <= EPSDEPTH) depth = dof_params.w;
float blur = DOFFactor(depth);
//float blur = 1;
// const amount of blur: define controlled
//float2 scale = float2 (.5f / 1024.h, .5f / 768.h) * MAXCOF * blur;
// const amount of blur: engine controlled
float2 scale = float2 (.5f / 1024.h, .5f / 768.h) * (dof_kernel.z * blur);
// amount of blur varies according to resolution
// but kernel size in pixels is fixed.
// float2 scale = dof_kernel.xy * blur;
// poisson
float2 o [12];
o[0] = float2(-0.326212f , -0.405810f)*scale;
o[1] = float2(-0.840144f , -0.073580f)*scale;
o[2] = float2(-0.695914f , 0.457137f)*scale;
o[3] = float2(-0.203345f , 0.620716f)*scale;
o[4] = float2( 0.962340f , -0.194983f)*scale;
o[5] = float2( 0.473434f , -0.480026f)*scale;
o[6] = float2( 0.519456f , 0.767022f)*scale;
o[7] = float2( 0.185461f , -0.893124f)*scale;
o[8] = float2( 0.507431f , 0.064425f)*scale;
o[9] = float2( 0.896420f , 0.412458f)*scale;
o[10] = float2(-0.321940f , -0.932615f)*scale;
o[11] = float2(-0.791559f , -0.597710f)*scale;
// sample
// float3 sum = tex2D(s_image,center);
float3 sum = s_image.Sample( smp_nofilter, center);
float contrib = 1.h;
[unroll] for (int i=0; i<12; i++)
{
float2 tap = center + o[i];
// float4 tap_color = tex2D (s_image,tap);
// float tap_depth = tex2D (s_position,tap).z;
// TODO: DX10: test linear sampler
// float4 tap_color = s_image.Sample( smp_rtlinear, tap );
float4 tap_color = s_image.Sample( smp_nofilter, tap );
#ifndef USE_MSAA
float tap_depth = s_position.Sample( smp_nofilter, tap).z;
#else
float tap_depth = s_position.Load( int3( tap* pos_decompression_params2.xy,0),0).z;
#endif
[flatten] if (tap_depth <= EPSDEPTH) tap_depth = dof_params.w;
float tap_contrib = DOFFactor(tap_depth);
sum += tap_color * tap_contrib;
contrib += tap_contrib;
}
return float3 (sum/contrib);
}
/*
// edge along sky line. More light-weight
float3 dof(float2 center)
{
// Scale tap offsets based on render target size
float depth = tex2D(s_position,center).z;
// if (depth <= EPSDEPTH) depth = dof_params.w;
if (depth <= EPSDEPTH) depth = (dof_params.z-dof_params.y)*0.3;
float dist_to_focus = depth-dof_params.y;
float blur_far = saturate( dist_to_focus
/ (dof_params.z-dof_params.y) );
float blur_near = saturate( dist_to_focus
/ (dof_params.x-dof_params.y) );
float blur = (blur_near+blur_far);
blur*=blur;
//float blur = 1;
// const amount of blur: define controlled
//float2 scale = float2 (.5f / 1024.h, .5f / 768.h) * MAXCOF * blur;
// const amount of blur: engine controlled
float2 scale = float2 (.5f / 1024.h, .5f / 768.h) * (dof_kernel.z * blur);
// amount of blur varies according to resolution
// but kernel size in pixels is fixed.
// float2 scale = dof_kernel.xy * blur;
// poisson
float2 o [12];
o[0] = float2(-0.326212f , -0.405810f)*scale;
o[1] = float2(-0.840144f , -0.073580f)*scale;
o[2] = float2(-0.695914f , 0.457137f)*scale;
o[3] = float2(-0.203345f , 0.620716f)*scale;
o[4] = float2( 0.962340f , -0.194983f)*scale;
o[5] = float2( 0.473434f , -0.480026f)*scale;
o[6] = float2( 0.519456f , 0.767022f)*scale;
o[7] = float2( 0.185461f , -0.893124f)*scale;
o[8] = float2( 0.507431f , 0.064425f)*scale;
o[9] = float2( 0.896420f , 0.412458f)*scale;
o[10] = float2(-0.321940f , -0.932615f)*scale;
o[11] = float2(-0.791559f , -0.597710f)*scale;
// sample
float3 sum = tex2D(s_image,center);
float contrib = 1.h;
for (int i=0; i<12; i++)
{
float2 tap = center + o[i];
float4 tap_color = tex2D (s_image,tap);
float tap_depth = tex2D (s_position,tap).z;
// if (tap_depth <= EPSDEPTH) tap_depth = dof_params.w;
if (tap_depth <= EPSDEPTH) tap_depth = (dof_params.z-dof_params.y)*0.3;
// float tap_contrib = 1.h; //(tap_depth>depth)?1.h:0.h;
float tap_contrib = 1-saturate(abs(tap_depth-depth)/dist_to_focus);
sum += tap_color * tap_contrib;
contrib += tap_contrib;
}
return float3 (sum/contrib);
}
*/
/*
#define NEAR 0.2h
//#define MINDIST 0.4h
#define MINDIST 1.4h
//#define MAXDIST 100.h
//#define MAXDIST 300.h
#define MAXDIST 2.0h
#define MAXCOF 5.h
#define MAXCOF_NEAR 100.h
#define EPSDEPTH 0.0001h
float3 dof(float2 center)
{
// Scale tap offsets based on render target size
float depth = tex2D(s_position,center).z;
if (depth<=EPSDEPTH) depth = MAXDIST;
float blur = saturate( (depth-MINDIST)/(MAXDIST-MINDIST) );
blur*=blur;
//float blur_near = pow(saturate( 1-(depth-NEAR)/MINDIST ), 2) * MAXCOF_NEAR;
//float blur = (blur_near+blur_far);
//float blur = 1;
float2 scale = float2 (.5f / 1024.h, .5f / 768.h) * MAXCOF * blur;
// poisson
float2 o [12];
o[0] = float2(-0.326212f , -0.405810f)*scale;
o[1] = float2(-0.840144f , -0.073580f)*scale;
o[2] = float2(-0.695914f , 0.457137f)*scale;
o[3] = float2(-0.203345f , 0.620716f)*scale;
o[4] = float2( 0.962340f , -0.194983f)*scale;
o[5] = float2( 0.473434f , -0.480026f)*scale;
o[6] = float2( 0.519456f , 0.767022f)*scale;
o[7] = float2( 0.185461f , -0.893124f)*scale;
o[8] = float2( 0.507431f , 0.064425f)*scale;
o[9] = float2( 0.896420f , 0.412458f)*scale;
o[10] = float2(-0.321940f , -0.932615f)*scale;
o[11] = float2(-0.791559f , -0.597710f)*scale;
// sample
float3 sum = tex2D(s_image,center);
float contrib = 1.h;
for (int i=0; i<12; i++)
{
float2 tap = center + o[i];
float4 tap_color = tex2D (s_image,tap);
float tap_depth = tex2D (s_position,tap).z;
float tap_contrib = 1.h; //(tap_depth>depth)?1.h:0.h;
sum += tap_color * tap_contrib;
contrib += tap_contrib;
}
return float3 (sum/contrib);
}
/**/
#endif // USE_DOF
#endif // DOF_H_INCLUDED