add game&rawdata
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43
gamedata/shaders/r3/lmape.ps
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43
gamedata/shaders/r3/lmape.ps
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#include "common.h"
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struct v2p
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{
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float2 tc0: TEXCOORD0; // base
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float2 tc1: TEXCOORD1; // lmap
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float2 tc2: TEXCOORD2; // hemi
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float3 tc3: TEXCOORD3; // env
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float3 c0: COLOR0;
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float3 c1: COLOR1;
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float fog : FOG;
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};
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//uniform samplerCUBE s_env;
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TextureCube s_env; // Environment for forward rendering
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//////////////////////////////////////////////////////////////////////////////////////////
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// Pixel
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float4 main( v2p I ) : SV_Target
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{
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// float4 t_base = tex2D (s_base,I.tc0);
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// float4 t_lmap = tex2D (s_lmap,I.tc1);
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// float4 t_env = texCUBE (s_env, I.tc3);
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float4 t_base = s_base.Sample( smp_base, I.tc0);
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float4 t_lmap = s_lmap.Sample( smp_rtlinear, I.tc1);
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float4 t_env = s_env.Sample( smp_rtlinear, I.tc3);
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// lighting
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float3 l_base = t_lmap.rgb; // base light-map
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float3 l_hemi = I.c0*p_hemi(I.tc2); // hemi
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float3 l_sun = I.c1*t_lmap.a; // sun color
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float3 light = L_ambient + l_base + l_sun + l_hemi;
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// final-color
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float3 base = lerp (t_env,t_base,t_base.a);
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float3 final = light*base*2;
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// Fogging
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final = lerp(fog_color, final, I.fog);
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// out
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return float4 (final.r,final.g,final.b,t_base.a*I.fog*I.fog);
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}
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