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

View file

@ -0,0 +1,43 @@
#include "common.h"
struct v2p
{
float2 tc0: TEXCOORD0; // base
float2 tc1: TEXCOORD1; // lmap
float2 tc2: TEXCOORD2; // hemi
float3 tc3: TEXCOORD3; // env
float3 c0: COLOR0;
float3 c1: COLOR1;
float fog : FOG;
};
//uniform samplerCUBE s_env;
TextureCube s_env; // Environment for forward rendering
//////////////////////////////////////////////////////////////////////////////////////////
// Pixel
float4 main( v2p I ) : SV_Target
{
// float4 t_base = tex2D (s_base,I.tc0);
// float4 t_lmap = tex2D (s_lmap,I.tc1);
// float4 t_env = texCUBE (s_env, I.tc3);
float4 t_base = s_base.Sample( smp_base, I.tc0);
float4 t_lmap = s_lmap.Sample( smp_rtlinear, I.tc1);
float4 t_env = s_env.Sample( smp_rtlinear, I.tc3);
// lighting
float3 l_base = t_lmap.rgb; // base light-map
float3 l_hemi = I.c0*p_hemi(I.tc2); // hemi
float3 l_sun = I.c1*t_lmap.a; // sun color
float3 light = L_ambient + l_base + l_sun + l_hemi;
// final-color
float3 base = lerp (t_env,t_base,t_base.a);
float3 final = light*base*2;
// Fogging
final = lerp(fog_color, final, I.fog);
// out
return float4 (final.r,final.g,final.b,t_base.a*I.fog*I.fog);
}