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 +1,41 @@
// TODO: DX10: Check r2 path. If we always get hemi here
#define USE_LM_HEMI
#include "common.h"
struct v_lmap
{
float4 pos : POSITION; // (float,float,float,1)
float4 norm : NORMAL; // (nx,ny,nz,hemi occlusion)
float2 tc0 : TEXCOORD0; // (base)
float2 tc1 : TEXCOORD1; // (lmap/compressed)
};
struct vf
{
float2 tc0 : TEXCOORD0;
float2 tc1 : TEXCOORD1;
float2 tch : TEXCOORD2;
float3 tc2 : TEXCOORD3;
float3 c0 : COLOR0; // c0=hemi+v-lights, c0.a = dt*
float3 c1 : COLOR1; // c1=sun, c1.a = dt+
float fog : FOG;
float4 hpos : SV_Position;
};
vf main(v_static v)
{
vf o;
float3 pos_w = v.P;
float3 norm_w = normalize(unpack_normal(v.Nh));
o.hpos = mul (m_VP, v.P); // xform, input in world coords
o.tc0 = unpack_tc_base (v.tc,v.T.w,v.B.w); // copy tc
o.tc1 = unpack_tc_lmap (v.lmh); // copy tc
o.tch = o.tc1;
o.tc2 = calc_reflection (pos_w, norm_w);
o.c0 = v_hemi(norm_w); // just hemisphere
o.c1 = v_sun (norm_w); // sun
o.fog.x = saturate(calc_fogging (v.P)); // fog, input in world coords
return o;
}