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66
gamedata/shaders/r3/lmodel.h
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66
gamedata/shaders/r3/lmodel.h
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#ifndef LMODEL_H
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#define LMODEL_H
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#include "common.h"
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//////////////////////////////////////////////////////////////////////////////////////////
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// Lighting formulas //
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float4 plight_infinity( float m, float3 pnt, float3 normal, float3 light_direction )
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{
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float3 N = normal; // normal
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float3 V = -normalize (pnt); // vector2eye
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float3 L = -light_direction; // vector2light
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float3 H = normalize (L+V); // float-angle-vector
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// return tex3D (s_material, float3( dot(L,N), dot(H,N), m ) ); // sample material
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return s_material.Sample( smp_material, float3( dot(L,N), dot(H,N), m ) ).xxxy; // sample material
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}
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/*
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float plight_infinity2( float m, float3 pnt, float3 normal, float3 light_direction )
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{
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float3 N = normal; // normal
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float3 V = -normalize (pnt); // vector2eye
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float3 L = -light_direction; // vector2light
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float3 H = normalize (L+V); // float-angle-vector
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float3 R = reflect (-V,N);
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float s = saturate(dot(L,R));
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s = saturate(dot(H,N));
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float f = saturate(dot(-V,R));
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s *= f;
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float4 r = tex3D (s_material, float3( dot(L,N), s, m ) ); // sample material
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r.w = pow(saturate(s),4);
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return r ;
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}
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*/
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float4 plight_local( float m, float3 pnt, float3 normal, float3 light_position, float light_range_rsq, out float rsqr )
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{
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float3 N = normal; // normal
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float3 L2P = pnt-light_position; // light2point
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float3 V = -normalize (pnt); // vector2eye
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float3 L = -normalize ((float3)L2P); // vector2light
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float3 H = normalize (L+V); // float-angle-vector
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rsqr = dot (L2P,L2P); // distance 2 light (squared)
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float att = saturate (1 - rsqr*light_range_rsq); // q-linear attenuate
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// float4 light = tex3D (s_material, float3( dot(L,N), dot(H,N), m ) ); // sample material
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float4 light = s_material.Sample( smp_material, float3( dot(L,N), dot(H,N), m ) ).xxxy; // sample material
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return att*light;
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}
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// TODO: DX10: Remove path without blending
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float4 blendp( float4 value, float4 tcp)
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{
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// #ifndef FP16_BLEND
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// value += (float4)tex2Dproj (s_accumulator, tcp); // emulate blend
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// #endif
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return value;
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}
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float4 blend( float4 value, float2 tc)
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{
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// #ifndef FP16_BLEND
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// value += (float4)tex2D (s_accumulator, tc); // emulate blend
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// #endif
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return value;
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}
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#endif
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