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

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#ifndef MBLUR_H
#define MBLUR_H
#ifndef USE_MBLUR
float3 mblur (float2 UV, float3 pos, float3 c_original) { return c_original; }
#else
#include "common.h"
float3 mblur (float2 UV, float3 pos, float3 c_original) { return c_original; }
// TODO: DX10: Reimplement
// Currently disabled.
/*
uniform float4x4 m_current;
uniform float4x4 m_previous;
uniform float2 m_blur; // scale_x / 12, scale_y / 12
#define MBLUR_SAMPLES float(12)
#define MBLUR_CLAMP float(0.001)
float3 mblur (float2 UV, float3 pos, float3 c_original)
{
float4 pos4 = float4 (pos,1.h);
float4 p_current = mul (m_current, pos4);
float4 p_previous = mul (m_previous, pos4);
float2 p_velocity = m_blur * ( (p_current.xy/p_current.w)-(p_previous.xy/p_previous.w) );
p_velocity = clamp (p_velocity,-MBLUR_CLAMP,+MBLUR_CLAMP);
// For each sample, sum up each sample's color in "Blurred" and then divide
// to average the color after all the samples are added.
float3 blurred = c_original ;
blurred += tex2D(s_image, p_velocity * 1.h + UV).rgb;
blurred += tex2D(s_image, p_velocity * 2.h + UV).rgb;
blurred += tex2D(s_image, p_velocity * 3.h + UV).rgb;
blurred += tex2D(s_image, p_velocity * 4.h + UV).rgb;
blurred += tex2D(s_image, p_velocity * 5.h + UV).rgb;
blurred += tex2D(s_image, p_velocity * 6.h + UV).rgb;
blurred += tex2D(s_image, p_velocity * 7.h + UV).rgb;
blurred += tex2D(s_image, p_velocity * 8.h + UV).rgb;
blurred += tex2D(s_image, p_velocity * 9.h + UV).rgb;
blurred += tex2D(s_image, p_velocity * 10.h + UV).rgb;
blurred += tex2D(s_image, p_velocity * 11.h + UV).rgb;
return blurred/MBLUR_SAMPLES;
}
*/
#endif
#endif