add game&rawdata
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gamedata/shaders/r3/particle_distort.ps
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45
gamedata/shaders/r3/particle_distort.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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float4 c : COLOR0; // diffuse
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#ifdef USE_SOFT_PARTICLES
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// Igor: for additional depth dest
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float4 tctexgen : TEXCOORD1;
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#endif // USE_SOFT_PARTICLES
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float4 hpos : SV_Position;
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};
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//////////////////////////////////////////////////////////////////////////////////////////
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// Pixel
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Texture2D s_distort;
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float4 main ( v2p I ) : SV_Target
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{
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// float4 distort = tex2D (s_distort,I.tc0);
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float4 distort = s_distort.Sample( smp_linear, I.tc0 );
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float factor = distort.a * dot(I.c.rgb,0.33h);
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/*
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#ifdef USE_SOFT_PARTICLES
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float2 zero = float2( 0.5, 0.5);
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float alphaDistort;
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float2 tcProj = I.txtexgen.xy / I.texgen.w;
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#ifdef GBUFFER_OPTIMIZATION
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gbuffer_data gbd = gbuffer_load_data( tcProj, I.HPos );
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#else
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gbuffer_data gbd = gbuffer_load_data( tcProj );
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#endif
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//float4 _P = tex2Dproj( s_position, I.tctexgen);
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float4 _P = float4( gbd.P, gbd.mtl );
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float spaceDepth = _P.z - I.tctexgen.z;
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if (spaceDepth < -0.1h ) spaceDepth = 100000.0h; // Skybox doesn't draw into position buffer
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alphaDistort = saturate(1.3*spaceDepth);
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// alphaDistort = 0;
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distort.xy = lerp ( zero, distort.xy, alphaDistort);
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#endif // USE_SOFT_PARTICLES
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*/
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return float4 (distort.rgb,factor);
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}
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