add game&rawdata
This commit is contained in:
parent
0133cd976c
commit
49b34b5546
45731 changed files with 709831 additions and 0 deletions
44
gamedata/shaders/r3/rain_apply_gloss.ps
Normal file
44
gamedata/shaders/r3/rain_apply_gloss.ps
Normal file
|
|
@ -0,0 +1,44 @@
|
|||
#include "common.h"
|
||||
#include "lmodel.h"
|
||||
//#include "shadow.h"
|
||||
|
||||
#ifndef ISAMPLE
|
||||
#define ISAMPLE 0
|
||||
#endif
|
||||
|
||||
#ifndef USE_MSAA
|
||||
Texture2D s_patched_normal;
|
||||
#else
|
||||
Texture2DMS< float4, MSAA_SAMPLES > s_patched_normal;
|
||||
#endif
|
||||
|
||||
#ifdef MSAA_OPTIMIZATION
|
||||
float4 main ( float2 tc : TEXCOORD0, float2 tcJ : TEXCOORD1, uint iSample : SV_SAMPLEINDEX ) : SV_Target
|
||||
#else
|
||||
float4 main ( float2 tc : TEXCOORD0, float2 tcJ : TEXCOORD1 ) : SV_Target
|
||||
#endif
|
||||
{
|
||||
#ifndef USE_MSAA
|
||||
float Gloss = s_patched_normal.Sample( smp_nofilter, tc ).a;
|
||||
#else
|
||||
#ifndef MSAA_OPTIMIZATION
|
||||
float Gloss = s_patched_normal.Load(int3( tc * pos_decompression_params2.xy, 0 ), ISAMPLE ).a;
|
||||
#else
|
||||
float Gloss = s_patched_normal.Load(int3( tc * pos_decompression_params2.xy, 0 ), iSample).a;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
// float ColorIntencity = 1 - Gloss*0.5;
|
||||
|
||||
float ColorIntencity = 1 - sqrt(Gloss);
|
||||
|
||||
// ColorIntencity = max (ColorIntencity, 0.75);
|
||||
ColorIntencity = max (ColorIntencity, 0.5);
|
||||
|
||||
// float ColorIntencity = (Gloss-0.1)/(Gloss+0.00001);
|
||||
|
||||
// ColorIntencity = min (ColorIntencity, 1);
|
||||
|
||||
//return float4(1,1,1,Gloss);
|
||||
return float4( ColorIntencity, ColorIntencity, ColorIntencity, Gloss*0.8);
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue