add game&rawdata
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36
gamedata/shaders/r3/rain_apply_normal.ps
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36
gamedata/shaders/r3/rain_apply_normal.ps
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#include "common.h"
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#include "lmodel.h"
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#ifndef ISAMPLE
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#define ISAMPLE 0
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#endif
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float3x4 m_sunmask; // ortho-projection
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#ifndef USE_MSAA
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Texture2D s_patched_normal;
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#else
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Texture2DMS< float4, MSAA_SAMPLES > s_patched_normal;
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#endif
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#ifdef MSAA_OPTIMIZATION
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float4 main ( float2 tc : TEXCOORD0, float2 tcJ : TEXCOORD1, uint iSample : SV_SAMPLEINDEX ) : SV_Target
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#else
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float4 main ( float2 tc : TEXCOORD0, float2 tcJ : TEXCOORD1 ) : SV_Target
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#endif
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{
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#ifndef USE_MSAA
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float3 _N = s_patched_normal.Sample( smp_nofilter, tc );
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#else
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#ifndef MSAA_OPTIMIZATION
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float3 _N = s_patched_normal.Load(int3( tc * pos_decompression_params2.xy, 0 ), ISAMPLE );
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#else
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float3 _N = s_patched_normal.Load(int3( tc * pos_decompression_params2.xy, 0 ), iSample);
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#endif
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#endif
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#ifndef GBUFFER_OPTIMIZATION
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return float4(_N,1);
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#else
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return float4( gbuf_pack_normal( _N ), 0, 0 );
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#endif
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}
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