add game&rawdata
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101
gamedata/shaders/r3/rain_layer.ps
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101
gamedata/shaders/r3/rain_layer.ps
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#include "common.h"
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#include "lmodel.h"
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#include "shadow.h"
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float3x4 m_sunmask; // ortho-projection
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Texture2D s_water;
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#ifdef GBUFFER_OPTIMIZATION
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float4 main ( float2 tc : TEXCOORD0, float2 tcJ : TEXCOORD1, float4 pos2d : SV_Position ) : 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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#ifdef GBUFFER_OPTIMIZATION
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gbuffer_data gbd = gbuffer_load_data( tc, pos2d );
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#else
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gbuffer_data gbd = gbuffer_load_data( tc );
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#endif
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float4 _P = float4( gbd.P, 1.0 );
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//_P.w = 1.f;
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float4 PS = mul( m_shadow, _P );
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// float s = sample_hw_pcf( PS, float4(0,0,0,0) );
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float s = shadow (PS);
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// float s = shadowtest_sun( PS, tcJ );
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// float d = sunmask( _P );
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float2 tc1 = mul( m_sunmask, _P ); //
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// tc1 /= 10;
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tc1 /= 2;
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tc1 = frac(tc1);
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float4 water = s_water.SampleLevel( smp_linear, tc1, 0 );
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// water.xy = tc1;
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// water.z = 0;
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// d*= s;
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// return s;
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// return float4(s,0,0,0);
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// return float4(0,0,0,s/2);
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// return float4(0,0,d,s/2);
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water.xyz = (water.xzy-0.5)*2;
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// water.y *= -1;
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water.xyz = mul( m_V, water.xyz );
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water *= s;
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return float4(water.xyz,s/2);
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}
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/*
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#ifdef GBUFFER_OPTIMIZATION
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float4 main ( float2 tc : TEXCOORD0, float2 tcJ : TEXCOORD1, float4 pos2d : SV_Position ) : 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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#ifdef GBUFFER_OPTIMIZATION
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gbuffer_data gbd = gbuffer_load_data( tc, pos2d );
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#else
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gbuffer_data gbd = gbuffer_load_data( tc );
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#endif
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//float4 _P = tex2D( s_position, tc );
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//float4 _N = tex2D( s_normal, tc );
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float4 _P = float4( gbd.P, gbd.mtl )
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float4 _N = float4( gbd.N, gbd.hemi );
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// ----- light-model
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float m = xmaterial;
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# ifndef USE_R2_STATIC_SUN
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m = _P.w;
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# endif
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float4 light = plight_infinity ( m, _P, _N, Ldynamic_dir );
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// ----- shadow
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float4 P4 = float4( _P.x, _P.y, _P.z, 1.f);
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float4 PS = mul( m_shadow, P4 );
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float s = sunmask( P4 );
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#ifdef USE_SJITTER
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s *= shadowtest_sun( PS, tcJ );
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#else
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s *= shadow( PS );
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#endif
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return blend( Ldynamic_color * light * s, tc );
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}
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*/
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