#include "common.h" #include "lmodel.h" #include "shadow.h" #define XKERNEL .6f half4 xlight_infinity (half m, half3 point, half3 normal, half3 light_direction) { half3 N = normal; // normal half3 V = -normalize (point); // vector2eye half3 L = -light_direction; // vector2light half3 H = normalize (L+V); // half-angle-vector return tex3Dlod (s_material, half4( dot(L,N), dot(H,N), m, 0 ) ); // sample material } half xsample_hw (float4 tc,float4 shift){ static const float ts = XKERNEL / float(SMAP_size); return tex2Dlod (s_smap,tc + shift*ts).x; } half xshadow (float4 tc, half old) { float4 tcp = tc.xyzw/tc.w; half s0 = xsample_hw (tcp,float4(-1,-1,0,0)); half s1 = xsample_hw (tcp,float4(+1,-1,0,0)); half s2 = xsample_hw (tcp,float4(-1,+1,0,0)); half s3 = xsample_hw (tcp,float4(+1,+1,0,0)); return (s0+s1+s2+s3)/4.h ; } half xsunmask (float4 P) { // float2 tc = mul (m_sunmask, P); // return tex2Dlod(s_lmap,tc.xyyy).w; // A8 } ////////////////////////////////////////////////////////////////////////////////////////// // hardware ////////////////////////////////////////////////////////////////////////////////////////// #ifdef USE_SUNFILTER float4 main ( float2 tc : TEXCOORD0, float4 tcJ : TEXCOORD1 ) : COLOR { float4 _P = tex2D (s_position, tc) ; _P.w = 1.f ; float4 PS = mul (m_shadow, _P) ; half s = shadowtest_sun(PS,tcJ)*sunmask(_P) ; return s ; } #else float4 main ( float2 tc : TEXCOORD0, float4 tcJ : TEXCOORD1 ) : COLOR { float4 _P = tex2D (s_position, tc); half4 _N = tex2D (s_normal, tc); // ----- shadow float4 P4 = float4 (_P.x,_P.y,_P.z,1.f) ; float4 PS = mul (m_shadow, P4) ; half s = tex2Dproj (s_smap,PS).x ; half4 light = 0; //half4 (1,0,0,0); if (s>0.0001) { s = xshadow (PS,s) * xsunmask(P4); // s*xsunmask(P4); // light = Ldynamic_color * s * xlight_infinity (_P.w,_P,_N,Ldynamic_dir); } /* #ifdef USE_SJITTER s *= shadowtest_sun (PS,tcJ); #else s *= shadow (PS); #endif */ return blend ( light, tc ); } #endif