#include "common.h" #include "lmodel.h" #ifdef USE_MINMAX_SM #define SM_MINMAX #endif #if SUN_QUALITY>2 #define ULTRA_SHADOWS_ON #endif // SUN_QUALITY>2 #ifdef ULTRA_SHADOWS_ON #define USE_ULTRA_SHADOWS #endif #include "shadow.h" uniform float3 view_shadow_proj; #ifdef USE_SUNFILTER #ifdef MSAA_OPTIMIZATION float4 main ( v2p_volume I, uint iSample : SV_SAMPLEINDEX ) : SV_Target #else float4 main ( v2p_volume I ) : SV_Target #endif { //float4 _P = tex2D( s_position, tc ); gbuffer_data gbd = gbuffer_load_data( GLD_P(I.tc, I.hpos, ISAMPLE) ); #ifdef GBUFFER_OPTIMIZATION // Emulate virtual offset gbd.P += gbd.N*0.015f; #endif // GBUFFER_OPTIMIZATION float4 _P = float4( gbd.P, 1.f); float4 PS = mul( m_shadow, _P ); float s = shadowtest_sun( PS, I.tcJ ) * sunmask( _P ); return s; } #else #ifdef MSAA_OPTIMIZATION float4 main ( v2p_volume I, uint iSample : SV_SAMPLEINDEX ) : SV_Target #else float4 main ( v2p_volume I ) : SV_Target #endif { //float4 _P = tex2D( s_position, tc ); //float4 _N = tex2D( s_normal, tc ); gbuffer_data gbd = gbuffer_load_data( GLD_P(I.tc.xy/I.tc.w, I.hpos, ISAMPLE) ); #ifdef GBUFFER_OPTIMIZATION // Emulate virtual offset gbd.P += gbd.N*0.015f; #endif // GBUFFER_OPTIMIZATION float4 _P = float4( gbd.P, gbd.mtl ); float4 _N = float4( gbd.N, gbd.hemi ); // ----- light-model float m = xmaterial; # ifndef USE_R2_STATIC_SUN m = _P.w; # endif float4 light = plight_infinity ( m, _P, _N, Ldynamic_dir ); // ----- shadow float4 P4 = float4( _P.x, _P.y, _P.z, 1.f); float4 PS = mul( m_shadow, P4 ); float s = sunmask( P4 ); #if defined (USE_SJITTER) || SUN_QUALITY==2 // Hight quality s *= shadow_high(PS); //shadowtest_sun( PS, float4(0,0,0,0) ); #else #ifdef SM_MINMAX #ifdef USE_SJITTER s *= shadow_dx10_1( PS, I.tcJ, I.hpos.xy ); #else s *= shadow( PS ); #endif #else s *= shadow( PS ); #endif #endif // Far edge fading code float2 tc_f = (PS.xy/PS.w)-float2(0.5f,0.5f); // Fade only fron edges tc_f *= step( -dot( tc_f, view_shadow_proj.xy ), 0 ); tc_f = abs( tc_f ); float border = 0.4f; float fac_x = 1.f-saturate( ( tc_f.x - border )/(0.5f-border)); float fac_y = 1.f-saturate( ( tc_f.y - border )/(0.5f-border)); s += ((1-s)*(1-fac_x*fac_y)); //\ Far edge fading code return blend( Ldynamic_color * light * s/*float4( 1.f, 0.2f, 0.2f, 1.f)*/, I.tc ); } #endif