#include "common.h" #include "lmodel.h" #include "shadow.h" #ifndef ISAMPLE #define ISAMPLE 0 #endif #ifdef USE_SUNFILTER #ifdef GBUFFER_OPTIMIZATION #ifdef MSAA_OPTIMIZATION float4 main ( float2 tc : TEXCOORD0, float2 tcJ : TEXCOORD1, float4 Color : COLOR, float4 pos2d : SV_Position, uint iSample : SV_SAMPLEINDEX ) : SV_Target #else float4 main ( float2 tc : TEXCOORD0, float2 tcJ : TEXCOORD1, float4 Color : COLOR, float4 pos2d : SV_Position ) : SV_Target #endif #else #ifdef MSAA_OPTIMIZATION float4 main ( float2 tc : TEXCOORD0, float2 tcJ : TEXCOORD1, float4 Color : COLOR, uint iSample : SV_SAMPLEINDEX) : SV_Target #else float4 main ( float2 tc : TEXCOORD0, float2 tcJ : TEXCOORD1, float4 Color : COLOR ) : SV_Target #endif #endif { //float4 _P = tex2D( s_position, tc ); #ifdef GBUFFER_OPTIMIZATION #ifdef MSAA_OPTIMIZATION gbuffer_data gbd = gbuffer_load_data( tc, pos2d, iSample ); #else gbuffer_data gbd = gbuffer_load_data( tc, pos2d, ISAMPLE ); #endif #else #ifdef MSAA_OPTIMIZATION gbuffer_data gbd = gbuffer_load_data( tc, iSample ); #else gbuffer_data gbd = gbuffer_load_data( tc, ISAMPLE ); #endif #endif float4 _P = float4( gbd.P, 1.f); float4 PS = mul( m_shadow, _P ); float s = shadowtest_sun( PS, tcJ ) * sunmask( _P ); return s; } #else #ifdef GBUFFER_OPTIMIZATION #ifdef MSAA_OPTIMIZATION float4 main ( float2 tc : TEXCOORD0, float2 tcJ : TEXCOORD1, float4 Color : COLOR, float4 pos2d : SV_Position, uint iSample : SV_SAMPLEINDEX ) : SV_Target #else float4 main ( float2 tc : TEXCOORD0, float2 tcJ : TEXCOORD1, float4 Color : COLOR, float4 pos2d : SV_Position ) : SV_Target #endif #else #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 #endif { //float4 _P = tex2D( s_position, tc ); //float4 _N = tex2D( s_normal, tc ); #ifdef GBUFFER_OPTIMIZATION #ifdef MSAA_OPTIMIZATION gbuffer_data gbd = gbuffer_load_data( tc, pos2d, iSample ); #else gbuffer_data gbd = gbuffer_load_data( tc, pos2d, ISAMPLE ); #endif #else #ifdef MSAA_OPTIMIZATION gbuffer_data gbd = gbuffer_load_data( tc, iSample ); #else gbuffer_data gbd = gbuffer_load_data( tc, ISAMPLE ); #endif #endif 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 ); #ifdef USE_SJITTER s *= shadowtest_sun( PS, tcJ ); #else s *= shadow( PS ); #endif return blend( Ldynamic_color * light * s, tc ); } #endif