e4s-sdk/gamedata/shaders/r2/accum_sun_far.ps
2026-06-17 23:06:51 +03:00

79 lines
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1.8 KiB
PostScript

#include "common.h"
#include "lmodel.h"
#include "shadow.h"
#define SUN_FARPLANE 100.f
#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);
#ifndef SUN_QUALITY
#ifdef USE_HWSMAP
#ifdef USE_FETCH4
half s = sunmask(_P)*sample_hw_f4 (PS, float4(0,0,0,0) );
#else
half s = sunmask(_P)*sample_hw_pcf (PS, float4(0,0,0,0) );
#endif
#else
half s = sunmask(_P)*sample_sw (PS.xy / PS.w, float2(0,0), PS.z);
#endif
#else // SUN_QUALITY
half s = sunmask(_P);
#if SUN_QUALITY==1
s *= shadow (PS);
#elif SUN_QUALITY==2
s *= shadowtest_sun (PS,tcJ);
#endif
#endif // SUN_QUALITY
return s ;
}
#else
float4 main ( float2 tc : TEXCOORD0, float4 tcJ : TEXCOORD1 ) : COLOR
{
float4 _P = tex2D (s_position, tc);
half4 _N = tex2D (s_normal, tc);
// ----- light-model
half m = xmaterial ;
# ifndef USE_R2_STATIC_SUN
m = _P.w ;
# endif
half4 light = plight_infinity (m,_P,_N,Ldynamic_dir);
// ----- shadow
float4 P4 = float4 (_P.x,_P.y,_P.z,1);
float4 PS = mul (m_shadow, P4);
#ifndef SUN_QUALITY
#ifdef USE_HWSMAP
#ifdef USE_FETCH4
half s = sunmask(P4)*sample_hw_f4 (PS, float4(0,0,0,0) );
#else
half s = sunmask(P4)*sample_hw_pcf (PS, float4(0,0,0,0) );
#endif
#else
half s = sunmask(P4)*sample_sw (PS.xy / PS.w, float2(0,0), PS.z);
#endif
#else // SUN_QUALITY
half s = sunmask(P4);
#if SUN_QUALITY==1
s *= shadow (PS);
#elif SUN_QUALITY==2
s *= shadowtest_sun (PS,tcJ);
#endif
#endif // SUN_QUALITY
#ifdef SUN_FARPLANE
float f = saturate (_P.z/SUN_FARPLANE);
s = lerp (s, 0.333h, f*f);
#endif
return blend (Ldynamic_color * light * s, tc);
}
#endif