e4s-sdk/gamedata/shaders/r3/accum_sun_near_old.ps
2026-06-17 23:06:51 +03:00

99 lines
No EOL
2.8 KiB
PostScript

#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