80 lines
2.8 KiB
PostScript
80 lines
2.8 KiB
PostScript
#include "common.h"
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#include "lmodel.h"
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#include "shadow.h"
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#define XKERNEL .6f
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half4 xlight_infinity (half m, half3 point, half3 normal, half3 light_direction) {
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half3 N = normal; // normal
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half3 V = -normalize (point); // vector2eye
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half3 L = -light_direction; // vector2light
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half3 H = normalize (L+V); // half-angle-vector
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return tex3Dlod (s_material, half4( dot(L,N), dot(H,N), m, 0 ) ); // sample material
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}
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half xsample_hw (float4 tc,float4 shift){
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static const float ts = XKERNEL / float(SMAP_size);
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return tex2Dlod (s_smap,tc + shift*ts).x;
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}
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half xshadow (float4 tc, half old) {
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float4 tcp = tc.xyzw/tc.w;
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half s0 = xsample_hw (tcp,float4(-1,-1,0,0));
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half s1 = xsample_hw (tcp,float4(+1,-1,0,0));
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half s2 = xsample_hw (tcp,float4(-1,+1,0,0));
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half s3 = xsample_hw (tcp,float4(+1,+1,0,0));
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return (s0+s1+s2+s3)/4.h ;
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}
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half xsunmask (float4 P) { //
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float2 tc = mul (m_sunmask, P); //
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return tex2Dlod(s_lmap,tc.xyyy).w; // A8
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}
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half xsample_h (float4 tc,float4 shift){
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return tex2Dproj (s_smap,tc + tc.w*shift).x;
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}
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uniform float4 o0,o1,o2,o3;
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half xshadow_2 (float4 tc) {
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static const float ts = KERNEL / float(SMAP_size);
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half4 s ;
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s.x = xsample_h (tc,o0); //float4(-1,-1,0,0)*ts);
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s.y = xsample_h (tc,o1); //float4(+1,-1,0,0)*ts);
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s.z = xsample_h (tc,o2); //float4(-1,+1,0,0)*ts);
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s.w = xsample_h (tc,o3); //float4(+1,+1,0,0)*ts);
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return (s.x+s.y+s.z+s.w)*0.25h; //dot(s,1.h/4.h) ;
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}
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half xshadow_3 (float4 tc) {
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static const float ts = KERNEL / float(SMAP_size);
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half4 s ;
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s.x = xsample_h (tc,float4(-1,-1,0,0)*ts);
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s.y = xsample_h (tc,float4(+1,-1,0,0)*ts);
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s.z = xsample_h (tc,float4(-1,+1,0,0)*ts);
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s.w = xsample_h (tc,float4(+1,+1,0,0)*ts);
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return (s.x+s.y+s.z+s.w)*0.25h; //dot(s,1.h/4.h) ;
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}
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//////////////////////////////////////////////////////////////////////////////////////////
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// hardware
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//////////////////////////////////////////////////////////////////////////////////////////
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#ifdef USE_SUNFILTER
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float4 main ( float2 tc : TEXCOORD0, float4 tcJ : TEXCOORD1 ) : COLOR
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{
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float4 _P = tex2D (s_position, tc) ;
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_P.w = 1.f ;
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float4 PS = mul (m_shadow, _P) ;
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half s = shadowtest_sun(PS,tcJ)*sunmask(_P) ;
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return s ;
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}
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#else
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float4 main ( float4 tc : TEXCOORD0, float4 tcJ : TEXCOORD1 ) : COLOR
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{
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float4 _P = tex2D (s_position, tc);
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// ----- shadow
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float4 P4 = float4 (_P.x,_P.y,_P.z,1.f) ;
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float4 PS = mul (m_shadow, P4) ;
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half s = xshadow_2 (PS);
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half4 light = 0; //half4 (1,0,0,0) ;
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if (s>0.0001) {
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half4 _N= tex2D (s_normal, tc );
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light = Ldynamic_color * s * xsunmask (P4) * xlight_infinity (_P.w,_P,_N,Ldynamic_dir);
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}
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return blend ( light, tc );
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}
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#endif
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