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

36 lines
791 B
PostScript

#include "common.h"
#include "lmodel.h"
#include "shadow.h"
struct _input
{
float2 tc : TEXCOORD0;
float4 tcJ : TEXCOORD1;
float2 LT : TEXCOORD2;
float2 RT : TEXCOORD3;
float2 LB : TEXCOORD4;
float2 RB : TEXCOORD5;
};
float4 main ( _input I ) : COLOR
{
float4 _P = tex2D (s_position, I.tc);
half4 _N = tex2D (s_normal, I.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
half4 s_sum;
s_sum.x = tex2D (s_smap,I.LT).x;
s_sum.y = tex2D (s_smap,I.RT).y;
s_sum.z = tex2D (s_smap,I.LB).z;
s_sum.w = tex2D (s_smap,I.RB).w;
half s = dot (s_sum, 1.h/4.h);
return Ldynamic_color * light * s;
}