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

78 lines
2.7 KiB
PostScript

#include "common.h"
#include "lmodel.h"
#include "shadow.h"
//////////////////////////////////////////////////////////////////////////////////////////
// This is the basic primitive used by convex, volumetric lights
// for example spot-lights, one face of the omni lights, etc.
//////////////////////////////////////////////////////////////////////////////////////////
// following options are available to configure compilation:
// USE_LMAP
// USE_LMAPXFORM
// USE_SHADOW
//////////////////////////////////////////////////////////////////////////////////////////
uniform float4 m_lmap [2] ;
//float4 main( float4 tc : TEXCOORD0, float4 tcJ : TEXCOORD1 ) : SV_Target
#ifdef MSAA_OPTIMIZATION
#ifdef GBUFFER_OPTIMIZATION
float4 main( p_volume I, float4 pos2d : SV_Position, uint iSample : SV_SAMPLEINDEX ) : SV_Target
#else
float4 main( p_volume I, uint iSample : SV_SAMPLEINDEX ) : SV_Target
#endif
#else
#ifdef GBUFFER_OPTIMIZATION
float4 main( p_volume I, float4 pos2d : SV_Position ) : SV_Target
#else
float4 main( p_volume I ) : SV_Target
#endif
#endif
{
// float4 _P = tex2Dproj (s_position, tc);
// float4 _N = tex2Dproj (s_normal, tc);
float2 tcProj = I.tc.xy / I.tc.w;
gbuffer_data gbd = gbuffer_load_data( GLD_P(tcProj, pos2d, ISAMPLE) );
#ifdef GBUFFER_OPTIMIZATION
// Emulate virtual offset
gbd.P += gbd.N*0.015f;
#endif // GBUFFER_OPTIMIZATION
float4 _P = float4( gbd.P, gbd.mtl );
float4 _N = float4( gbd.N, gbd.hemi );
float m = xmaterial ;
# ifndef USE_R2_STATIC_SUN
m = _P.w ;
# endif
// ----- light-model
float rsqr;
float4 light = plight_local( m, _P, _N, Ldynamic_pos, Ldynamic_pos.w, rsqr );
// ----- shadow
float4 P4 = float4( _P.x, _P.y, _P.z, 1);
float4 PS = mul( m_shadow, P4 );
float s = 1.h;
#ifdef USE_SHADOW
#ifdef USE_SJITTER
s = shadowtest( PS, I.tcJ );
#else
s = shadow( PS );
#endif
#endif
// ----- lightmap
float4 lightmap= 1.h;
#ifdef USE_LMAP
#ifdef USE_LMAPXFORM
PS.x = dot( P4, m_lmap[0] );
PS.y = dot( P4, m_lmap[1] );
#endif
//lightmap= tex2Dproj (s_lmap, PS); //
// Can use linear with mip point
lightmap = s_lmap.Sample( smp_rtlinear, PS.xy / PS.w ); //
#endif
return blendp ( Ldynamic_color * light * s * lightmap, I.tc );
}