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

39 lines
1.1 KiB
PostScript

#include "common.h"
#include "lmodel.h"
// TODO: DX10: Move to Load
#ifdef MSAA_OPTIMIZATION
#ifdef GBUFFER_OPTIMIZATION
float4 main ( float4 tc:TEXCOORD0, float4 pos2d : SV_Position, uint iSample : SV_SAMPLEINDEX ) : SV_Target
#else
float4 main ( float4 tc:TEXCOORD0, uint iSample : SV_SAMPLEINDEX ) : SV_Target
#endif
#else
#ifdef GBUFFER_OPTIMIZATION
float4 main ( float4 tc:TEXCOORD0, float4 pos2d : SV_Position ) : SV_Target
#else
float4 main ( float4 tc:TEXCOORD0 ) : SV_Target
#endif
#endif
{
const float bias_mul = 0.999f;
// Sample the fat framebuffer:
// float4 _P = tex2Dproj (s_position, tc);
// float4 _N = tex2Dproj (s_normal, tc);
float2 tcProj = tc.xy / tc.w;
gbuffer_data gbd = gbuffer_load_data( GLD_P(tcProj, pos2d, ISAMPLE) );
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
float rsqr;
float4 light = plight_local( m, _P, _N, Ldynamic_pos, Ldynamic_pos.w, rsqr );
return blendp( Ldynamic_color * light, tc);
}