81 lines
1.8 KiB
PostScript
81 lines
1.8 KiB
PostScript
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#include "common.h"
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#include "lmodel.h"
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#ifdef USE_MINMAX_SM
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#define SM_MINMAX
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#endif
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#if SUN_QUALITY>2
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#define ULTRA_SHADOWS_ON
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#endif // SUN_QUALITY>2
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#ifdef ULTRA_SHADOWS_ON
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#define USE_ULTRA_SHADOWS
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#endif
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#include "shadow.h"
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uniform float3 view_shadow_proj;
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#ifdef USE_SUNFILTER
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#ifdef MSAA_OPTIMIZATION
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float4 main ( v2p_volume I, uint iSample : SV_SAMPLEINDEX ) : SV_Target
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#else
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float4 main ( v2p_volume I ) : SV_Target
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#endif
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{
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gbuffer_data gbd = gbuffer_load_data( GLD_P(I.tc, I.hpos, ISAMPLE) );
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float4 _P = float4( gbd.P, 1.0);
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float4 PS = mul( m_shadow, _P );
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float s = shadowtest_sun( PS, I.tcJ ) * sunmask( _P );
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return s;
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}
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#else
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#ifdef MSAA_OPTIMIZATION
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float4 main ( v2p_volume I, uint iSample : SV_SAMPLEINDEX ) : SV_Target
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#else
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float4 main ( v2p_volume I ) : SV_Target
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#endif
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{
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gbuffer_data gbd = gbuffer_load_data( GLD_P(I.tc.xy/I.tc.w, I.hpos, ISAMPLE) );
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float4 _P = float4( gbd.P, gbd.mtl );
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float4 _N = float4( gbd.N, gbd.hemi );
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float4 _C = float4( gbd.C, gbd.gloss );
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// ----- light-model
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float m = xmaterial;
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#ifndef USE_R2_STATIC_SUN
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m = _P.w;
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#endif
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float4 light = plight_infinity ( m, _P, _N, _C, Ldynamic_dir );
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// ----- shadow
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float4 P4 = float4( _P.x, _P.y, _P.z, 1.0);
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float4 PS = mul( m_shadow, P4 );
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float s = sunmask( P4 );
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s *= shadow( PS );
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// Far edge fading code
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float2 tc_f = (PS.xy/PS.w)-float2(0.5,0.5);
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// Fade only fron edges
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tc_f *= step( -dot( tc_f, view_shadow_proj.xy ), 0 );
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tc_f = abs( tc_f );
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float border = 0.4;
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float fac_x = 1.0-saturate( ( tc_f.x - border )/(0.5-border));
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float fac_y = 1.0-saturate( ( tc_f.y - border )/(0.5-border));
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s += ((1.0-s)*(1.0-fac_x*fac_y));
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//\ Far edge fading code
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float3 result = SRGBToLinear(s);
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result *= light * SRGBToLinear(Ldynamic_color.rgb);
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return blend( float4(result, 0), I.tc );
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}
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#endif
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