Divergent/mods/Enhanced Shaders Color Grading/gamedata/shaders/r3/accum_sun_far.ps

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