89 lines
1.9 KiB
PostScript
89 lines
1.9 KiB
PostScript
|
#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
|
||
|
|
||
|
#define SLB_SHADOW_SUN_NEAR
|
||
|
#include "shadow.h"
|
||
|
|
||
|
// Check Screen Space Shaders modules & addons
|
||
|
#include "check_screenspace.h"
|
||
|
|
||
|
#ifdef SSFX_SSS
|
||
|
#include "screenspace_shadows.h"
|
||
|
#endif
|
||
|
|
||
|
#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
|
||
|
// SHADOWS FIXES - SSS Update 19
|
||
|
// Normal Offset for biasing
|
||
|
float3 NormalOffset = 0;
|
||
|
#ifdef SSFX_SHADOWS
|
||
|
// NormalOffset = _N * ssfx_shadow_bias.y;
|
||
|
#endif
|
||
|
|
||
|
float4 P4 = float4( _P.xyz + NormalOffset, 1.0);
|
||
|
float4 PS = mul( m_shadow, P4 );
|
||
|
float s = sunmask( P4 );
|
||
|
s *= shadow( PS, I.hpos.xy );
|
||
|
|
||
|
#ifdef SSFX_SSS
|
||
|
s *= SSFX_ScreenSpaceShadows(_P, I.hpos, ISAMPLE);
|
||
|
#endif
|
||
|
|
||
|
#ifdef SSFX_ENHANCED_SHADERS // We have Enhanced Shaders installed
|
||
|
return float4( SRGBToLinear(Ldynamic_color.rgb * s.xxx),1) * light;
|
||
|
#else
|
||
|
return float4( Ldynamic_color * light * s);
|
||
|
#endif
|
||
|
|
||
|
}
|
||
|
#endif
|