46 lines
1.2 KiB
PostScript
46 lines
1.2 KiB
PostScript
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#include "common.h"
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#include "lmodel.h"
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// Check Screen Space Shaders modules & addons
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#include "check_screenspace.h"
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// TODO: DX10: Move to Load
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#ifdef MSAA_OPTIMIZATION
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float4 main ( float4 tc:TEXCOORD0, float4 pos2d : SV_Position, uint iSample : SV_SAMPLEINDEX ) : SV_Target
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#else
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float4 main ( float4 tc:TEXCOORD0, float4 pos2d : SV_Position ) : SV_Target
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#endif
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{
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const float bias_mul = 0.999f;
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// Sample the fat framebuffer:
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float2 tcProj = tc.xy / tc.w;
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gbuffer_data gbd = gbuffer_load_data( GLD_P(tcProj, pos2d, 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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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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// FLORA FIXES & IMPROVEMENTS - SSS Update 14.2
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// Fix Flora ilumination ( Align normal to light )
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if(abs(m - MAT_FLORA) <= 0.05)
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{
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_N.rgb = -normalize(_P - Ldynamic_pos.xyz);
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_C.w *= 0.3f;
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}
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float rsqr;
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float4 light = plight_local( m, _P, _N, _C, Ldynamic_pos, Ldynamic_pos.w, rsqr );
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#ifdef SSFX_ENHANCED_SHADERS
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return float4(float4( SRGBToLinear(Ldynamic_color.rgb),1) * light);
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#else
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return float4(Ldynamic_color * light);
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#endif
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}
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