Divergent/mods/Screen Space Shaders/gamedata/shaders/r3/accum_omni_unshadowed.ps

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2024-03-17 20:18:03 -04:00
#include "common.h"
#include "lmodel.h"
// Check Screen Space Shaders modules & addons
#include "check_screenspace.h"
// TODO: DX10: Move to Load
#ifdef MSAA_OPTIMIZATION
float4 main ( float4 tc:TEXCOORD0, float4 pos2d : SV_Position, uint iSample : SV_SAMPLEINDEX ) : SV_Target
#else
float4 main ( float4 tc:TEXCOORD0, float4 pos2d : SV_Position ) : SV_Target
#endif
{
const float bias_mul = 0.999f;
// Sample the fat framebuffer:
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 );
float4 _C = float4( gbd.C, gbd.gloss );
float m = xmaterial ;
#ifndef USE_R2_STATIC_SUN
m = _P.w;
#endif
// FLORA FIXES & IMPROVEMENTS - SSS Update 14.2
// Fix Flora ilumination ( Align normal to light )
if(abs(m - MAT_FLORA) <= 0.05)
{
_N.rgb = -normalize(_P - Ldynamic_pos.xyz);
_C.w *= 0.3f;
}
float rsqr;
float4 light = plight_local( m, _P, _N, _C, Ldynamic_pos, Ldynamic_pos.w, rsqr );
#ifdef SSFX_ENHANCED_SHADERS
return float4(float4( SRGBToLinear(Ldynamic_color.rgb),1) * light);
#else
return float4(Ldynamic_color * light);
#endif
}