#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