#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 }