Divergent/mods/Enhanced Shaders Color Grading/gamedata/shaders/r3/accum_sun.ps

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PostScript

#include "common.h"
#include "lmodel.h"
#include "shadow.h"
#ifdef MSAA_OPTIMIZATION
float4 main(p_aa_AA_sun I, float4 pos2d : SV_Position, uint iSample : SV_SAMPLEINDEX ) : SV_Target
#else
float4 main(p_aa_AA_sun I, float4 pos2d : SV_Position ) : SV_Target
#endif
{
gbuffer_data gbd = gbuffer_load_data(GLD_P(I.tc, pos2d, 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
float4 s_sum;
s_sum.x = s_smap.Sample(smp_nofilter, I.LT).x;
s_sum.y = s_smap.Sample(smp_nofilter, I.RT).y;
s_sum.z = s_smap.Sample(smp_nofilter, I.LB).z;
s_sum.w = s_smap.Sample(smp_nofilter, I.RB).w;
float s = ((s_sum.x+s_sum.y)+(s_sum.z+s_sum.w))*(1.h/4.h);
float3 result = SRGBToLinear(s);
result *= light * SRGBToLinear(Ldynamic_color.rgb);
return float4(result, 0);
}