38 lines
1013 B
PostScript
38 lines
1013 B
PostScript
#include "common.h"
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#include "lmodel.h"
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#include "shadow.h"
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#ifdef MSAA_OPTIMIZATION
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float4 main(p_aa_AA_sun I, float4 pos2d : SV_Position, uint iSample : SV_SAMPLEINDEX ) : SV_Target
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#else
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float4 main(p_aa_AA_sun I, float4 pos2d : SV_Position ) : SV_Target
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#endif
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{
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gbuffer_data gbd = gbuffer_load_data(GLD_P(I.tc, 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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// ----- light-model
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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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float4 light = plight_infinity(m, _P, _N, _C, Ldynamic_dir );
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// ----- shadow
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float4 s_sum;
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s_sum.x = s_smap.Sample(smp_nofilter, I.LT).x;
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s_sum.y = s_smap.Sample(smp_nofilter, I.RT).y;
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s_sum.z = s_smap.Sample(smp_nofilter, I.LB).z;
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s_sum.w = s_smap.Sample(smp_nofilter, I.RB).w;
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float s = ((s_sum.x+s_sum.y)+(s_sum.z+s_sum.w))*(1.h/4.h);
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float3 result = SRGBToLinear(s);
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result *= light * SRGBToLinear(Ldynamic_color.rgb);
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return float4(result, 0);
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}
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