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--[[ | ||
function printf(fmt,...) | ||
log(string.format(fmt,unpack(arg))) | ||
end | ||
]]-- | ||
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--[[ | ||
t_point_att = "internal\\internal_light_attpoint" | ||
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function r1_lspot (shader, t_base, vs, aref) | ||
shader:begin (vs,"add_spot") | ||
: fog (false) | ||
: zb (true,false) | ||
: blend (true,blend.one,blend.one) | ||
: aref (true,aref or 0) | ||
shader:sampler ("s_base") :texture (t_base) | ||
shader:sampler ("s_lmap") :texture ("internal\\internal_light_att") | ||
: clamp () | ||
: f_linear () | ||
: project (true) | ||
shader:sampler ("s_att") :texture ("internal\\internal_light_attclip") | ||
: clamp () | ||
: f_linear () | ||
end | ||
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function r1_lpoint (shader, t_base, vs, aref) | ||
shader:begin (vs,"add_point") | ||
: fog (false) | ||
: zb (true,false) | ||
: blend (true,blend.one,blend.one) | ||
: aref (true,aref or 0) | ||
shader:sampler ("s_base") :texture (t_base) | ||
shader:sampler ("s_lmap") :texture (t_point_att) | ||
: clamp () | ||
: f_linear () | ||
shader:sampler ("s_att") :texture (t_point_att) | ||
: clamp () | ||
: f_linear () | ||
end | ||
]]-- |
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#include "common.h" | ||
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out gl_PerVertex { vec4 gl_Position; }; | ||
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layout(location = POSITION) in float4 P; | ||
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void main () | ||
{ | ||
gl_Position = mul ( m_WVP, P ); | ||
} |
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#include "common.h" | ||
#include "iostructs\v_volume.h" | ||
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////////////////////////////////////////////////////////////////////////////////////////// | ||
uniform float4x4 m_texgen; | ||
#ifdef USE_SJITTER | ||
uniform float4x4 m_texgen_J; | ||
#endif | ||
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////////////////////////////////////////////////////////////////////////////////////////// | ||
// Vertex | ||
v2p_volume _main ( float4 P ) | ||
{ | ||
v2p_volume O; | ||
O.hpos = mul( m_WVP, P ); | ||
O.tc = mul( m_texgen, P ); | ||
#ifdef USE_SJITTER | ||
O.tcJ = mul( m_texgen_J, P ); | ||
#endif | ||
return O; | ||
} |
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#include "common.h" | ||
#include "iostructs\v_volume.h" | ||
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////////////////////////////////////////////////////////////////////////////////////////// | ||
uniform float4x4 m_texgen; | ||
#ifdef USE_SJITTER | ||
uniform float4x4 m_texgen_J; | ||
#endif | ||
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////////////////////////////////////////////////////////////////////////////////////////// | ||
// Vertex | ||
v2p_volume _main ( float4 P ) | ||
{ | ||
v2p_volume O; | ||
O.hpos = mul( m_WVP, P ); | ||
O.tc = mul( m_texgen, P ); | ||
#ifdef USE_SJITTER | ||
O.tcJ = mul( m_texgen_J, P ); | ||
#endif | ||
return O; | ||
} |
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function normal (shader, t_base, t_second, t_detail) | ||
shader:begin ("accum_volumetric", "accum_volumetric") | ||
: fog (false) | ||
: zb (true,false) | ||
: blend (true,blend.one,blend.one) | ||
-- : aref (true,0) | ||
: sorting (2, false) | ||
shader:sampler ("s_lmap") :texture (t_base): clamp() | ||
shader:sampler ("s_dmap") :texture ("$user$smap_depth") | ||
shader:sampler ("s_smap") :texture ("$user$smap_depth") : comp_less () | ||
shader:sampler ("s_noise") :texture ("fx\\fx_noise") : f_linear () | ||
end |
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#include "common.h" | ||
#include "iostructs\v_volumetric.h" | ||
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//cbuffer VolumetricLights | ||
//{ | ||
uniform float3 vMinBounds; | ||
uniform float3 vMaxBounds; | ||
uniform float4 FrustumClipPlane[6]; | ||
//} | ||
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v2p _main ( float3 P ) | ||
{ | ||
v2p o; | ||
float4 vPos; | ||
vPos.xyz = lerp( vMinBounds, vMaxBounds, P); // Position in camera space | ||
vPos.w = 1; | ||
o.hpos = mul (m_P, vPos); // xform, input in camera coordinates | ||
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o.lightToPos = vPos.xyz - Ldynamic_pos.xyz; | ||
o.vPos = vPos.xyz; | ||
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// o.fDensity = (vMaxBounds.z-vMinBounds.z)/2000.0f; | ||
// o.fDensity = (vMaxBounds.z-vMinBounds.z)/2000.0f*2; | ||
o.fDensity = 1.0f/40.0f; | ||
// o.fDensity = 1.0f/20.0f; | ||
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for (int i=0; i<3; ++i) | ||
{ | ||
o.clip0[i] = dot( o.hpos, FrustumClipPlane[i]); | ||
o.clip1[i] = dot( o.hpos, FrustumClipPlane[i+3]); | ||
} | ||
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return o; | ||
} |
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function normal (shader, t_base, t_second, t_detail) | ||
shader:begin ("accum_volumetric", "accum_volumetric") | ||
: fog (false) | ||
: zb (true,false) | ||
: blend (true,blend.one,blend.one) | ||
-- : aref (true,0) | ||
: sorting (2, false) | ||
shader:sampler ("s_lmap") :texture (t_base): clamp() | ||
shader:sampler ("s_dmap") :texture ("$user$smap_depth") | ||
shader:sampler ("s_smap") :texture ("$user$smap_depth") : comp_less () | ||
shader:sampler ("s_noise") :texture ("fx\\fx_noise") : f_linear () | ||
end |
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#include "accum_volumetric.vs" |
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function normal (shader, t_base, t_second, t_detail) | ||
shader:begin ("stub_notransform_2uv", "accum_volumetric_sun_normal") | ||
: fog (false) | ||
: zb (false,false) | ||
: blend (true,blend.one,blend.one) | ||
: sorting (2, false) | ||
-- TODO: DX10: Implement for near and far phase. | ||
shader:sampler ("s_dmap") :texture ("$user$smap_depth") | ||
shader:sampler ("s_smap") :texture ("$user$smap_depth") : comp_less () | ||
shader:sampler ("s_position") :texture ("$user$position") | ||
shader:sampler ("jitter0") :texture ("$user$jitter_0") : f_none () | ||
end |
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function normal (shader, t_base, t_second, t_detail) | ||
shader:begin ("accum_sun", "accum_volumetric_sun_minmax") | ||
: fog (false) | ||
: zb (false,false) | ||
: blend (true,blend.one,blend.one) | ||
: sorting (2, false) | ||
-- TODO: DX10: Implement for near and far phase. | ||
shader:sampler ("s_dmap") :texture ("$user$smap_depth") | ||
shader:sampler ("s_smap") :texture ("$user$smap_depth") : comp_less () | ||
shader:sampler ("s_position") :texture ("$user$position") | ||
shader:sampler ("jitter0") :texture ("$user$jitter_0") : f_none () | ||
end |
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function normal (shader, t_base, t_second, t_detail) | ||
shader:begin ("accum_sun", "accum_volumetric_sun_msaa0") | ||
: fog (false) | ||
: zb (false,false) | ||
: blend (true,blend.one,blend.one) | ||
: sorting (2, false) | ||
-- TODO: DX10: Implement for near and far phase. | ||
shader:sampler ("s_dmap") :texture ("$user$smap_depth") | ||
shader:sampler ("s_smap") :texture ("$user$smap_depth") : comp_less () | ||
shader:sampler ("s_position") :texture ("$user$position") | ||
shader:sampler ("jitter0") :texture ("$user$jitter_0") : f_none () | ||
end |
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function normal (shader, t_base, t_second, t_detail) | ||
shader:begin ("accum_sun", "accum_volumetric_sun_msaa1") | ||
: fog (false) | ||
: zb (false,false) | ||
: blend (true,blend.one,blend.one) | ||
: sorting (2, false) | ||
-- TODO: DX10: Implement for near and far phase. | ||
shader:sampler ("s_dmap") :texture ("$user$smap_depth") | ||
shader:sampler ("s_smap") :texture ("$user$smap_depth") : comp_less () | ||
shader:sampler ("s_position") :texture ("$user$position") | ||
shader:sampler ("jitter0") :texture ("$user$jitter_0") : f_none () | ||
end |
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function normal (shader, t_base, t_second, t_detail) | ||
shader:begin ("accum_sun", "accum_volumetric_sun_msaa2") | ||
: fog (false) | ||
: zb (false,false) | ||
: blend (true,blend.one,blend.one) | ||
: sorting (2, false) | ||
-- TODO: DX10: Implement for near and far phase. | ||
shader:sampler ("s_dmap") :texture ("$user$smap_depth") | ||
shader:sampler ("s_smap") :texture ("$user$smap_depth") : comp_less () | ||
shader:sampler ("s_position") :texture ("$user$position") | ||
shader:sampler ("jitter0") :texture ("$user$jitter_0") : f_none () | ||
end |
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function normal (shader, t_base, t_second, t_detail) | ||
shader:begin ("accum_sun", "accum_volumetric_sun_msaa3") | ||
: fog (false) | ||
: zb (false,false) | ||
: blend (true,blend.one,blend.one) | ||
: sorting (2, false) | ||
-- TODO: DX10: Implement for near and far phase. | ||
shader:sampler ("s_dmap") :texture ("$user$smap_depth") | ||
shader:sampler ("s_smap") :texture ("$user$smap_depth") : comp_less () | ||
shader:sampler ("s_position") :texture ("$user$position") | ||
shader:sampler ("jitter0") :texture ("$user$jitter_0") : f_none () | ||
end |
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function normal (shader, t_base, t_second, t_detail) | ||
shader:begin ("accum_sun", "accum_volumetric_sun_msaa4") | ||
: fog (false) | ||
: zb (false,false) | ||
: blend (true,blend.one,blend.one) | ||
: sorting (2, false) | ||
-- TODO: DX10: Implement for near and far phase. | ||
shader:sampler ("s_dmap") :texture ("$user$smap_depth") | ||
shader:sampler ("s_smap") :texture ("$user$smap_depth") : comp_less () | ||
shader:sampler ("s_position") :texture ("$user$position") | ||
shader:sampler ("jitter0") :texture ("$user$jitter_0") : f_none () | ||
end |
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function normal (shader, t_base, t_second, t_detail) | ||
shader:begin ("accum_sun", "accum_volumetric_sun_msaa5") | ||
: fog (false) | ||
: zb (false,false) | ||
: blend (true,blend.one,blend.one) | ||
: sorting (2, false) | ||
-- TODO: DX10: Implement for near and far phase. | ||
shader:sampler ("s_dmap") :texture ("$user$smap_depth") | ||
shader:sampler ("s_smap") :texture ("$user$smap_depth") : comp_less () | ||
shader:sampler ("s_position") :texture ("$user$position") | ||
shader:sampler ("jitter0") :texture ("$user$jitter_0") : f_none () | ||
end |
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function normal (shader, t_base, t_second, t_detail) | ||
shader:begin ("accum_sun", "accum_volumetric_sun_msaa6") | ||
: fog (false) | ||
: zb (false,false) | ||
: blend (true,blend.one,blend.one) | ||
: sorting (2, false) | ||
-- TODO: DX10: Implement for near and far phase. | ||
shader:sampler ("s_dmap") :texture ("$user$smap_depth") | ||
shader:sampler ("s_smap") :texture ("$user$smap_depth") : comp_less () | ||
shader:sampler ("s_position") :texture ("$user$position") | ||
shader:sampler ("jitter0") :texture ("$user$jitter_0") : f_none () | ||
end |
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function normal (shader, t_base, t_second, t_detail) | ||
shader:begin ("accum_sun", "accum_volumetric_sun_msaa7") | ||
: fog (false) | ||
: zb (false,false) | ||
: blend (true,blend.one,blend.one) | ||
: sorting (2, false) | ||
-- TODO: DX10: Implement for near and far phase. | ||
shader:sampler ("s_dmap") :texture ("$user$smap_depth") | ||
shader:sampler ("s_smap") :texture ("$user$smap_depth") : comp_less () | ||
shader:sampler ("s_position") :texture ("$user$position") | ||
shader:sampler ("jitter0") :texture ("$user$jitter_0") : f_none () | ||
end |
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function normal (shader, t_base, t_second, t_detail) | ||
shader:begin ("accum_sun", "accum_volumetric_sun_nomsaa") | ||
: fog (false) | ||
: zb (false,false) | ||
: blend (true,blend.one,blend.one) | ||
: sorting (2, false) | ||
-- TODO: DX10: Implement for near and far phase. | ||
shader:sampler ("s_dmap") :texture ("$user$smap_depth") | ||
shader:sampler ("s_smap") :texture ("$user$smap_depth") : comp_less () | ||
shader:sampler ("s_smap_minmax") :texture ("$user$smap_depth_minmax") | ||
shader:sampler ("s_position") :texture ("$user$position") | ||
shader:sampler ("jitter0") :texture ("$user$jitter_0") : f_none () | ||
end |
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13
res/gamedata/shaders/gl/accum_volumetric_sun_nomsaa_minmax.s
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function normal (shader, t_base, t_second, t_detail) | ||
shader:begin ("accum_sun", "accum_volumetric_sun_minmax") | ||
: fog (false) | ||
: zb (false,false) | ||
: blend (true,blend.one,blend.one) | ||
: sorting (2, false) | ||
-- TODO: DX10: Implement for near and far phase. | ||
shader:sampler ("s_dmap") :texture ("$user$smap_depth") | ||
shader:sampler ("s_smap") :texture ("$user$smap_depth") : comp_less () | ||
shader:sampler ("s_smap_minmax") :texture ("$user$smap_depth_minmax") | ||
shader:sampler ("s_position") :texture ("$user$position") | ||
shader:sampler ("jitter0") :texture ("$user$jitter_0") : f_none () | ||
end |
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function normal (shader, t_base, t_second, t_detail) | ||
shader:begin ("clouds","clouds") | ||
: fog (false) | ||
-- TODO: DX10: Check if this is ok. | ||
-- : zb (true,false) | ||
: zb (false,false) | ||
: sorting (3, true) | ||
: blend (true, blend.srcalpha,blend.invsrcalpha) | ||
shader:sampler ("s_clouds0") :texture ("null") : wrap() : f_anisotropic() | ||
shader:sampler ("s_clouds1") :texture ("null") : wrap() : f_anisotropic() | ||
shader:sampler ("s_tonemap") :texture ("$user$tonemap") | ||
end |
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#include "common.h" | ||
#include "shared\cloudconfig.h" | ||
#include "iostructs\v_clouds.h" | ||
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vf _main (vi v) | ||
{ | ||
vf o; | ||
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o.hpos = mul (m_WVP, v.p); // xform, input in world coords | ||
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// if (length(float3(v.p.x,0,v.p.z))>CLOUD_FADE) o.color.w = 0 ; | ||
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// generate tcs | ||
float2 d0 = v.dir.xy*2-1; | ||
float2 d1 = v.dir.wz*2-1; | ||
float2 _0 = v.p.xz * CLOUD_TILE0 + d0*timers.z*CLOUD_SPEED0; | ||
float2 _1 = v.p.xz * CLOUD_TILE1 + d1*timers.z*CLOUD_SPEED1; | ||
o.tc0 = _0; // copy tc | ||
o.tc1 = _1; // copy tc | ||
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o.color = v.color ; // copy color, low precision, cannot prescale even by 2 | ||
o.color.w *= pow (v.p.y,25); | ||
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// float scale = tex2Dlod (s_tonemap,float4(.5,.5,.5,.5)).x ; | ||
// float scale = s_tonemap.Load( int3(0,0,0) ).x; | ||
// float scale = s_tonemap.Load( int3(1,1,0) ).x; | ||
float scale = texelFetch( s_tonemap, int2(0,0), 0 ).x; | ||
o.color.rgb *= scale ; // high precision | ||
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return o; | ||
} |
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#include "common.h" | ||
#include "iostructs\v_combine.h" | ||
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////////////////////////////////////////////////////////////////////////////////////////// | ||
// Vertex | ||
v2p _main ( _in I ) | ||
{ | ||
v2p O; | ||
O.hpos = float4 (I.P.x, -I.P.y, 0, 1); | ||
float scale = texelFetch(s_tonemap,int2(0,0),0).x; | ||
O.tc0 = float4 (I.P.zw, scale, scale); | ||
O.tcJ = I.tcJ; | ||
return O; | ||
} |
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