Various Changes; Updated and Added Mods
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#include "common.h"
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#include "lmodel.h"
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#include "shadow.h"
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// Check Screen Space Shaders modules & addons
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#include "check_screenspace.h"
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//////////////////////////////////////////////////////////////////////////////////////////
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// This is the basic primitive used by convex, volumetric lights
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// for example spot-lights, one face of the omni lights, etc.
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//////////////////////////////////////////////////////////////////////////////////////////
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// following options are available to configure compilation:
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// USE_LMAP
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// USE_LMAPXFORM
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// USE_SHADOW
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//////////////////////////////////////////////////////////////////////////////////////////
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float4 m_lmap[2];
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#ifdef MSAA_OPTIMIZATION
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float4 main(p_volume I, float4 pos2d : SV_Position, uint iSample : SV_SAMPLEINDEX ) : SV_Target
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#else
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float4 main(p_volume I, float4 pos2d : SV_Position ) : SV_Target
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#endif
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{
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float2 tcProj = I.tc.xy / I.tc.w;
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gbuffer_data gbd = gbuffer_load_data(GLD_P(tcProj, 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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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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// FLORA FIXES & IMPROVEMENTS - SSS Update 14.2
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// Fix Flora ilumination ( Align normal to light )
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#ifdef SSFX_FLORAFIX
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if(abs(m - MAT_FLORA) <= 0.05)
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{
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_N.rgb = -normalize(_P - Ldynamic_pos.xyz);
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_C.w *= 0.3f;
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}
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#endif
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// ----- light-model
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float rsqr;
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float4 light = plight_local(m, _P, _N, _C, Ldynamic_pos, Ldynamic_pos.w, rsqr );
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// ----- shadow
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float3 Offset = 0;
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#ifdef SSFX_SHADOWS
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// Biasing ( Use the nDotL from plight_local... )
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float bias_int = (1.0 - saturate(dot(_N, -normalize(_P - Ldynamic_pos.xyz)))) * rsqr * Ldynamic_pos.w;
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Offset = _N * (0.025f + bias_int * ssfx_shadow_bias.x) * (1536.0/float(SMAP_size));
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#endif
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float4 P4 = float4(_P.xyz + Offset, 1);
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float4 PS = mul(m_shadow, P4 );
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float s = 1.h;
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#ifdef USE_SHADOW
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s = shadow( PS, pos2d.xy );
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#endif
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// ----- lightmap
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float4 lightmap= 1.h;
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#ifdef USE_LMAP
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#ifdef USE_LMAPXFORM
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PS.x = dot(P4, m_lmap[0] );
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PS.y = dot(P4, m_lmap[1] );
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#endif
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// Can use linear with mip point
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lightmap = s_lmap.SampleLevel(smp_rtlinear, PS.xy / PS.w, 0 );
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#endif
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#ifdef SSFX_ENHANCED_SHADERS
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return float4(SRGBToLinear(Ldynamic_color.rgb * lightmap.rgb * s.xxx),1) * light;
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#else
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return float4( Ldynamic_color * light * s * lightmap);
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#endif
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}
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