Various Changes; Updated and Added Mods
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#include "common.h"
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#include "lmodel.h"
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#ifdef USE_MINMAX_SM
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#define SM_MINMAX
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#endif
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#if SUN_QUALITY>2
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#define ULTRA_SHADOWS_ON
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#endif // SUN_QUALITY>2
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#ifdef ULTRA_SHADOWS_ON
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#define USE_ULTRA_SHADOWS
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#endif
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#define SLB_SHADOW_SUN_NEAR
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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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#ifdef SSFX_SSS
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#include "screenspace_shadows.h"
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#endif
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#ifdef USE_SUNFILTER
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#ifdef MSAA_OPTIMIZATION
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float4 main ( v2p_volume I, uint iSample : SV_SAMPLEINDEX ) : SV_Target
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#else
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float4 main ( v2p_volume I ) : 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, I.hpos, ISAMPLE) );
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float4 _P = float4( gbd.P, 1.0);
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float4 PS = mul( m_shadow, _P );
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float s = shadowtest_sun( PS, I.tcJ ) * sunmask( _P );
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return s;
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}
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#else
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#ifdef MSAA_OPTIMIZATION
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float4 main ( v2p_volume I, uint iSample : SV_SAMPLEINDEX ) : SV_Target
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#else
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float4 main ( v2p_volume I ) : 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.xy/I.tc.w, I.hpos, 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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// SHADOWS FIXES - SSS Update 19
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// Normal Offset for biasing
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float3 NormalOffset = 0;
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#ifdef SSFX_SHADOWS
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// NormalOffset = _N * ssfx_shadow_bias.y;
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#endif
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float4 P4 = float4( _P.xyz + NormalOffset, 1.0);
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float4 PS = mul( m_shadow, P4 );
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float s = sunmask( P4 );
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s *= shadow( PS, I.hpos.xy );
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#ifdef SSFX_SSS
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s *= SSFX_ScreenSpaceShadows(_P, I.hpos, ISAMPLE);
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#endif
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#ifdef SSFX_ENHANCED_SHADERS // We have Enhanced Shaders installed
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return float4( SRGBToLinear(Ldynamic_color.rgb * s.xxx),1) * light;
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#else
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return float4( Ldynamic_color * light * s);
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#endif
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}
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#endif
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