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SSS 18.1 -> 21 update existing shaders
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41 files changed

+333
-313
lines changed

res/gamedata/shaders/r5/accum_base.ps

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res/gamedata/shaders/r5/accum_volumetric.s

Lines changed: 2 additions & 8 deletions
Original file line numberDiff line numberDiff line change
@@ -3,19 +3,13 @@ function normal (shader, t_base, t_second, t_detail)
33
: fog (false)
44
: zb (true,false)
55
: blend (true,blend.one,blend.one)
6-
-- : aref (true,0)
76
: sorting (2, false)
8-
-- TODO: Implement sampler states
9-
-- shader:sampler ("s_lmap") :texture (t_base): clamp()
10-
-- shader:sampler ("s_smap") :texture ("null")
11-
-- shader:sampler ("s_noise") :texture("fx\\fx_noise") : f_linear ()
127

138
shader:dx10texture ("s_lmap", t_base)
149
shader:dx10texture ("s_smap", "null")
15-
shader:dx10texture ("s_noise", "fx\\fx_noise")
10+
shader:dx10texture ("s_position", "$user$position")
1611

1712
shader:dx10sampler ("smp_rtlinear")
18-
shader:dx10sampler ("smp_linear")
19-
-- shader:dx10sampler ("smp_jitter")
2013
shader:dx10sampler ("smp_smap")
14+
shader:dx10sampler ("smp_jitter")
2115
end

res/gamedata/shaders/r5/accum_volumetric.vs

Lines changed: 5 additions & 7 deletions
Original file line numberDiff line numberDiff line change
@@ -12,27 +12,25 @@ struct v2p
1212
float3 lightToPos : TEXCOORD0; // light center to plane vector
1313
float3 vPos : TEXCOORD1; // position in camera space
1414
float fDensity : TEXCOORD2; // plane density alon Z axis
15-
// float2 tNoise : TEXCOORD3; // projective noise
1615
float3 clip0 : SV_ClipDistance0;
1716
float3 clip1 : SV_ClipDistance1;
1817
float4 hpos : SV_Position;
1918
};
2019

20+
//float4x4 m_texgen;
21+
2122
v2p main ( float3 P : POSITION )
2223
{
2324
v2p o;
2425
float4 vPos;
2526
vPos.xyz = lerp( vMinBounds, vMaxBounds, P); // Position in camera space
26-
vPos.w = 1;
27-
o.hpos = mul (m_P, vPos); // xform, input in camera coordinates
27+
vPos.w = 1.0;
28+
o.hpos = mul(m_P, vPos); // xform, input in camera coordinates
2829

2930
o.lightToPos = vPos.xyz - Ldynamic_pos.xyz;
3031
o.vPos = vPos;
3132

32-
// o.fDensity = (vMaxBounds.z-vMinBounds.z)/2000.0h;
33-
// o.fDensity = (vMaxBounds.z-vMinBounds.z)/2000.0h*2;
34-
o.fDensity = 1.0h/40.0h;
35-
// o.fDensity = 1.0h/20.0h;
33+
o.fDensity = 1.0 / 40.0;
3634

3735
for (int i=0; i<3; ++i)
3836
{

res/gamedata/shaders/r5/accum_volumetric_nomsaa.s

Lines changed: 2 additions & 8 deletions
Original file line numberDiff line numberDiff line change
@@ -3,19 +3,13 @@ function normal (shader, t_base, t_second, t_detail)
33
: fog (false)
44
: zb (true,false)
55
: blend (true,blend.one,blend.one)
6-
-- : aref (true,0)
76
: sorting (2, false)
8-
-- TODO: Implement sampler states
9-
-- shader:sampler ("s_lmap") :texture (t_base): clamp()
10-
-- shader:sampler ("s_smap") :texture ("null")
11-
-- shader:sampler ("s_noise") :texture("fx\\fx_noise") : f_linear ()
127

138
shader:dx10texture ("s_lmap", t_base)
149
shader:dx10texture ("s_smap", "null")
15-
shader:dx10texture ("s_noise", "fx\\fx_noise")
10+
shader:dx10texture ("s_position", "$user$position")
1611

1712
shader:dx10sampler ("smp_rtlinear")
18-
shader:dx10sampler ("smp_linear")
19-
-- shader:dx10sampler ("smp_jitter")
2013
shader:dx10sampler ("smp_smap")
14+
shader:dx10sampler ("smp_jitter")
2115
end
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res/gamedata/shaders/r5/check_screenspace.h

Lines changed: 6 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -7,4 +7,9 @@
77
#include "check_screenspace_IL.h"
88
#include "check_screenspace_FLORA.h"
99
#include "check_screenspace_INTER_GRASS.h"
10-
#include "check_screenspace_NEWGLOSS.h"
10+
#include "check_screenspace_NEWGLOSS.h"
11+
#include "check_screenspace_WIND.h"
12+
#include "check_screenspace_SHADOWS.h"
13+
#include "check_screenspace_SSS.h"
14+
#include "check_screenspace_LUT.h"
15+
#include "check_screenspace_PUDDLES.h"

res/gamedata/shaders/r5/combine_1.ps

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