mirror of
https://github.com/jmarshall23/Doom3MegaTexture.git
synced 2026-08-12 08:00:58 +02:00
Initial commit.
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numlayers 2
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layer_0
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{
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albedo megagen/test/dirt_albedo.tga
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mask megagen/white.tga
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}
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layer_1
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{
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albedo megagen/test/stones_albedo.tga
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mask megagen/test_box/mountain_layer.tga
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}
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After Width: | Height: | Size: 3.0 MiB |
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/*
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===========================================================================
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IcedTech GPL Source Code
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Copyright (C) 2019 Real Vector Math Studios(Justin Marshall).
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This file is part of the IcedTech GPL Source Code ("IcedTech GPL Source Code").
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IcedTech GPL Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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IcedTech GPL Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with IcedTech GPL Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the IcedTech GPL Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the IcedTech GPL Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#include "global.inc"
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uniform sampler2D samp0 : register(s0);
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uniform sampler2D samp1 : register(s1);
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uniform sampler2D samp2 : register(s2);
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uniform sampler2D samp3 : register(s3);
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uniform sampler2D samp4 : register(s4);
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uniform sampler2D samp5 : register(s5);
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uniform sampler2D samp6 : register(s6);
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uniform sampler2D samp7 : register(s7);
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struct PS_IN {
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float4 position : VPOS;
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float2 texcoord0 : TEXCOORD0;
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float2 texcoord1 : TEXCOORD1;
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float2 texcoord2 : TEXCOORD2;
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float2 texcoord3 : TEXCOORD3;
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float2 texcoord4 : TEXCOORD4;
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float2 texcoord5 : TEXCOORD5;
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float2 texcoord6 : TEXCOORD6;
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float4 texcoord7 : TEXCOORD7;
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};
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struct PS_OUT {
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float4 color : COLOR;
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};
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void main( PS_IN fragment, out PS_OUT result ) {
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float4 mask1, mask2;
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float4 invMask1, invMask2;
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float4 combined;
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float2 scaled;
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float4 R2;
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mask1.x = tex2D(samp0, fragment.texcoord0.xy).x;
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mask1.y = tex2D(samp0, fragment.texcoord1.xy).x;
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mask1.z = tex2D(samp0, fragment.texcoord2.xy).x;
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mask1.w = tex2D(samp0, fragment.texcoord3.xy).x;
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mask2.x = tex2D(samp0, fragment.texcoord4.xy).x;
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mask2.y = tex2D(samp0, fragment.texcoord5.xy).x;
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mask2.z = tex2D(samp0, fragment.texcoord6.xy).x;
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mask2.w = 1.0;
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invMask1 = 1 - mask1;
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invMask2 = 1 - mask2;
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combined = float4(0, 0, 0, 0);
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scaled = fragment.texcoord7.zw;
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// Sample the lowest quality first.
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R2 = tex2D(samp1, scaled.xy);
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R2.xyz = ConvertYCoCgToRGB(R2);
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scaled = scaled * 2;
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combined = combined * invMask1.x;
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combined = (R2 * mask1.x) + combined;
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R2 = tex2D(samp2, scaled.xy);
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R2.xyz = ConvertYCoCgToRGB(R2);
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scaled = scaled * 2;
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combined = combined * invMask1.y;
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combined = (R2 * mask1.y) + combined;
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R2 = tex2D(samp3, scaled.xy);
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R2.xyz = ConvertYCoCgToRGB(R2);
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scaled = scaled * 2;
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combined = combined * invMask1.z;
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combined = (R2 * mask1.z) + combined;
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R2 = tex2D(samp4, scaled.xy);
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R2.xyz = ConvertYCoCgToRGB(R2);
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scaled = scaled * 2;
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combined = combined * invMask1.w;
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combined = (R2 * mask1.w) + combined;
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R2 = tex2D(samp5, scaled.xy);
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R2.xyz = ConvertYCoCgToRGB(R2);
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scaled = scaled * 2;
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combined = combined * invMask2.x;
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combined = (R2 * mask2.x) + combined;
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R2 = tex2D(samp6, scaled.xy);
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R2.xyz = ConvertYCoCgToRGB(R2);
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scaled = scaled * 2;
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combined = combined * invMask2.y;
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combined = (R2 * mask2.y) + combined;
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//R2 = tex2D(samp7, scaled.xy);
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//R2.xyz = ConvertYCoCgToRGB(R2);
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//scaled = scaled * 2;
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//combined = combined * invMask2.z;
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//combined = (R2 * mask2.z) + combined;
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result.color = combined;
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}
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@@ -0,0 +1,70 @@
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/*
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===========================================================================
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IcedTech GPL Source Code
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Copyright (C) 2019 Real Vector Math Studios(Justin Marshall).
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This file is part of the IcedTech GPL Source Code ("IcedTech GPL Source Code").
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IcedTech GPL Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
|
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|
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IcedTech GPL Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
|
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You should have received a copy of the GNU General Public License
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along with IcedTech GPL Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the IcedTech GPL Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the IcedTech GPL Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#include "global.inc"
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struct VS_IN {
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float4 position : POSITION;
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float2 texcoord : TEXCOORD0;
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float4 normal : NORMAL;
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float4 tangent : TANGENT;
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float4 color : COLOR0;
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};
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struct VS_OUT {
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float4 position : POSITION;
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float2 texcoord0 : TEXCOORD0;
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float2 texcoord1 : TEXCOORD1;
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float2 texcoord2 : TEXCOORD2;
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float2 texcoord3 : TEXCOORD3;
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float2 texcoord4 : TEXCOORD4;
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float2 texcoord5 : TEXCOORD5;
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float2 texcoord6 : TEXCOORD6;
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float4 texcoord7 : TEXCOORD7;
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};
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void main( VS_IN vertex, out VS_OUT result ) {
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result.position.x = dot4( vertex.position, rpMVPmatrixX );
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result.position.y = dot4( vertex.position, rpMVPmatrixY );
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result.position.z = dot4( vertex.position, rpMVPmatrixZ );
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result.position.w = dot4( vertex.position, rpMVPmatrixW );
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// Megatexture masks, (texCoord * scale) + offset.
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result.texcoord0.xy = (vertex.texcoord * rpMegaTextureLevel0.w) + rpMegaTextureLevel0.xy;
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result.texcoord1.xy = (vertex.texcoord * rpMegaTextureLevel1.w) + rpMegaTextureLevel1.xy;
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result.texcoord2.xy = (vertex.texcoord * rpMegaTextureLevel2.w) + rpMegaTextureLevel2.xy;
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result.texcoord3.xy = (vertex.texcoord * rpMegaTextureLevel3.w) + rpMegaTextureLevel3.xy;
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result.texcoord4.xy = (vertex.texcoord * rpMegaTextureLevel4.w) + rpMegaTextureLevel4.xy;
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result.texcoord5.xy = (vertex.texcoord * rpMegaTextureLevel5.w) + rpMegaTextureLevel5.xy;
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result.texcoord6.xy = (vertex.texcoord * rpMegaTextureLevel6.w) + rpMegaTextureLevel6.xy;
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// Images only have scale.
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result.texcoord7.xy = vertex.texcoord * rpMegaTextureLevel6.w;
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result.texcoord7.zw = vertex.texcoord;
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}
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