34 lines
822 B
Plaintext
34 lines
822 B
Plaintext
{
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parms {
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lightColor lightColor * exposure
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}
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state {
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blend GL_DST_COLOR GL_ONE
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alphaMask
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depthMask
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depthFunc GL_GREATER
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#if 1
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stencilFunc EQUAL 1 255 // only draw on stencil = 1
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stencilOp KEEP KEEP KEEP
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#endif
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}
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hlsl_vp {
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result.position.x = dot4( vertex.position, $mvpMatrixX );
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result.position.y = dot4( vertex.position, $mvpMatrixY );
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result.position.z = dot4( vertex.position, $mvpMatrixZ );
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result.position.w = dot4( vertex.position, $mvpMatrixW );
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}
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hlsl_fp {
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#include "blendLight_fragment.inc"
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float4 viewColor = tex2Dlod( $viewColorMap, float4(window.xy, 0.0, 0.0) );
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float shadow = viewColor.w; // from alpha channel
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if ( shadow > 0.59 && shadow < 0.91 ) {
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shadow = saturate((shadow - 0.6)*(1.0/0.3));
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color *= shadow;
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}
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result.color = color * color.w;
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}
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} |