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shaders: Add LUA scripts for all shaders.
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function normal (shader, t_base, t_second, t_detail) | ||
shader:begin ("accum_volumetric", "accum_volumetric") | ||
: fog (false) | ||
: zb (true,false) | ||
: blend (true,blend.one,blend.one) | ||
-- : aref (true,0) | ||
: sorting (2, false) | ||
-- TODO: Implement sampler states | ||
-- shader:sampler ("s_lmap") :texture (t_base): clamp() | ||
-- shader:sampler ("s_smap") :texture ("null") | ||
-- shader:sampler ("s_noise") :texture("fx\\fx_noise") : f_linear () | ||
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shader:dx10texture ("s_lmap", t_base) | ||
shader:dx10texture ("s_smap", "null") | ||
shader:dx10texture ("s_noise", "fx\\fx_noise") | ||
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shader:dx10sampler ("smp_rtlinear") | ||
shader:dx10sampler ("smp_linear") | ||
-- shader:dx10sampler ("smp_jitter") | ||
shader:dx10sampler ("smp_smap") | ||
end |
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function normal (shader, t_base, t_second, t_detail) | ||
shader:begin ("accum_volumetric", "accum_volumetric") | ||
: fog (false) | ||
: zb (true,false) | ||
: blend (true,blend.one,blend.one) | ||
-- : aref (true,0) | ||
: sorting (2, false) | ||
-- TODO: Implement sampler states | ||
-- shader:sampler ("s_lmap") :texture (t_base): clamp() | ||
-- shader:sampler ("s_smap") :texture ("null") | ||
-- shader:sampler ("s_noise") :texture("fx\\fx_noise") : f_linear () | ||
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shader:dx10texture ("s_lmap", t_base) | ||
shader:dx10texture ("s_smap", "null") | ||
shader:dx10texture ("s_noise", "fx\\fx_noise") | ||
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shader:dx10sampler ("smp_rtlinear") | ||
shader:dx10sampler ("smp_linear") | ||
-- shader:dx10sampler ("smp_jitter") | ||
shader:dx10sampler ("smp_smap") | ||
end |
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function normal (shader, t_base, t_second, t_detail) | ||
shader:begin ("stub_notransform_2uv", "accum_volumetric_sun_normal") | ||
: fog (false) | ||
: zb (false,false) | ||
: blend (true,blend.one,blend.one) | ||
: sorting (2, false) | ||
-- TODO: DX10: Implement for near and far phase. | ||
-- TODO: DX10: Setup samplers. | ||
-- shader:sampler ("s_smap") :texture ("null") | ||
-- shader:sampler ("s_position") :texture ("$user$position") | ||
-- shader:sampler ("jitter0") :texture ("$user$jitter_0") : f_none () | ||
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shader:dx10texture ("s_smap", "null") | ||
shader:dx10texture ("s_smap_minmax", "$user$smap_depth_minmax"); | ||
shader:dx10texture ("s_position", "$user$position") | ||
shader:dx10texture ("jitter0", "$user$jitter_0") | ||
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shader:dx10sampler ("smp_nofilter") | ||
shader:dx10sampler ("smp_jitter") | ||
shader:dx10sampler ("smp_smap") | ||
end |
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function normal (shader, t_base, t_second, t_detail) | ||
shader:begin ("accum_sun", "accum_volumetric_sun_minmax") | ||
: fog (false) | ||
: zb (false,false) | ||
: blend (true,blend.one,blend.one) | ||
: sorting (2, false) | ||
-- TODO: DX10: Implement for near and far phase. | ||
-- TODO: DX10: Setup samplers. | ||
-- shader:sampler ("s_smap") :texture ("null") | ||
-- shader:sampler ("s_position") :texture ("$user$position") | ||
-- shader:sampler ("jitter0") :texture ("$user$jitter_0") : f_none () | ||
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shader:dx10texture ("s_smap", "null") | ||
shader:dx10texture ("s_smap_minmax", "$user$smap_depth_minmax"); | ||
shader:dx10texture ("s_position", "$user$position") | ||
shader:dx10texture ("jitter0", "$user$jitter_0") | ||
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shader:dx10sampler ("smp_nofilter") | ||
shader:dx10sampler ("smp_jitter") | ||
shader:dx10sampler ("smp_smap") | ||
end |
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function normal (shader, t_base, t_second, t_detail) | ||
shader:begin ("accum_sun", "accum_volumetric_sun_msaa0") | ||
: fog (false) | ||
: zb (false,false) | ||
: blend (true,blend.one,blend.one) | ||
: sorting (2, false) | ||
-- TODO: DX10: Implement for near and far phase. | ||
-- TODO: DX10: Setup samplers. | ||
-- shader:sampler ("s_smap") :texture ("null") | ||
-- shader:sampler ("s_position") :texture ("$user$position") | ||
-- shader:sampler ("jitter0") :texture ("$user$jitter_0") : f_none () | ||
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shader:dx10texture ("s_smap", "null") | ||
shader:dx10texture ("s_position", "$user$position") | ||
shader:dx10texture ("jitter0", "$user$jitter_0") | ||
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shader:dx10sampler ("smp_nofilter") | ||
shader:dx10sampler ("smp_jitter") | ||
shader:dx10sampler ("smp_smap") | ||
end |
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function normal (shader, t_base, t_second, t_detail) | ||
shader:begin ("accum_sun", "accum_volumetric_sun_msaa1") | ||
: fog (false) | ||
: zb (false,false) | ||
: blend (true,blend.one,blend.one) | ||
: sorting (2, false) | ||
-- TODO: DX10: Implement for near and far phase. | ||
-- TODO: DX10: Setup samplers. | ||
-- shader:sampler ("s_smap") :texture ("null") | ||
-- shader:sampler ("s_position") :texture ("$user$position") | ||
-- shader:sampler ("jitter0") :texture ("$user$jitter_0") : f_none () | ||
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shader:dx10texture ("s_smap", "null") | ||
shader:dx10texture ("s_position", "$user$position") | ||
shader:dx10texture ("jitter0", "$user$jitter_0") | ||
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shader:dx10sampler ("smp_nofilter") | ||
shader:dx10sampler ("smp_jitter") | ||
shader:dx10sampler ("smp_smap") | ||
end |
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function normal (shader, t_base, t_second, t_detail) | ||
shader:begin ("accum_sun", "accum_volumetric_sun_msaa2") | ||
: fog (false) | ||
: zb (false,false) | ||
: blend (true,blend.one,blend.one) | ||
: sorting (2, false) | ||
-- TODO: DX10: Implement for near and far phase. | ||
-- TODO: DX10: Setup samplers. | ||
-- shader:sampler ("s_smap") :texture ("null") | ||
-- shader:sampler ("s_position") :texture ("$user$position") | ||
-- shader:sampler ("jitter0") :texture ("$user$jitter_0") : f_none () | ||
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shader:dx10texture ("s_smap", "null") | ||
shader:dx10texture ("s_position", "$user$position") | ||
shader:dx10texture ("jitter0", "$user$jitter_0") | ||
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shader:dx10sampler ("smp_nofilter") | ||
shader:dx10sampler ("smp_jitter") | ||
shader:dx10sampler ("smp_smap") | ||
end |
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function normal (shader, t_base, t_second, t_detail) | ||
shader:begin ("accum_sun", "accum_volumetric_sun_msaa3") | ||
: fog (false) | ||
: zb (false,false) | ||
: blend (true,blend.one,blend.one) | ||
: sorting (2, false) | ||
-- TODO: DX10: Implement for near and far phase. | ||
-- TODO: DX10: Setup samplers. | ||
-- shader:sampler ("s_smap") :texture ("null") | ||
-- shader:sampler ("s_position") :texture ("$user$position") | ||
-- shader:sampler ("jitter0") :texture ("$user$jitter_0") : f_none () | ||
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shader:dx10texture ("s_smap", "null") | ||
shader:dx10texture ("s_position", "$user$position") | ||
shader:dx10texture ("jitter0", "$user$jitter_0") | ||
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shader:dx10sampler ("smp_nofilter") | ||
shader:dx10sampler ("smp_jitter") | ||
shader:dx10sampler ("smp_smap") | ||
end |
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function normal (shader, t_base, t_second, t_detail) | ||
shader:begin ("accum_sun", "accum_volumetric_sun_msaa4") | ||
: fog (false) | ||
: zb (false,false) | ||
: blend (true,blend.one,blend.one) | ||
: sorting (2, false) | ||
-- TODO: DX10: Implement for near and far phase. | ||
-- TODO: DX10: Setup samplers. | ||
-- shader:sampler ("s_smap") :texture ("null") | ||
-- shader:sampler ("s_position") :texture ("$user$position") | ||
-- shader:sampler ("jitter0") :texture ("$user$jitter_0") : f_none () | ||
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shader:dx10texture ("s_smap", "null") | ||
shader:dx10texture ("s_position", "$user$position") | ||
shader:dx10texture ("jitter0", "$user$jitter_0") | ||
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shader:dx10sampler ("smp_nofilter") | ||
shader:dx10sampler ("smp_jitter") | ||
shader:dx10sampler ("smp_smap") | ||
end |
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@@ -0,0 +1,20 @@ | ||
function normal (shader, t_base, t_second, t_detail) | ||
shader:begin ("accum_sun", "accum_volumetric_sun_msaa5") | ||
: fog (false) | ||
: zb (false,false) | ||
: blend (true,blend.one,blend.one) | ||
: sorting (2, false) | ||
-- TODO: DX10: Implement for near and far phase. | ||
-- TODO: DX10: Setup samplers. | ||
-- shader:sampler ("s_smap") :texture ("null") | ||
-- shader:sampler ("s_position") :texture ("$user$position") | ||
-- shader:sampler ("jitter0") :texture ("$user$jitter_0") : f_none () | ||
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shader:dx10texture ("s_smap", "null") | ||
shader:dx10texture ("s_position", "$user$position") | ||
shader:dx10texture ("jitter0", "$user$jitter_0") | ||
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shader:dx10sampler ("smp_nofilter") | ||
shader:dx10sampler ("smp_jitter") | ||
shader:dx10sampler ("smp_smap") | ||
end |
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@@ -0,0 +1,20 @@ | ||
function normal (shader, t_base, t_second, t_detail) | ||
shader:begin ("accum_sun", "accum_volumetric_sun_msaa6") | ||
: fog (false) | ||
: zb (false,false) | ||
: blend (true,blend.one,blend.one) | ||
: sorting (2, false) | ||
-- TODO: DX10: Implement for near and far phase. | ||
-- TODO: DX10: Setup samplers. | ||
-- shader:sampler ("s_smap") :texture ("null") | ||
-- shader:sampler ("s_position") :texture ("$user$position") | ||
-- shader:sampler ("jitter0") :texture ("$user$jitter_0") : f_none () | ||
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shader:dx10texture ("s_smap", "null") | ||
shader:dx10texture ("s_position", "$user$position") | ||
shader:dx10texture ("jitter0", "$user$jitter_0") | ||
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shader:dx10sampler ("smp_nofilter") | ||
shader:dx10sampler ("smp_jitter") | ||
shader:dx10sampler ("smp_smap") | ||
end |
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@@ -0,0 +1,20 @@ | ||
function normal (shader, t_base, t_second, t_detail) | ||
shader:begin ("accum_sun", "accum_volumetric_sun_msaa7") | ||
: fog (false) | ||
: zb (false,false) | ||
: blend (true,blend.one,blend.one) | ||
: sorting (2, false) | ||
-- TODO: DX10: Implement for near and far phase. | ||
-- TODO: DX10: Setup samplers. | ||
-- shader:sampler ("s_smap") :texture ("null") | ||
-- shader:sampler ("s_position") :texture ("$user$position") | ||
-- shader:sampler ("jitter0") :texture ("$user$jitter_0") : f_none () | ||
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shader:dx10texture ("s_smap", "null") | ||
shader:dx10texture ("s_position", "$user$position") | ||
shader:dx10texture ("jitter0", "$user$jitter_0") | ||
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shader:dx10sampler ("smp_nofilter") | ||
shader:dx10sampler ("smp_jitter") | ||
shader:dx10sampler ("smp_smap") | ||
end |
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@@ -0,0 +1,21 @@ | ||
function normal (shader, t_base, t_second, t_detail) | ||
shader:begin ("accum_sun", "accum_volumetric_sun_nomsaa") | ||
: fog (false) | ||
: zb (false,false) | ||
: blend (true,blend.one,blend.one) | ||
: sorting (2, false) | ||
-- TODO: DX10: Implement for near and far phase. | ||
-- TODO: DX10: Setup samplers. | ||
-- shader:sampler ("s_smap") :texture ("null") | ||
-- shader:sampler ("s_position") :texture ("$user$position") | ||
-- shader:sampler ("jitter0") :texture ("$user$jitter_0") : f_none () | ||
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shader:dx10texture ("s_smap", "null") | ||
shader:dx10texture ("s_smap_minmax", "$user$smap_depth_minmax"); | ||
shader:dx10texture ("s_position", "$user$position") | ||
shader:dx10texture ("jitter0", "$user$jitter_0") | ||
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shader:dx10sampler ("smp_nofilter") | ||
shader:dx10sampler ("smp_jitter") | ||
shader:dx10sampler ("smp_smap") | ||
end |
21 changes: 21 additions & 0 deletions
21
res/gamedata/shaders/gl/accum_volumetric_sun_nomsaa_minmax.s
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@@ -0,0 +1,21 @@ | ||
function normal (shader, t_base, t_second, t_detail) | ||
shader:begin ("accum_sun", "accum_volumetric_sun_minmax") | ||
: fog (false) | ||
: zb (false,false) | ||
: blend (true,blend.one,blend.one) | ||
: sorting (2, false) | ||
-- TODO: DX10: Implement for near and far phase. | ||
-- TODO: DX10: Setup samplers. | ||
-- shader:sampler ("s_smap") :texture ("null") | ||
-- shader:sampler ("s_position") :texture ("$user$position") | ||
-- shader:sampler ("jitter0") :texture ("$user$jitter_0") : f_none () | ||
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shader:dx10texture ("s_smap", "null") | ||
shader:dx10texture ("s_smap_minmax", "$user$smap_depth_minmax"); | ||
shader:dx10texture ("s_position", "$user$position") | ||
shader:dx10texture ("jitter0", "$user$jitter_0") | ||
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shader:dx10sampler ("smp_nofilter") | ||
shader:dx10sampler ("smp_jitter") | ||
shader:dx10sampler ("smp_smap") | ||
end |
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@@ -0,0 +1,21 @@ | ||
function normal (shader, t_base, t_second, t_detail) | ||
shader:begin ("clouds","clouds") | ||
: fog (false) | ||
-- TODO: DX10: Check if this is ok. | ||
-- : zb (true,false) | ||
: zb (false,false) | ||
: sorting (3, true) | ||
: blend (true, blend.srcalpha,blend.invsrcalpha) | ||
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-- TODO: DX10: implement sampler setup | ||
-- shader:sampler ("s_clouds0") :texture ("null") : wrap() : f_anisotropic() | ||
-- shader:sampler ("s_clouds1") :texture ("null") : wrap() : f_anisotropic() | ||
-- shader:sampler ("s_tonemap") :texture ("$user$tonemap") | ||
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shader:dx10texture ("s_clouds0", "null") | ||
shader:dx10texture ("s_clouds1", "null") | ||
shader:dx10texture ("s_tonemap", "$user$tonemap") | ||
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shader:dx10sampler ("smp_base") | ||
-- shader:dx10sampler ("smp_linear") | ||
end |
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@@ -0,0 +1,16 @@ | ||
function normal (shader, t_base, t_second, t_detail) | ||
shader:begin ("combine_1", "combine_volumetric") | ||
: fog (false) | ||
: zb (false,false) | ||
: blend (true,blend.one,blend.one) | ||
-- : aref (true,0) -- enable to save bandwith? | ||
: sorting (2, false) | ||
-- TOD0: DX10: Implement samplers | ||
-- shader:sampler ("s_vollight") :texture ("$user$generic2") | ||
-- shader:sampler ("s_tonemap") :texture ("$user$tonemap") | ||
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shader:dx10texture ("s_vollight", "$user$generic2") | ||
shader:dx10texture ("s_tonemap", "$user$tonemap") | ||
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shader:dx10sampler ("smp_nofilter") | ||
end |
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