Contents of /clientdata as of today excluding /appearance/mesh which is in serverdata-2

This commit is contained in:
IrishDarkshadow
2020-03-28 07:30:11 -04:00
parent 3f1cdb04df
commit 82af2ffb12
76774 changed files with 489873 additions and 2 deletions
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// ======================================================================
// functions.inc
// HLSL pixel shader functions
// ======================================================================
#include "../../shared_program/functions.inc"
// ======================================================================
float calculateFakeAnisotropicSpecularLighting(float dot3SpecularNoPower)
{
float tighten = 1.25f;
float powerScale = 0.15f;
return max(0, pow(1 - abs(1 - (dot3SpecularNoPower * tighten)), materialSpecularPower * powerScale) - powerScale);
}
// ======================================================================
float3 calculateHemisphericLighting(float3 direction, float3 normal, float3 vertexDiffuse)
{
float dotProduct = dot(direction, normal);
float3 light = vertexDiffuse + dot3LightTangentMinusDiffuseColor + dot3LightDiffuseColor + (-max(0.0, dotProduct) * (dot3LightTangentMinusDiffuseColor));
light += (min(0.0, dotProduct) * (dot3LightTangentMinusBackColor));
return saturate(light);
}
float3 calculateHemisphericLightingVertexColor(float3 direction, float3 normal, float3 vertexDiffuse, float3 vertexColor)
{
float dotProduct = dot(direction, normal);
float3 light =
dot3LightTangentMinusDiffuseColor
+ dot3LightDiffuseColor
+ -max(0.0, dotProduct) * (dot3LightTangentMinusDiffuseColor)
+ min(0.0, dotProduct) * (dot3LightTangentMinusBackColor)
;
light = light*vertexColor + vertexDiffuse;
return saturate(light);
}
float3 calculateHemisphericLightingAlpha(float3 direction, float3 normal, float3 vertexDiffuse, float alpha)
{
float dotProduct = dot(direction, normal);
float3 allMainLight = saturate(lerp(dotProduct, direction.z, alpha));
float3 light = vertexDiffuse + dot3LightTangentMinusDiffuseColor + dot3LightDiffuseColor + (-max(0.0, allMainLight) * (dot3LightTangentMinusDiffuseColor));
light += (min(0.0, dotProduct) * (dot3LightTangentMinusBackColor));
return saturate(light);
}
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//
// @NOTE: make sure PixelShaderProgramView.cpp is updated if these change !!!
//
float4 packedRegister0 : register(c0);
float4 packedRegister1 : register(c1);
float4 packedRegister2 : register(c2);
float4 packedRegister3 : register(c3);
float4 packedRegister4 : register(c4);
float4 textureFactor : register(c5);
float4 textureFactor2 : register(c6);
float4 materialSpecularColor : register(c7);
float4 userConstants[17] : register(c8);
static const float bloomSpecularRgbScale = 0.5;
static const float bloomSpecularAlphaScale = 0.65;
#define dot3LightDirection packedRegister0.xyz
#define materialSpecularPower packedRegister0.w
#define dot3LightDiffuseColor packedRegister1.rgb
#define alphaFadeOpacityEnabled packedRegister1.a
#define dot3LightSpecularColor packedRegister2.rgb
#define alphaFadeOpacity packedRegister2.a
#define dot3LightTangentMinusDiffuseColor packedRegister3.rgb
#define bloomEnabled packedRegister3.a
#define dot3LightTangentMinusBackColor packedRegister4.rgb
#define timeElapsed packedRegister4.a