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PlatformSDL implementation.
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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//#define SM_Fmt_R8G8B8A8
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#define pkDepthBitShft 65536.0
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#define pkDepthChanMax 256.0
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#define bias -0.5/255.0
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#define coeff 0.9999991
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//#define coeff 1.0
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float4 encodeShadowMap( float depth )
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{
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#if defined(SM_Fmt_R8G8B8A8)
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return frac( float4(1.0, 255.0, 65025.0, 160581375.0) * depth ) + bias;
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//float4 packedValue = frac((depth / coeff) * float4(16777216.0, 65536.0, 256.0, 1.0));
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//return (packedValue - packedValue.xxyz * float4(0, 1.0 / 256, 1.0 / 256, 1.0 / 256));
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#else
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return depth;
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#endif
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}
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float decodeShadowMap( float4 smSample )
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{
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#if defined(SM_Fmt_R8G8B8A8)
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return dot( smSample, float4(1.0, 1/255.0, 1/65025.0, 1/160581375.0) );
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#else
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return smSample.x;
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#endif
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}
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