Added full ddraw.ini + other config files and all relevant artifacts from latest modderspack.

This commit is contained in:
VladislavKolosovsky
2015-07-07 00:44:58 +07:00
parent cafa0158a7
commit b82348ed33
65 changed files with 5078 additions and 1 deletions
@@ -0,0 +1,25 @@
sampler s0;
static const float2 rcpres =
{
0.0015625,
0.0020833333333333333333333333333333
};
float4 Blur( float2 Tex : TEXCOORD0 ) : COLOR0
{
float4 Color = 0;
Color += tex2D( s0, float2(Tex.x, Tex.y));
Color += tex2D( s0, float2(Tex.x + rcpres.x, Tex.y));
Color += tex2D( s0, float2(Tex.x - rcpres.x, Tex.y));
Color += tex2D( s0, float2(Tex.x, Tex.y + rcpres.y));
Color += tex2D( s0, float2(Tex.x, Tex.y - rcpres.y));
return Color * 0.2;
}
Technique blur
{
Pass P0 { PixelShader = compile ps_2_0 Blur(); }
}
@@ -0,0 +1,26 @@
sampler s0;
static const float2 rcpres =
{
0.0015625,
0.0020833333333333333333333333333333
};
float4 Blur( float2 Tex : TEXCOORD0 ) : COLOR0
{
float4 Color = 0;
Color += tex2D( s0, float2(Tex.x, Tex.y));
Color += tex2D( s0, float2(Tex.x + rcpres.x, Tex.y));
Color += tex2D( s0, float2(Tex.x - rcpres.x, Tex.y));
Color += tex2D( s0, float2(Tex.x, Tex.y + rcpres.y));
Color += tex2D( s0, float2(Tex.x, Tex.y - rcpres.y));
return Color * 0.2;
}
Technique blur
{
Pass P0 { PixelShader = compile ps_2_0 Blur(); }
Pass P1 { PixelShader = compile ps_2_0 Blur(); }
}
@@ -0,0 +1,34 @@
sampler s0;
static const float2 rcpres =
{
0.0015625,
0.0020833333333333333333333333333333
};
float4 Blur(float2 Tex : TEXCOORD0) : COLOR0
{
float4 Color = 0;
Color += tex2D( s0, float2(Tex.x, Tex.y));
Color += tex2D(s0, float2(Tex.x + rcpres.x, Tex.y));
Color += tex2D(s0, float2(Tex.x - rcpres.x, Tex.y));
Color += tex2D(s0, float2(Tex.x, Tex.y + rcpres.y));
Color += tex2D(s0, float2(Tex.x, Tex.y - rcpres.y));
return Color * 0.2;
}
float4 Blind(float2 Tex : TEXCOORD0) : COLOR0
{
float4 Color = tex2D(s0, Tex);
return Color * saturate(1.8 - (length(Tex - 0.5)*2));
}
Technique blur
{
Pass P0 { PixelShader = compile ps_2_0 Blur(); }
Pass P1 { PixelShader = compile ps_2_0 Blur(); }
Pass P2 { PixelShader = compile ps_2_0 Blur(); }
Pass P3 { PixelShader = compile ps_2_0 Blind(); }
}
@@ -0,0 +1,36 @@
sampler s0;
static const float2 rcpres =
{
0.0015625,
0.0020833333333333333333333333333333
};
float4 Blur(float2 Tex : TEXCOORD0) : COLOR0
{
float4 Color = 0;
Color += tex2D( s0, float2(Tex.x, Tex.y));
Color += tex2D(s0, float2(Tex.x + rcpres.x, Tex.y));
Color += tex2D(s0, float2(Tex.x - rcpres.x, Tex.y));
Color += tex2D(s0, float2(Tex.x, Tex.y + rcpres.y));
Color += tex2D(s0, float2(Tex.x, Tex.y - rcpres.y));
return Color * 0.2;
}
float4 Blind(float2 Tex : TEXCOORD0) : COLOR0
{
float4 Color = tex2D(s0, Tex);
return Color * saturate(1.5 - (length(Tex - 0.5)*2));
}
Technique blur
{
Pass P0 { PixelShader = compile ps_2_0 Blur(); }
Pass P1 { PixelShader = compile ps_2_0 Blur(); }
Pass P2 { PixelShader = compile ps_2_0 Blur(); }
Pass P3 { PixelShader = compile ps_2_0 Blur(); }
Pass P4 { PixelShader = compile ps_2_0 Blur(); }
Pass P5 { PixelShader = compile ps_2_0 Blind(); }
}