source-engine/materialsystem/stdshaders/ShatteredGlass_ps2x.fxc

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2020-04-22 16:56:21 +00:00
// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
// STATIC: "CUBEMAP" "0..1"
// STATIC: "VERTEXCOLOR" "0..1"
// STATIC: "ENVMAPMASK" "0..1"
// STATIC: "BASEALPHAENVMAPMASK" "0..1"
// STATIC: "HDRTYPE" "0..2"
// DYNAMIC: "HDRENABLED" "0..1"
// DYNAMIC: "PIXELFOGTYPE" "0..1"
// HDRFIXME: Need to make this work.
#define USE_32BIT_LIGHTMAPS_ON_360 //uncomment to use 32bit lightmaps, be sure to keep this in sync with the same #define in materialsystem/cmatlightmaps.cpp
#include "common_ps_fxc.h"
#include "common_lightmappedgeneric_fxc.h"
const HALF4 g_EnvmapTint : register( c0 );
const HALF3 g_DiffuseModulation : register( c1 );
const HALF3 g_EnvmapContrast : register( c2 );
const HALF3 g_EnvmapSaturation : register( c3 );
const HALF4 g_FresnelReflection : register( c4 );
const HALF3 g_EyePos : register( c5 );
const HALF3 g_OverbrightFactor : register( c6 );
const HALF4 g_FogParams : register( c12 );
// CENTROID: TEXCOORD2
sampler BaseTextureSampler : register( s0 );
sampler LightmapSampler : register( s1 );
sampler EnvmapSampler : register( s2 );
sampler DetailSampler : register( s3 );
sampler EnvmapMaskSampler : register( s5 );
sampler NormalizeSampler : register( s6 );
struct PS_INPUT
{
HALF2 baseTexCoord : TEXCOORD0;
HALF2 detailTexCoord : TEXCOORD1;
HALF2 lightmapTexCoord : TEXCOORD2;
HALF2 envmapMaskTexCoord : TEXCOORD3;
HALF4 worldPos_projPosZ : TEXCOORD4;
HALF3 worldSpaceNormal : TEXCOORD5;
HALF4 vertexColor : COLOR;
HALF4 fogFactorW : COLOR1;
};
float4 main( PS_INPUT i ) : COLOR
{
bool bCubemap = CUBEMAP ? true : false;
bool bVertexColor = VERTEXCOLOR ? true : false;
bool bEnvmapMask = ENVMAPMASK ? true : false;
bool bBaseAlphaEnvmapMask = BASEALPHAENVMAPMASK ? true : false;
HALF4 baseColor = tex2D( BaseTextureSampler, i.baseTexCoord );
HALF4 detailColor = tex2D( DetailSampler, i.detailTexCoord );
HALF2 lightmapCoordinates = i.lightmapTexCoord;
HALF3 lightmapColor = LightMapSample( LightmapSampler, lightmapCoordinates );
HALF3 specularFactor = 1.0f;
if( bEnvmapMask )
{
specularFactor = tex2D( EnvmapMaskSampler, i.detailTexCoord ).xyz;
}
if( bBaseAlphaEnvmapMask )
{
specularFactor *= 1.0 - baseColor.a; // this blows!
}
HALF3 diffuseLighting = lightmapColor;
diffuseLighting *= g_DiffuseModulation;
diffuseLighting *= LIGHT_MAP_SCALE;
HALF3 albedo = baseColor;
HALF alpha = 1.0f;
if( !bBaseAlphaEnvmapMask )
{
alpha *= baseColor.a;
}
albedo *= detailColor;
alpha *= detailColor.a;
// FIXME: seperate vertexcolor and vertexalpha?
// vertex alpha is ignored if vertexcolor isn't set. . need to check other version.
if( bVertexColor )
{
albedo *= i.vertexColor;
alpha *= i.vertexColor.a; // not sure about this one
}
HALF3 specularLighting = HALF3( 0.0f, 0.0f, 0.0f );
if( bCubemap )
{
float3 worldVertToEyeVector = g_EyePos - i.worldPos_projPosZ.xyz;
worldVertToEyeVector = NormalizeWithCubemap( NormalizeSampler, worldVertToEyeVector );
HALF3 reflectVect = CalcReflectionVectorUnnormalized( i.worldSpaceNormal, worldVertToEyeVector );
// Calc Fresnel factor
HALF3 worldSpaceNormal = NormalizeWithCubemap( NormalizeSampler, i.worldSpaceNormal );
HALF fresnel = 1.0 - dot( worldSpaceNormal, worldVertToEyeVector );
fresnel = pow( fresnel, 5.0 );
fresnel = fresnel * g_FresnelReflection.b + g_FresnelReflection.a;
specularLighting = texCUBE( EnvmapSampler, reflectVect );
specularLighting *= specularFactor;
specularLighting *= g_EnvmapTint;
#if HDRTYPE == HDR_TYPE_NONE
HALF3 specularLightingSquared = specularLighting * specularLighting;
specularLighting = lerp( specularLighting, specularLightingSquared, g_EnvmapContrast );
HALF3 greyScale = dot( specularLighting, HALF3( 0.299f, 0.587f, 0.114f ) );
specularLighting = lerp( greyScale, specularLighting, g_EnvmapSaturation );
#endif
specularLighting *= fresnel;
}
// Do it somewhat unlit
HALF3 result = albedo*(g_OverbrightFactor.z*diffuseLighting + g_OverbrightFactor.y) + specularLighting;
float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos.z, i.worldPos_projPosZ.z, i.worldPos_projPosZ.w );
return FinalOutput( HALF4( result, alpha ), fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR );
}