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