mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-23 06:36:54 +00:00
218 lines
7.1 KiB
Plaintext
218 lines
7.1 KiB
Plaintext
|
//====== Copyright <20> 1996-2007, Valve Corporation, All rights reserved. =======//
|
|||
|
//
|
|||
|
// Purpose:
|
|||
|
//
|
|||
|
// $NoKeywords: $
|
|||
|
//
|
|||
|
//=============================================================================//
|
|||
|
// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
|
|||
|
// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
|
|||
|
// STATIC: "DETAILTEXTURE" "0..1"
|
|||
|
// STATIC: "BUMPMAP" "0..1"
|
|||
|
// STATIC: "VERTEXCOLOR" "0..1"
|
|||
|
// STATIC: "SELFILLUM" "0..1"
|
|||
|
// STATIC: "DIFFUSEBUMPMAP" "0..1"
|
|||
|
// STATIC: "DETAIL_ALPHA_MASK_BASE_TEXTURE" "0..1"
|
|||
|
// STATIC: "FLASHLIGHT" "0..1"
|
|||
|
// STATIC: "SEAMLESS" "0..1"
|
|||
|
// STATIC: "FLASHLIGHTDEPTHFILTERMODE" "0..2" [ps20b] [PC]
|
|||
|
// STATIC: "FLASHLIGHTDEPTHFILTERMODE" "0..0" [ps20b] [XBOX]
|
|||
|
|
|||
|
// DYNAMIC: "WRITEWATERFOGTODESTALPHA" "0..1"
|
|||
|
// DYNAMIC: "PIXELFOGTYPE" "0..1"
|
|||
|
// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1" [ps20b] [PC]
|
|||
|
// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..0" [ps20b] [XBOX]
|
|||
|
// DYNAMIC: "FLASHLIGHTSHADOWS" "0..1" [ps20b]
|
|||
|
|
|||
|
// SKIP: $DETAILTEXTURE && ( $BUMPMAP && !$DETAIL_ALPHA_MASK_BASE_TEXTURE )
|
|||
|
// SKIP: !$BUMPMAP && $DIFFUSEBUMPMAP
|
|||
|
// SKIP: $VERTEXCOLOR && $BUMPMAP
|
|||
|
// SKIP: FLASHLIGHT && $SELFILLUM
|
|||
|
// SKIP: FLASHLIGHT && $DETAIL_ALPHA_MASK_BASE_TEXTURE
|
|||
|
// SKIP: FLASHLIGHT && ($BUMPMAP || $DIFFUSEBUMPMAP)
|
|||
|
|
|||
|
// We don't care about flashlight depth unless the flashlight is on
|
|||
|
// SKIP: ( $FLASHLIGHT == 0 ) && ( $FLASHLIGHTSHADOWS == 1 ) [ps20b]
|
|||
|
|
|||
|
#if defined( SHADER_MODEL_PS_2_0 )
|
|||
|
# define WRITE_DEPTH_TO_DESTALPHA 0
|
|||
|
#endif
|
|||
|
|
|||
|
|
|||
|
#define HDRTYPE HDR_TYPE_NONE
|
|||
|
#include "common_flashlight_fxc.h"
|
|||
|
#include "common_ps_fxc.h"
|
|||
|
|
|||
|
const HALF4 g_SelfIllumTint : register( c7 );
|
|||
|
static const HALF g_OverbrightFactor = 2.0f;
|
|||
|
|
|||
|
const HALF3 g_EyePos : register( c10 );
|
|||
|
const HALF4 g_FogParams : register( c11 );
|
|||
|
|
|||
|
const HALF3 g_FlashlightPos : register( c15 );
|
|||
|
// flashlightfixme: Move this math into the vertex shader.
|
|||
|
const float4x4 g_FlashlightWorldToTexture : register( c16 );
|
|||
|
|
|||
|
const float4 g_FlashlightAttenuationFactors : register( c20 );
|
|||
|
|
|||
|
sampler BaseTextureSampler : register( s0 );
|
|||
|
sampler LightmapSampler : register( s1 );
|
|||
|
sampler FlashlightSampler : register( s2 );
|
|||
|
sampler DetailSampler : register( s3 );
|
|||
|
sampler BumpmapSampler : register( s4 );
|
|||
|
sampler NormalizeSampler : register( s6 );
|
|||
|
|
|||
|
struct PS_INPUT
|
|||
|
{
|
|||
|
HALF2 baseTexCoord : TEXCOORD0;
|
|||
|
HALF4 detailOrBumpTexCoord : TEXCOORD1;
|
|||
|
HALF4 lightmapTexCoord1And2 : TEXCOORD2; // CENTROID: TEXCOORD2
|
|||
|
HALF2 lightmapTexCoord3 : TEXCOORD3; // CENTROID: TEXCOORD3
|
|||
|
HALF4 worldPos_projPosZ : TEXCOORD4;
|
|||
|
HALF3x3 tangentSpaceTranspose : TEXCOORD5;
|
|||
|
// tangentSpaceTranspose : TEXCOORD6;
|
|||
|
// tangentSpaceTranspose : TEXCOORD7;
|
|||
|
HALF4 vertexColor : COLOR;
|
|||
|
};
|
|||
|
|
|||
|
|
|||
|
float4 main( PS_INPUT i ) : COLOR
|
|||
|
{
|
|||
|
bool bDetailTexture = DETAILTEXTURE ? true : false;
|
|||
|
bool bBumpmap = BUMPMAP ? true : false;
|
|||
|
bool bDiffuseBumpmap = DIFFUSEBUMPMAP ? true : false;
|
|||
|
bool bVertexColor = VERTEXCOLOR ? true : false;
|
|||
|
bool bSelfIllum = SELFILLUM ? true : false;
|
|||
|
bool bDetailAlphaMaskBaseTexture = DETAIL_ALPHA_MASK_BASE_TEXTURE ? true : false;
|
|||
|
bool bFlashlight = FLASHLIGHT ? true : false;
|
|||
|
|
|||
|
HALF3 lightmapColor1 = HALF3( 1.0f, 1.0f, 1.0f );
|
|||
|
HALF3 lightmapColor2 = HALF3( 1.0f, 1.0f, 1.0f );
|
|||
|
HALF3 lightmapColor3 = HALF3( 1.0f, 1.0f, 1.0f );
|
|||
|
if( bBumpmap && bDiffuseBumpmap )
|
|||
|
{
|
|||
|
HALF2 bumpCoord1;
|
|||
|
HALF2 bumpCoord2;
|
|||
|
HALF2 bumpCoord3;
|
|||
|
ComputeBumpedLightmapCoordinates( i.lightmapTexCoord1And2, i.lightmapTexCoord3.xy,
|
|||
|
bumpCoord1, bumpCoord2, bumpCoord3 );
|
|||
|
|
|||
|
HALF4 lightmapSample1 = tex2D( LightmapSampler, bumpCoord1 );
|
|||
|
lightmapColor1 = lightmapSample1.rgb;
|
|||
|
lightmapColor2 = tex2D( LightmapSampler, bumpCoord2 );
|
|||
|
lightmapColor3 = tex2D( LightmapSampler, bumpCoord3 );
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
if( !bFlashlight )
|
|||
|
{
|
|||
|
HALF2 bumpCoord1 = ComputeLightmapCoordinates( i.lightmapTexCoord1And2, i.lightmapTexCoord3.xy );
|
|||
|
HALF4 lightmapSample1 = tex2D( LightmapSampler, bumpCoord1 );
|
|||
|
lightmapColor1 = lightmapSample1.rgb;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
HALF4 detailColor = HALF4( 1.0f, 1.0f, 1.0f, 1.0f );
|
|||
|
if( bDetailTexture )
|
|||
|
{
|
|||
|
detailColor = tex2D( DetailSampler, i.detailOrBumpTexCoord.xy );
|
|||
|
}
|
|||
|
|
|||
|
HALF4 baseColor = HALF4( 1.0f, 1.0f, 1.0f, 1.0f );
|
|||
|
baseColor = tex2D( BaseTextureSampler, i.baseTexCoord );
|
|||
|
if ( bDetailAlphaMaskBaseTexture )
|
|||
|
{
|
|||
|
// This is what WorldTwoTextureBlend_DX6 does.
|
|||
|
baseColor.rgb = saturate( saturate( baseColor * 2 ) * detailColor.a + (1 - detailColor.a) );
|
|||
|
baseColor.rgb *= detailColor;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
baseColor.rgb = lerp( baseColor, detailColor, detailColor.a );
|
|||
|
}
|
|||
|
|
|||
|
HALF3 normal = HALF3( 0.0f, 0.0f, 1.0f );
|
|||
|
if( bBumpmap )
|
|||
|
{
|
|||
|
HALF3 normalTexel;
|
|||
|
normalTexel = tex2D( BumpmapSampler, i.detailOrBumpTexCoord.xy );
|
|||
|
normal = 2.0 * normalTexel - 1.0;
|
|||
|
}
|
|||
|
|
|||
|
HALF3 albedo = HALF3( 1.0f, 1.0f, 1.0f );
|
|||
|
HALF alpha = 1.0f;
|
|||
|
albedo *= baseColor;
|
|||
|
if( !bSelfIllum )
|
|||
|
{
|
|||
|
alpha *= baseColor.a;
|
|||
|
}
|
|||
|
|
|||
|
// The vertex color contains the modulation color + vertex color combined
|
|||
|
albedo *= i.vertexColor;
|
|||
|
alpha *= i.vertexColor.a; // not sure about this one
|
|||
|
|
|||
|
HALF3 diffuseLighting;
|
|||
|
if( bFlashlight )
|
|||
|
{
|
|||
|
float3 worldSpaceNormal;
|
|||
|
// Make the unbumped version not so fucking stupid and not need tangentSpaceTranspose you knob.
|
|||
|
worldSpaceNormal = mul( normal, i.tangentSpaceTranspose );
|
|||
|
|
|||
|
int nShadowSampleLevel = 0;
|
|||
|
bool bDoShadows = false;
|
|||
|
// On ps_2_b, we can do shadow mapping
|
|||
|
#if ( FLASHLIGHTSHADOWS && (defined(SHADER_MODEL_PS_2_B) || defined(SHADER_MODEL_PS_3_0) ) )
|
|||
|
nShadowSampleLevel = FLASHLIGHTDEPTHFILTERMODE;
|
|||
|
bDoShadows = true;
|
|||
|
#endif
|
|||
|
float4 flashlightSpacePosition = mul( float4( i.worldPos_projPosZ.xyz, 1.0f ), g_FlashlightWorldToTexture );
|
|||
|
|
|||
|
diffuseLighting = DoFlashlight( g_FlashlightPos, i.worldPos_projPosZ.xyz, flashlightSpacePosition,
|
|||
|
worldSpaceNormal, g_FlashlightAttenuationFactors.xyz,
|
|||
|
g_FlashlightAttenuationFactors.w, FlashlightSampler, FlashlightSampler, NormalizeSampler,
|
|||
|
nShadowSampleLevel, bDoShadows, false, float2(0, 0), false );
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
if( bBumpmap && bDiffuseBumpmap )
|
|||
|
{
|
|||
|
float dot1 = saturate( dot( normal, bumpBasis[0] ) );
|
|||
|
float dot2 = saturate( dot( normal, bumpBasis[1] ) );
|
|||
|
float dot3 = saturate( dot( normal, bumpBasis[2] ) );
|
|||
|
|
|||
|
float sum = dot1 + dot2 + dot3;
|
|||
|
diffuseLighting = dot1 * lightmapColor1 +
|
|||
|
dot2 * lightmapColor2 +
|
|||
|
dot3 * lightmapColor3;
|
|||
|
diffuseLighting *= 1.0f / sum;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
diffuseLighting = lightmapColor1;
|
|||
|
}
|
|||
|
|
|||
|
// Only scale here since the flashlight will already be scaled properly
|
|||
|
diffuseLighting *= g_OverbrightFactor;
|
|||
|
}
|
|||
|
|
|||
|
HALF3 diffuseComponent = albedo * diffuseLighting;
|
|||
|
|
|||
|
if( bSelfIllum )
|
|||
|
{
|
|||
|
HALF3 selfIllumComponent = g_SelfIllumTint * albedo;
|
|||
|
diffuseComponent = lerp( diffuseComponent, selfIllumComponent, baseColor.a );
|
|||
|
}
|
|||
|
|
|||
|
HALF3 specularLighting = HALF3( 0.0f, 0.0f, 0.0f );
|
|||
|
HALF3 result = diffuseComponent + specularLighting;
|
|||
|
|
|||
|
float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos.z, i.worldPos_projPosZ.z, i.worldPos_projPosZ.w );
|
|||
|
|
|||
|
#if WRITEWATERFOGTODESTALPHA && (PIXELFOGTYPE == PIXEL_FOG_TYPE_HEIGHT)
|
|||
|
alpha = fogFactor;
|
|||
|
#endif
|
|||
|
|
|||
|
return FinalOutput( float4( result, alpha ), fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR, (WRITE_DEPTH_TO_DESTALPHA != 0), i.worldPos_projPosZ.w );
|
|||
|
}
|
|||
|
|