mirror of
https://github.com/nillerusr/source-engine.git
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191 lines
5.7 KiB
Plaintext
191 lines
5.7 KiB
Plaintext
// 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: "BASETEXTURE" "0..1"
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// STATIC: "REFLECT" "0..1"
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// STATIC: "REFRACT" "0..1"
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// STATIC: "ENVMAPMASK" "0..1"
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// DYNAMIC: "PIXELFOGTYPE" "0..1"
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// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1" [ps20b] [PC]
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// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..0" [ps20b] [XBOX]
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#if defined( SHADER_MODEL_PS_2_0 )
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# define WRITE_DEPTH_TO_DESTALPHA 0
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#endif
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#include "common_ps_fxc.h"
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sampler RefractSampler : register( s0 );
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sampler BaseTextureSampler : register( s1 );
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sampler ReflectSampler : register( s2 );
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#if BASETEXTURE
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sampler LightmapSampler : register( s3 );
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#endif
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#if ENVMAPMASK
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sampler EnvMapMaskSampler : register( s6 );
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#endif
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sampler NormalSampler : register( s4 );
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const HALF4 vRefractTint : register( c1 );
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const float4 g_FresnelConstants : register( c3 );
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const HALF4 vReflectTint : register( c4 );
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const float4 g_ReflectRefractScale : register( c5 ); // xy - reflect scale, zw - refract scale
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const float4 g_PixelFogParams : register( c8 );
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static const bool g_bReflect = REFLECT ? true : false;
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static const bool g_bRefract = REFRACT ? true : false;
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struct PS_INPUT
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{
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float4 vBumpTexCoordXY_vTexCoordXY : TEXCOORD0;
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half3 vTangentEyeVect : TEXCOORD1;
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float4 vReflectXY_vRefractYX : TEXCOORD2;
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float W : TEXCOORD3;
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float4 vProjPos : TEXCOORD4;
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float screenCoord : TEXCOORD5;
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#if BASETEXTURE
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// CENTROID: TEXCOORD6
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HALF4 lightmapTexCoord1And2 : TEXCOORD6;
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// CENTROID: TEXCOORD7
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HALF4 lightmapTexCoord3 : TEXCOORD7;
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#endif
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float4 fogFactorW : COLOR1;
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};
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float4 main( PS_INPUT i ) : COLOR
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{
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// Load normal and expand range
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HALF4 vNormalSample = tex2D( NormalSampler, i.vBumpTexCoordXY_vTexCoordXY.xy );
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HALF3 vNormal = normalize( vNormalSample * 2.0 - 1.0 );
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// Perform division by W only once
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float ooW = 1.0f / i.W;
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float2 unwarpedRefractTexCoord = i.vReflectXY_vRefractYX.wz * ooW;
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float4 reflectRefractScale = g_ReflectRefractScale;
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// Compute coordinates for sampling Reflection
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float2 vReflectTexCoord;
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float2 vRefractTexCoord;
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// vectorize the dependent UV calculations (reflect = .xy, refract = .wz)
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#ifdef NV3X
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float4 vDependentTexCoords = vNormal.xyxy * vNormalSample.a * reflectRefractScale;
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#else
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float4 vN;
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vN.xy = vNormal.xy;
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vN.w = vNormal.x;
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vN.z = vNormal.y;
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float4 vDependentTexCoords = vN * vNormalSample.a * reflectRefractScale;
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#endif
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vDependentTexCoords += ( i.vReflectXY_vRefractYX * ooW );
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vReflectTexCoord = vDependentTexCoords.xy;
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vRefractTexCoord = vDependentTexCoords.wz;
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// Sample reflection and refraction
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HALF4 vReflectColor = tex2D( ReflectSampler, vReflectTexCoord );
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HALF4 vRefractColor = tex2D( RefractSampler, vRefractTexCoord );
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vReflectColor *= vReflectTint;
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vRefractColor *= vRefractTint;
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half3 vEyeVect;
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vEyeVect = normalize( i.vTangentEyeVect );
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// Fresnel term
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HALF fNdotV = saturate( dot( vEyeVect, vNormal ) );
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HALF fFresnelScalar = g_FresnelConstants.x * pow( 1.0 - fNdotV, g_FresnelConstants.y ) + g_FresnelConstants.z;
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HALF4 fFresnel = HALF4( fFresnelScalar, fFresnelScalar, fFresnelScalar, fFresnelScalar );
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#if BASETEXTURE
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float4 baseSample = tex2D( BaseTextureSampler, i.vBumpTexCoordXY_vTexCoordXY.zw );
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HALF2 bumpCoord1;
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HALF2 bumpCoord2;
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HALF2 bumpCoord3;
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ComputeBumpedLightmapCoordinates( i.lightmapTexCoord1And2, i.lightmapTexCoord3.xy,
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bumpCoord1, bumpCoord2, bumpCoord3 );
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HALF4 lightmapSample1 = tex2D( LightmapSampler, bumpCoord1 );
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HALF3 lightmapColor1 = lightmapSample1.rgb;
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HALF3 lightmapColor2 = tex2D( LightmapSampler, bumpCoord2 );
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HALF3 lightmapColor3 = tex2D( LightmapSampler, bumpCoord3 );
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float3 dp;
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dp.x = saturate( dot( vNormal, bumpBasis[0] ) );
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dp.y = saturate( dot( vNormal, bumpBasis[1] ) );
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dp.z = saturate( dot( vNormal, bumpBasis[2] ) );
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dp *= dp;
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float3 diffuseLighting = dp.x * lightmapColor1 +
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dp.y * lightmapColor2 +
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dp.z * lightmapColor3;
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float sum = dot( dp, float3( 1.0f, 1.0f, 1.0f ) );
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diffuseLighting *= LIGHT_MAP_SCALE / sum;
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HALF3 diffuseComponent = baseSample.rgb * diffuseLighting;
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#endif
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float4 flMask;
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#if ENVMAPMASK
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flMask = tex2D( EnvMapMaskSampler, i.vBumpTexCoordXY_vTexCoordXY.zw );
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#else
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flMask = float4( 1.0f, 1.0f, 1.0f, 1.0f );
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#endif
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// NOTE: the BASETEXTURE path hasn't been tested (or really written for that matter, just copied from water)
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// What I think should happen is that the alpha of base texture should be its 'translucency'
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// which should indicate how much refraction to use.
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// We should add an envmapmask to deal with how much reflection to use
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// along with all the focus, etc. features
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float4 result;
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float flAlpha = 1.0f;
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if( g_bReflect && g_bRefract )
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{
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result = lerp( vRefractColor, vReflectColor, fFresnel ) * flMask;
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#if BASETEXTURE
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result += float4( diffuseComponent, 1.0f );
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flAlpha = baseSample.a;
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#endif
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}
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else if( g_bReflect )
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{
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#if BASETEXTURE
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result = float4( diffuseComponent, 1.0f ) + vReflectColor * flMask;
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flAlpha = baseSample.a;
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#else
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result = vReflectColor;
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#endif
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}
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else if( g_bRefract )
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{
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#if BASETEXTURE
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result = float4( diffuseComponent, 1.0f ) + vRefractColor * flMask;
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flAlpha = baseSample.a;
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#else
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result = vRefractColor;
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#endif
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}
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else
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{
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#if BASETEXTURE
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result = float4( diffuseComponent, 1.0f );
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flAlpha = baseSample.a;
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#else
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result = float4( 0.0f, 0.0f, 0.0f, 0.0f );
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#endif
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}
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#if ( PIXELFOGTYPE == PIXEL_FOG_TYPE_RANGE )
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float fogFactor = CalcRangeFog( i.vProjPos.z, g_PixelFogParams.x, g_PixelFogParams.z, g_PixelFogParams.w );
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#else
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float fogFactor = 0;
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#endif
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return FinalOutput( float4( result.rgb, flAlpha ), fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_NONE, (WRITE_DEPTH_TO_DESTALPHA != 0), i.vProjPos.z );
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}
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