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351 lines
14 KiB
Plaintext
351 lines
14 KiB
Plaintext
//======= Copyright © 1996-2008, Valve Corporation, All rights reserved. ======
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// STATIC: "CUBEMAP" "0..1"
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// STATIC: "DIFFUSELIGHTING" "0..1"
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// STATIC: "LIGHTWARPTEXTURE" "0..1"
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// STATIC: "SELFILLUM" "0..1"
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// STATIC: "SELFILLUMFRESNEL" "0..1"
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// STATIC: "NORMALMAPALPHAENVMAPMASK" "0..1"
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// STATIC: "HALFLAMBERT" "0..1"
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// STATIC: "FLASHLIGHT" "0..1"
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// STATIC: "DETAILTEXTURE" "0..1"
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// STATIC: "DETAIL_BLEND_MODE" "0..6"
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// STATIC: "FLASHLIGHTDEPTHFILTERMODE" "0..2" [ps20b] [PC]
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// STATIC: "FLASHLIGHTDEPTHFILTERMODE" "0..2" [ps30] [PC]
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// STATIC: "FLASHLIGHTDEPTHFILTERMODE" "0..0" [ps20b] [XBOX]
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// STATIC: "BLENDTINTBYBASEALPHA" "0..1"
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// DYNAMIC: "PIXELFOGTYPE" "0..1" [ps20]
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// DYNAMIC: "WRITEWATERFOGTODESTALPHA" "0..1" [ps20]
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// DYNAMIC: "NUM_LIGHTS" "0..2" [ps20]
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// DYNAMIC: "NUM_LIGHTS" "0..4" [ps20b]
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// DYNAMIC: "NUM_LIGHTS" "0..4" [ps30]
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// DYNAMIC: "AMBIENT_LIGHT" "0..1"
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// DYNAMIC: "FLASHLIGHTSHADOWS" "0..1" [ps20b]
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// DYNAMIC: "FLASHLIGHTSHADOWS" "0..1" [ps30] [PC]
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// We don't use light combos when doing the flashlight
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// SKIP: ( $FLASHLIGHT != 0 ) && ( $NUM_LIGHTS > 0 ) [PC]
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// We don't care about flashlight depth unless the flashlight is on
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// SKIP: ( $FLASHLIGHT == 0 ) && ( $FLASHLIGHTSHADOWS == 1 ) [ps20b]
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// SKIP: ( $FLASHLIGHT == 0 ) && ( $FLASHLIGHTSHADOWS == 1 ) [ps30]
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// Flashlight shadow filter mode is irrelevant if there is no flashlight
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// SKIP: ( $FLASHLIGHT == 0 ) && ( $FLASHLIGHTDEPTHFILTERMODE != 0 ) [ps20b]
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// SKIP: ( $FLASHLIGHT == 0 ) && ( $FLASHLIGHTDEPTHFILTERMODE != 0 ) [ps30]
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// SKIP: (! $DETAILTEXTURE) && ( $DETAIL_BLEND_MODE != 0 )
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// Don't do diffuse warp on flashlight
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// SKIP: ( $FLASHLIGHT == 1 ) && ( $LIGHTWARPTEXTURE == 1 ) [PC]
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// Only warp diffuse if we have it at all
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// SKIP: ( $DIFFUSELIGHTING == 0 ) && ( $LIGHTWARPTEXTURE == 1 )
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// Skip this since it blows ps20 instruction limits
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// SKIP: ( $SELFILLUMFRESNEL == 1 ) && ( $LIGHTWARPTEXTURE == 1 )
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// Only need self illum fresnel when self illum enabled
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// SKIP: ( $SELFILLUM == 0 ) && ( $SELFILLUMFRESNEL == 1 )
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// SKIP: ( $FLASHLIGHT == 1 ) && ( $SELFILLUMFRESNEL == 1 ) [PC]
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// SKIP: ( $FLASHLIGHT == 1 ) && ( $SELFILLUM == 1 ) [PC]
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// SKIP: ( $SELFILLUMFRESNEL == 1 ) && ( $DETAILTEXTURE == 1 )
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// SKIP: ( $SELFILLUMFRESNEL == 1 ) && ( $NORMALMAPALPHAENVMAPMASK == 1 )
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// BlendTintByBaseAlpha is incompatible with other interpretations of alpha
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// SKIP: ($BLENDTINTBYBASEALPHA) && ($SELFILLUM)
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// Only _XBOX allows flashlight and cubemap in the current implementation
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// SKIP: $FLASHLIGHT && $CUBEMAP [PC]
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// Meaningless combinations
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// SKIP: $NORMALMAPALPHAENVMAPMASK && !$CUBEMAP
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#include "common_flashlight_fxc.h"
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#include "common_vertexlitgeneric_dx9.h"
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const float4 g_EnvmapTint_TintReplaceFactor : register( c0 );
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const float4 g_DiffuseModulation : register( c1 );
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const float4 g_EnvmapContrast_ShadowTweaks : register( c2 );
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const float3 g_EnvmapSaturation : register( c3 );
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const float4 g_SelfIllumTint_and_BlendFactor : register( c4 );
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#define g_SelfIllumTint ( g_SelfIllumTint_and_BlendFactor.rgb)
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#define g_DetailBlendFactor (g_SelfIllumTint_and_BlendFactor.w)
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const float3 cAmbientCube[6] : register( c5 );
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// 11, 12 not used?
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#if ( SELFILLUMFRESNEL == 1 )
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const float4 g_SelfIllumScaleBiasExpBrightness : register( c11 );
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#endif
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const float4 g_ShaderControls : register( c12 );
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#define g_fPixelFogType g_ShaderControls.x
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#define g_fWriteDepthToAlpha g_ShaderControls.y
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#define g_fWriteWaterFogToDestAlpha g_ShaderControls.z
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// 2 registers each - 6 registers total
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PixelShaderLightInfo cLightInfo[3] : register( c13 ); // through c18
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const float3 g_EyePos : register( c20 );
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const float4 g_FogParams : register( c21 );
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const float4 g_FlashlightAttenuationFactors : register( c22 );
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const float3 g_FlashlightPos : register( c23 );
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const float4x4 g_FlashlightWorldToTexture : register( c24 ); // through c27
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sampler BaseTextureSampler : register( s0 );
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sampler EnvmapSampler : register( s1 );
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sampler DetailSampler : register( s2 );
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sampler BumpmapSampler : register( s3 );
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sampler EnvmapMaskSampler : register( s4 );
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sampler NormalizeSampler : register( s5 );
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sampler RandRotSampler : register( s6 ); // RandomRotation sampler
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sampler FlashlightSampler : register( s7 );
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sampler ShadowDepthSampler : register( s8 ); // Flashlight shadow depth map sampler
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sampler DiffuseWarpSampler : register( s9 ); // Lighting warp sampler (1D texture for diffuse lighting modification)
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struct PS_INPUT
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{
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float4 baseTexCoord2_tangentSpaceVertToEyeVectorXY : TEXCOORD0;
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float3 lightAtten : TEXCOORD1;
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float4 worldVertToEyeVectorXYZ_tangentSpaceVertToEyeVectorZ : TEXCOORD2;
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float3 vWorldNormal : TEXCOORD3; // World-space normal
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float4 vWorldTangent : TEXCOORD4;
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#if ((defined(SHADER_MODEL_PS_2_B) || defined(SHADER_MODEL_PS_3_0)))
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float4 vProjPos : TEXCOORD5;
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#else
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float3 vWorldBinormal : TEXCOORD5;
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#endif
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float4 worldPos_projPosZ : TEXCOORD6;
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float3 detailTexCoord_atten3 : TEXCOORD7;
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float4 fogFactorW : COLOR1;
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#if defined( _X360 )
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#if FLASHLIGHT
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float4 flashlightSpacePos : TEXCOORD8;
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#endif
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#endif
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};
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// Calculate both types of Fog and lerp to get result
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float CalcPixelFogFactorConst( float fPixelFogType, const float4 fogParams, const float flEyePosZ, const float flWorldPosZ, const float flProjPosZ )
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{
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float fRangeFog = CalcRangeFog( flProjPosZ, fogParams.x, fogParams.z, fogParams.w );
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float fHeightFog = CalcWaterFogAlpha( fogParams.y, flEyePosZ, flWorldPosZ, flProjPosZ, fogParams.w );
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return lerp( fRangeFog, fHeightFog, fPixelFogType );
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}
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// Blend both types of Fog and lerp to get result
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float3 BlendPixelFogConst( const float3 vShaderColor, float pixelFogFactor, const float3 vFogColor, float fPixelFogType )
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{
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pixelFogFactor = saturate( pixelFogFactor );
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float3 fRangeResult = lerp( vShaderColor.rgb, vFogColor.rgb, pixelFogFactor * pixelFogFactor ); //squaring the factor will get the middle range mixing closer to hardware fog
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float3 fHeightResult = lerp( vShaderColor.rgb, vFogColor.rgb, saturate( pixelFogFactor ) );
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return lerp( fRangeResult, fHeightResult, fPixelFogType );
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}
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float4 FinalOutputConst( const float4 vShaderColor, float pixelFogFactor, float fPixelFogType, const int iTONEMAP_SCALE_TYPE, float fWriteDepthToDestAlpha, const float flProjZ )
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{
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float4 result = vShaderColor;
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if( iTONEMAP_SCALE_TYPE == TONEMAP_SCALE_LINEAR )
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{
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result.rgb *= LINEAR_LIGHT_SCALE;
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}
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else if( iTONEMAP_SCALE_TYPE == TONEMAP_SCALE_GAMMA )
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{
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result.rgb *= GAMMA_LIGHT_SCALE;
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}
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result.a = lerp( result.a, DepthToDestAlpha( flProjZ ), fWriteDepthToDestAlpha );
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result.rgb = BlendPixelFogConst( result.rgb, pixelFogFactor, g_LinearFogColor.rgb, fPixelFogType );
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result.rgb = SRGBOutput( result.rgb ); //SRGB in pixel shader conversion
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return result;
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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 bDiffuseLighting = DIFFUSELIGHTING ? true : false;
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bool bDoDiffuseWarp = LIGHTWARPTEXTURE ? true : false;
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bool bSelfIllum = SELFILLUM ? true : false;
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bool bSelfIllumFresnel = SELFILLUMFRESNEL ? true : false;
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bool bNormalMapAlphaEnvmapMask = NORMALMAPALPHAENVMAPMASK ? true : false;
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bool bHalfLambert = HALFLAMBERT ? true : false;
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bool bFlashlight = (FLASHLIGHT!=0) ? true : false;
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bool bAmbientLight = AMBIENT_LIGHT ? true : false;
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bool bDetailTexture = DETAILTEXTURE ? true : false;
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bool bBlendTintByBaseAlpha = BLENDTINTBYBASEALPHA ? true : false;
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int nNumLights = NUM_LIGHTS;
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#if ((defined(SHADER_MODEL_PS_2_B) || defined(SHADER_MODEL_PS_3_0)))
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float3 vWorldBinormal = cross( i.vWorldNormal.xyz, i.vWorldTangent.xyz ) * i.vWorldTangent.w;
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#else
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float3 vWorldBinormal = i.vWorldBinormal;
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#endif
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// Unpack four light attenuations
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float4 vLightAtten = float4( i.lightAtten, i.detailTexCoord_atten3.z );
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float4 baseColor = float4( 1.0f, 1.0f, 1.0f, 1.0f );
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baseColor = tex2D( BaseTextureSampler, i.baseTexCoord2_tangentSpaceVertToEyeVectorXY.xy );
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#if DETAILTEXTURE
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float4 detailColor = tex2D( DetailSampler, i.detailTexCoord_atten3.xy );
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baseColor = TextureCombine( baseColor, detailColor, DETAIL_BLEND_MODE, g_DetailBlendFactor );
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#endif
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float specularFactor = 1.0f;
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float4 normalTexel = tex2D( BumpmapSampler, i.baseTexCoord2_tangentSpaceVertToEyeVectorXY.xy );
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float3 tangentSpaceNormal = normalTexel * 2.0f - 1.0f;
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if ( bNormalMapAlphaEnvmapMask )
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specularFactor = normalTexel.a;
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float3 diffuseLighting = float3( 1.0f, 1.0f, 1.0f );
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float3 worldSpaceNormal = float3( 0.0f, 0.0f, 1.0f );
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if ( bDiffuseLighting || bFlashlight || bCubemap || bSelfIllumFresnel )
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{
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worldSpaceNormal = Vec3TangentToWorld( tangentSpaceNormal, i.vWorldNormal, i.vWorldTangent, vWorldBinormal );
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#if ( defined(SHADER_MODEL_PS_2_B) || defined(SHADER_MODEL_PS_3_0) )
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worldSpaceNormal = normalize( worldSpaceNormal );
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#else
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worldSpaceNormal = NormalizeWithCubemap( NormalizeSampler, worldSpaceNormal );
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#endif
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}
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if ( bDiffuseLighting )
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{
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diffuseLighting = PixelShaderDoLighting( i.worldPos_projPosZ.xyz, worldSpaceNormal,
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float3( 0.0f, 0.0f, 0.0f ), false, bAmbientLight, vLightAtten,
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cAmbientCube, NormalizeSampler, nNumLights, cLightInfo, bHalfLambert,
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false, 1.0f, bDoDiffuseWarp, DiffuseWarpSampler );
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}
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float3 albedo = baseColor;
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if (bBlendTintByBaseAlpha)
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{
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float3 tintedColor = albedo * g_DiffuseModulation.rgb;
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tintedColor = lerp(tintedColor, g_DiffuseModulation.rgb, g_EnvmapTint_TintReplaceFactor.w);
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albedo = lerp(albedo, tintedColor, baseColor.a);
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}
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else
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{
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albedo = albedo * g_DiffuseModulation.rgb;
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}
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float alpha = g_DiffuseModulation.a;
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if ( !bSelfIllum && !bBlendTintByBaseAlpha )
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{
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alpha *= baseColor.a;
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}
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#if FLASHLIGHT
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if( bFlashlight )
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{
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int nShadowSampleLevel = 0;
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bool bDoShadows = false;
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float2 vProjPos = float2(0, 0);
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// On ps_2_b, we can do shadow mapping
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#if ( FLASHLIGHTSHADOWS && (defined(SHADER_MODEL_PS_2_B) || defined(SHADER_MODEL_PS_3_0) ) )
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nShadowSampleLevel = FLASHLIGHTDEPTHFILTERMODE;
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bDoShadows = FLASHLIGHTSHADOWS;
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vProjPos = i.vProjPos.xy / i.vProjPos.w; // Screen-space position for shadow map noise
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#endif
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#if defined ( _X360 )
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float4 flashlightSpacePosition = i.flashlightSpacePos;
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#else
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float4 flashlightSpacePosition = mul( float4( i.worldPos_projPosZ.xyz, 1.0f ), g_FlashlightWorldToTexture );
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#endif
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float3 flashlightColor = DoFlashlight( g_FlashlightPos, i.worldPos_projPosZ.xyz, flashlightSpacePosition,
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worldSpaceNormal, g_FlashlightAttenuationFactors.xyz,
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g_FlashlightAttenuationFactors.w, FlashlightSampler, ShadowDepthSampler,
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RandRotSampler, nShadowSampleLevel, bDoShadows, false, vProjPos, false, g_EnvmapContrast_ShadowTweaks );
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#if defined ( _X360 )
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diffuseLighting += flashlightColor;
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#else
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diffuseLighting = flashlightColor;
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#endif
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}
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#endif
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float3 diffuseComponent = albedo * diffuseLighting;
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#if !FLASHLIGHT || defined ( _X360 )
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if ( bSelfIllum )
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{
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#if ( SELFILLUMFRESNEL == 1 ) // To free up the constant register...see top of file
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// This will apply a fresnel term based on the vertex normal (not the per-pixel normal!) to help fake and internal glow look
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#if ((defined(SHADER_MODEL_PS_2_B) || defined(SHADER_MODEL_PS_3_0)))
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float3 vVertexNormal = normalize( i.vWorldNormal.xyz );
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float flSelfIllumFresnel = ( pow( saturate( dot( vVertexNormal.xyz, normalize( i.worldVertToEyeVectorXYZ_tangentSpaceVertToEyeVectorZ.xyz ) ) ), g_SelfIllumScaleBiasExpBrightness.z ) * g_SelfIllumScaleBiasExpBrightness.x ) + g_SelfIllumScaleBiasExpBrightness.y;
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float3 selfIllumComponent = g_SelfIllumTint * albedo * g_SelfIllumScaleBiasExpBrightness.w;
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diffuseComponent = lerp( diffuseComponent, selfIllumComponent, baseColor.a * saturate( flSelfIllumFresnel ) );
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#else
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float3 vVertexNormal = i.vWorldNormal.xyz;
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float flSelfIllumFresnel = ( pow( saturate( dot( vVertexNormal.xyz, ( i.worldVertToEyeVectorXYZ_tangentSpaceVertToEyeVectorZ.xyz ) ) ), g_SelfIllumScaleBiasExpBrightness.z ) * g_SelfIllumScaleBiasExpBrightness.x ) + g_SelfIllumScaleBiasExpBrightness.y;
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float3 selfIllumComponent = g_SelfIllumTint * albedo * g_SelfIllumScaleBiasExpBrightness.w;
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diffuseComponent = lerp( diffuseComponent, selfIllumComponent, baseColor.a * saturate( flSelfIllumFresnel ) );
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#endif
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#else
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float3 selfIllumComponent = g_SelfIllumTint * albedo;
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diffuseComponent = lerp( diffuseComponent, selfIllumComponent, baseColor.a );
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#endif
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}
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#endif
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float3 specularLighting = float3( 0.0f, 0.0f, 0.0f );
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#if !FLASHLIGHT || defined ( _X360 )
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if( bCubemap )
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{
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float3 reflectVect = CalcReflectionVectorUnnormalized( worldSpaceNormal, i.worldVertToEyeVectorXYZ_tangentSpaceVertToEyeVectorZ.xyz );
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specularLighting = ENV_MAP_SCALE * texCUBE( EnvmapSampler, reflectVect );
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specularLighting *= specularFactor;
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specularLighting *= g_EnvmapTint_TintReplaceFactor.rgb;
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float3 specularLightingSquared = specularLighting * specularLighting;
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specularLighting = lerp( specularLighting, specularLightingSquared, g_EnvmapContrast_ShadowTweaks );
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float3 greyScale = dot( specularLighting, float3( 0.299f, 0.587f, 0.114f ) );
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specularLighting = lerp( greyScale, specularLighting, g_EnvmapSaturation );
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}
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#endif
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float3 result = diffuseComponent + specularLighting;
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#if defined(SHADER_MODEL_PS_2_0)
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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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#else
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float fogFactor = CalcPixelFogFactorConst( g_fPixelFogType, g_FogParams, g_EyePos.z, i.worldPos_projPosZ.z, i.worldPos_projPosZ.w );
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#endif
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#if defined( SHADER_MODEL_PS_2_0 )
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#if WRITEWATERFOGTODESTALPHA && (PIXELFOGTYPE == PIXEL_FOG_TYPE_HEIGHT)
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alpha = fogFactor;
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#endif
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#else // 2b or higher
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alpha = lerp( alpha, fogFactor, g_fPixelFogType * g_fWriteWaterFogToDestAlpha ); // Use the fog factor if it's height fog
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#endif
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#if defined( SHADER_MODEL_PS_2_0 )
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return FinalOutput( float4( result.rgb, alpha ), fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR, false, i.worldPos_projPosZ.w );
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#else
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return FinalOutputConst( float4( result.rgb, alpha ), fogFactor, g_fPixelFogType, TONEMAP_SCALE_LINEAR, g_fWriteDepthToAlpha, i.worldPos_projPosZ.w );
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#endif
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}
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