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485 lines
18 KiB
Plaintext
485 lines
18 KiB
Plaintext
//====== Copyright © 1996-2007, Valve Corporation, All rights reserved. =======//
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//
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//=============================================================================//
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// STATIC: "DETAILTEXTURE" "0..1"
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// STATIC: "CUBEMAP" "0..1"
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// STATIC: "DIFFUSELIGHTING" "0..1"
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// STATIC: "ENVMAPMASK" "0..1"
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// STATIC: "BASEALPHAENVMAPMASK" "0..1"
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// STATIC: "SELFILLUM" "0..1"
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// STATIC: "VERTEXCOLOR" "0..1"
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// STATIC: "FLASHLIGHT" "0..1"
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// STATIC: "SELFILLUM_ENVMAPMASK_ALPHA" "0..1"
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// STATIC: "DETAIL_BLEND_MODE" "0..9"
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// STATIC: "SEAMLESS_BASE" "0..1"
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// STATIC: "SEAMLESS_DETAIL" "0..1"
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// STATIC: "DISTANCEALPHA" "0..1"
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// STATIC: "DISTANCEALPHAFROMDETAIL" "0..1"
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// STATIC: "SOFT_MASK" "0..1"
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// STATIC: "OUTLINE" "0..1"
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// STATIC: "OUTER_GLOW" "0..1"
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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: "DEPTHBLEND" "0..1" [ps20b] [ps30]
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// STATIC: "BLENDTINTBYBASEALPHA" "0..1"
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// STATIC: "SRGB_INPUT_ADAPTER" "0..1" [ps20b]
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// STATIC: "CUBEMAP_SPHERE_LEGACY" "0..1"
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// DYNAMIC: "PIXELFOGTYPE" "0..1" [ps20]
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// DYNAMIC: "LIGHTING_PREVIEW" "0..2" [PC]
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// DYNAMIC: "LIGHTING_PREVIEW" "0..0" [XBOX]
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// DYNAMIC: "FLASHLIGHTSHADOWS" "0..1" [ps20b]
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// DYNAMIC: "FLASHLIGHTSHADOWS" "0..1" [ps30]
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// detail blend mode 6 = ps20b only
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// SKIP: $DETAIL_BLEND_MODE == 6 [ps20]
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// SKIP: ($DETAILTEXTURE == 0 ) && ( $DETAIL_BLEND_MODE != 0 )
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// SKIP: ($DETAILTEXTURE == 0 ) && ( $SEAMLESS_DETAIL )
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// SKIP: ($ENVMAPMASK || $SELFILLUM_ENVMAPMASK_ALPHA) && ($SEAMLESS_BASE || $SEAMLESS_DETAIL)
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// SKIP: $BASEALPHAENVMAPMASK && $ENVMAPMASK
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// SKIP: $BASEALPHAENVMAPMASK && $SELFILLUM
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// SKIP: $SELFILLUM && $SELFILLUM_ENVMAPMASK_ALPHA
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// SKIP: $SELFILLUM_ENVMAPMASK_ALPHA && (! $ENVMAPMASK)
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// SKIP: $ENVMAPMASK && ($FLASHLIGHT || $FLASHLIGHTSHADOWS) [PC]
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// SKIP: $BASEALPHAENVMAPMASK && ($SEAMLESS_BASE || $SEAMLESS_DETAIL)
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// SKIP: ($DISTANCEALPHA == 0) && ($DISTANCEALPHAFROMDETAIL || $SOFT_MASK || $OUTLINE || $OUTER_GLOW)
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// SKIP: ($DETAILTEXTURE == 0) && ($DISTANCEALPHAFROMDETAIL)
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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 ) && ( $FLASHLIGHTDEPTHFILTERMODE != 0 ) [ps30]
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// DISTANCEALPHA-related skips
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// SKIP: ($DISTANCEALPHA) && ($ENVMAPMASK || $BASEALPHAENVMAPMASK || $SELFILLUM || $SELFILLUM_ENVMAPMASK_ALPHA )
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// SKIP: ($DISTANCEALPHA) && ($SEAMLESS_BASE || $SEAMLESS_DETAIL || $CUBEMAP || $LIGHTING_PREVIEW )
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// SKIP: ($DISTANCEALPHA) && ($WRITEWATERFOGTODESTALPHA || $PIXELFOGTYPE || $FLASHLIGHT || $FLASHLIGHTSHADOWS || $SRGB_INPUT_ADAPTER )
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// SKIP: $SEAMLESS_BASE && $SRGB_INPUT_ADAPTER
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// SKIP: $SEAMLESS_BASE && ($BLENDTINTBYBASEALPHA )
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// BlendTintByBaseAlpha is incompatible with other interpretations of alpha
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// SKIP: ($BLENDTINTBYBASEALPHA) && ($SELFILLUM || (($DISTANCEALPHA) && ($DISTANCEALPHAFROMDETAIL == 0)) || $BASEALPHAENVMAPMASK)
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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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// SKIP: $CUBEMAP_SPHERE_LEGACY && ($CUBEMAP == 0)
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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 float4 g_EnvmapSaturation_SelfIllumMask : register( c3 );
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const float4 g_SelfIllumTint_and_BlendFactor : register( c4 );
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const float4 g_ShaderControls : register( c12 );
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const float4 g_DepthFeatheringConstants : register( c13 );
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const float4 g_EyePos : register( c20 );
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const float4 g_FogParams : register( c21 );
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#define g_SelfIllumTint g_SelfIllumTint_and_BlendFactor.xyz
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#define g_DetailBlendFactor g_SelfIllumTint_and_BlendFactor.w
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#define g_EnvmapSaturation g_EnvmapSaturation_SelfIllumMask.xyz
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#define g_SelfIllumMaskControl g_EnvmapSaturation_SelfIllumMask.w
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const float4 g_FlashlightAttenuationFactors : register( c22 );
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const HALF3 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 EnvmapMaskSampler : register( s4 );
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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 DepthSampler : register( s10 ); //depth buffer sampler for depth blending
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sampler SelfIllumMaskSampler : register( s11 ); // selfillummask
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struct PS_INPUT
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{
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#if SEAMLESS_BASE
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HALF3 baseTexCoord : TEXCOORD0; // Base texture coordinate
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#else
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HALF2 baseTexCoord : TEXCOORD0; // Base texture coordinate
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#endif
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#if SEAMLESS_DETAIL
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HALF3 detailTexCoord : TEXCOORD1; // Seamless texture coordinate
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#else
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HALF2 detailTexCoord : TEXCOORD1; // Detail texture coordinate
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#endif
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float4 color : TEXCOORD2; // Vertex color (from lighting or unlit)
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float3 worldVertToEyeVector : TEXCOORD3; // Necessary for reflection
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float3 worldSpaceNormal : TEXCOORD4; // Necessary for cubemaps and flashlight
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#if defined ( _X360 )
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#if FLASHLIGHT
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float4 flashlightSpacePos : TEXCOORD5;
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#endif
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#endif
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float4 projPos : TEXCOORD6;
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float4 worldPos_projPosZ : TEXCOORD7;
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float4 fogFactorW : COLOR1;
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#if SEAMLESS_BASE || SEAMLESS_DETAIL
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float3 SeamlessWeights : COLOR0; // x y z projection weights
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#endif
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};
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const float4 g_GlowParameters : register( c5 );
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const float4 g_GlowColor : register( c6 );
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#define GLOW_UV_OFFSET g_GlowParameters.xy
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#define OUTER_GLOW_MIN_DVALUE g_GlowParameters.z
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#define OUTER_GLOW_MAX_DVALUE g_GlowParameters.w
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#define OUTER_GLOW_COLOR g_GlowColor
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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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#define g_fVertexAlpha g_ShaderControls.w
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const float4 g_DistanceAlphaParams : register( c7 );
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#define SOFT_MASK_MAX g_DistanceAlphaParams.x
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#define SOFT_MASK_MIN g_DistanceAlphaParams.y
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const float4 g_OutlineColor : register( c8 );
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#define OUTLINE_COLOR g_OutlineColor
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const float4 g_OutlineParams : register( c9 );
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// these are ordered this way for optimal ps20 swizzling
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#define OUTLINE_MIN_VALUE0 g_OutlineParams.x
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#define OUTLINE_MAX_VALUE1 g_OutlineParams.y
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#define OUTLINE_MAX_VALUE0 g_OutlineParams.z
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#define OUTLINE_MIN_VALUE1 g_OutlineParams.w
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#if DETAILTEXTURE
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const float3 g_DetailTint : register( c10 );
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#endif
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// Calculate unified fog
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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 flDepthBelowWater = fPixelFogType*fogParams.y - flWorldPosZ; // above water = negative, below water = positive
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float flDepthBelowEye = fPixelFogType*flEyePosZ - flWorldPosZ; // above eye = negative, below eye = positive
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// if fPixelFogType == 0, then flDepthBelowWater == flDepthBelowEye and frac will be 1
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float frac = (flDepthBelowEye == 0) ? 1 : saturate(flDepthBelowWater/flDepthBelowEye);
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return saturate( min(fogParams.z, flProjPosZ * fogParams.w * frac - fogParams.x) );
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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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//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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pixelFogFactor = lerp( pixelFogFactor*pixelFogFactor, pixelFogFactor, fPixelFogType );
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return lerp( vShaderColor.rgb, vFogColor.rgb, pixelFogFactor );
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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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#if LIGHTING_PREVIEW == 2
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LPREVIEW_PS_OUT main( PS_INPUT i ) : COLOR
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#else
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float4 main( PS_INPUT i ) : COLOR
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#endif
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{
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bool bDetailTexture = DETAILTEXTURE ? true : false;
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bool bCubemap = CUBEMAP ? true : false;
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bool bDiffuseLighting = DIFFUSELIGHTING ? true : false;
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bool bHasNormal = bCubemap || bDiffuseLighting;
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bool bEnvmapMask = ENVMAPMASK ? true : false;
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bool bBaseAlphaEnvmapMask = BASEALPHAENVMAPMASK ? true : false;
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bool bSelfIllum = SELFILLUM ? true : false;
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bool bVertexColor = VERTEXCOLOR ? true : false;
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bool bFlashlight = FLASHLIGHT ? true : false;
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bool bBlendTintByBaseAlpha = BLENDTINTBYBASEALPHA ? true : false;
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HALF4 baseColor = HALF4( 1.0f, 1.0f, 1.0f, 1.0f );
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#if SEAMLESS_BASE
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baseColor =
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i.SeamlessWeights.x * tex2D( BaseTextureSampler, i.baseTexCoord.yz )+
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i.SeamlessWeights.y * tex2D( BaseTextureSampler, i.baseTexCoord.zx )+
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i.SeamlessWeights.z * tex2D( BaseTextureSampler, i.baseTexCoord.xy );
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#else
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baseColor = tex2D( BaseTextureSampler, i.baseTexCoord.xy );
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#if SRGB_INPUT_ADAPTER
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baseColor.rgb = GammaToLinear( baseColor.rgb );
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#endif
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#endif // !SEAMLESS_BASE
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#if DISTANCEALPHA && (DISTANCEALPHAFROMDETAIL == 0)
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float distAlphaMask = baseColor.a;
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#endif
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#if DETAILTEXTURE
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#if SEAMLESS_DETAIL
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float4 detailColor =
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i.SeamlessWeights.x * tex2D( DetailSampler, i.detailTexCoord.yz )+
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i.SeamlessWeights.y * tex2D( DetailSampler, i.detailTexCoord.zx )+
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i.SeamlessWeights.z * tex2D( DetailSampler, i.detailTexCoord.xy );
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#else
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float4 detailColor = tex2D( DetailSampler, i.detailTexCoord.xy );
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#endif
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detailColor.rgb *= g_DetailTint;
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#if DISTANCEALPHA && (DISTANCEALPHAFROMDETAIL == 1)
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float distAlphaMask = detailColor.a;
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detailColor.a = 1.0; // make tcombine treat as 1.0
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#endif
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baseColor =
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TextureCombine( baseColor, detailColor, DETAIL_BLEND_MODE, g_DetailBlendFactor );
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#endif
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#if DISTANCEALPHA
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// now, do all distance alpha effects
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//if ( OUTLINE && ( distAlphaMask >= OUTLINE_MIN_VALUE0 ) && ( distAlphaMask <= OUTLINE_MAX_VALUE1 ) )
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//{
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// float oFactor=1.0;
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// if ( distAlphaMask <= OUTLINE_MIN_VALUE1 )
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// {
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// oFactor=smoothstep( OUTLINE_MIN_VALUE0, OUTLINE_MIN_VALUE1, distAlphaMask );
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// }
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// else
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// {
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// oFactor=smoothstep( OUTLINE_MAX_VALUE1, OUTLINE_MAX_VALUE0, distAlphaMask );
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// }
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// baseColor = lerp( baseColor, OUTLINE_COLOR, oFactor );
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//}
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if ( OUTLINE )
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{
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float4 oFactors = smoothstep(g_OutlineParams.xyzw, g_OutlineParams.wzyx, distAlphaMask );
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baseColor = lerp( baseColor, g_OutlineColor, oFactors.x * oFactors.y );
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}
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float mskUsed;
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if ( SOFT_MASK )
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{
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mskUsed = smoothstep( SOFT_MASK_MIN, SOFT_MASK_MAX, distAlphaMask );
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baseColor.a *= mskUsed;
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}
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else
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{
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mskUsed = distAlphaMask >= 0.5;
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if (DETAILTEXTURE )
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baseColor.a *= mskUsed;
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else
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baseColor.a = mskUsed;
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}
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if ( OUTER_GLOW )
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{
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#if DISTANCEALPHAFROMDETAIL
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float4 glowTexel = tex2D( DetailSampler, i.detailTexCoord.xy+GLOW_UV_OFFSET );
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#else
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float4 glowTexel = tex2D( BaseTextureSampler, i.baseTexCoord.xy+GLOW_UV_OFFSET );
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#endif
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float4 glowc = OUTER_GLOW_COLOR*smoothstep( OUTER_GLOW_MIN_DVALUE, OUTER_GLOW_MAX_DVALUE, glowTexel.a );
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baseColor = lerp( glowc, baseColor, mskUsed );
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}
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#endif // DISTANCEALPHA
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float3 specularFactor = 1.0f;
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float4 envmapMaskTexel;
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if( bEnvmapMask )
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{
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envmapMaskTexel = tex2D( EnvmapMaskSampler, i.baseTexCoord.xy );
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specularFactor *= envmapMaskTexel.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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float3 diffuseLighting = float3( 1.0f, 1.0f, 1.0f );
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if( bDiffuseLighting || bVertexColor && !( bVertexColor && bDiffuseLighting ) )
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{
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diffuseLighting = i.color.rgb;
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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 ( !bBaseAlphaEnvmapMask && !bSelfIllum && !bBlendTintByBaseAlpha )
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{
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alpha *= baseColor.a;
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}
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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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// 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 = true;
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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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// We want the N.L to happen on the flashlight pass, but can't afford it on ps20
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bool bUseWorldNormal = true;
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#if ( defined( SHADER_MODEL_PS_2_0 ) && ( DETAILTEXTURE ) )
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bUseWorldNormal = false;
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#endif
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float3 flashlightColor = DoFlashlight( g_FlashlightPos, i.worldPos_projPosZ.xyz, flashlightSpacePosition,
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i.worldSpaceNormal, g_FlashlightAttenuationFactors.xyz,
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g_FlashlightAttenuationFactors.w, FlashlightSampler, ShadowDepthSampler,
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RandRotSampler, nShadowSampleLevel, bDoShadows, false, i.projPos.xy / i.projPos.w, false, g_EnvmapContrast_ShadowTweaks, bUseWorldNormal );
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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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if( bVertexColor && bDiffuseLighting )
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{
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albedo *= i.color.rgb;
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}
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alpha = lerp( alpha, alpha * i.color.a, g_fVertexAlpha );
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float3 diffuseComponent = albedo * diffuseLighting;
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#if DETAILTEXTURE
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diffuseComponent =
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TextureCombinePostLighting( diffuseComponent, detailColor, DETAIL_BLEND_MODE, g_DetailBlendFactor );
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#endif
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HALF3 specularLighting = HALF3( 0.0f, 0.0f, 0.0f );
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#if !FLASHLIGHT || defined ( _X360 )
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#if SELFILLUM_ENVMAPMASK_ALPHA
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// range of alpha:
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// 0 - 0.125 = lerp(diffuse,selfillum,alpha*8)
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// 0.125-1.0 = selfillum*(1+alpha-0.125)*8 (over bright glows)
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HALF3 selfIllumComponent = g_SelfIllumTint * albedo;
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half Adj_Alpha=8*envmapMaskTexel.a;
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diffuseComponent=( max( 0, 1-Adj_Alpha ) * diffuseComponent) + Adj_Alpha * selfIllumComponent;
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#else
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if ( bSelfIllum )
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{
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float3 vSelfIllumMask = tex2D( SelfIllumMaskSampler, i.baseTexCoord.xy );
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vSelfIllumMask = lerp( baseColor.aaa, vSelfIllumMask, g_SelfIllumMaskControl );
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diffuseComponent = lerp( diffuseComponent, g_SelfIllumTint * albedo, vSelfIllumMask );
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}
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#endif
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if( bCubemap )
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{
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#if CUBEMAP_SPHERE_LEGACY
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HALF3 reflectVect = normalize(CalcReflectionVectorUnnormalized( i.worldSpaceNormal, i.worldVertToEyeVector.xyz ));
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specularLighting = 0.5 * tex2D( EnvmapSampler, float2(reflectVect.x, reflectVect.y) ) * g_DiffuseModulation.rgb * diffuseLighting;
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#else
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HALF3 reflectVect = CalcReflectionVectorUnnormalized( i.worldSpaceNormal, i.worldVertToEyeVector.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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HALF3 specularLightingSquared = specularLighting * specularLighting;
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specularLighting = lerp( specularLighting, specularLightingSquared, g_EnvmapContrast_ShadowTweaks );
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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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}
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#endif
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HALF3 result = diffuseComponent + specularLighting;
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#if LIGHTING_PREVIEW
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# if LIGHTING_PREVIEW == 1
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float dotprod=0.7+0.25*dot(i.worldSpaceNormal,normalize(float3(1,2,-.5)));
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return FinalOutput( float4( dotprod*albedo.xyz, alpha ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_LINEAR );
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# else
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LPREVIEW_PS_OUT ret;
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ret.flags=float4(1,1,1,1);
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ret.color=float4( albedo.xyz, alpha );
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ret.normal=float4(i.worldSpaceNormal,alpha);
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ret.position=float4(i.worldPos_projPosZ.xyz, alpha);
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return FinalOutput( ret, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
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# endif
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#else
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# if (DEPTHBLEND == 1)
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{
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float2 vScreenPos;
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vScreenPos.x = i.projPos.x;
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vScreenPos.y = -i.projPos.y;
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vScreenPos = (vScreenPos + i.projPos.w) * 0.5f;
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alpha *= DepthFeathering( DepthSampler, vScreenPos / i.projPos.w, i.projPos.w - i.projPos.z, i.projPos.w, g_DepthFeatheringConstants );
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}
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# endif
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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.projPos.z );
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#if (PIXELFOGTYPE == PIXEL_FOG_TYPE_HEIGHT)
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alpha = lerp( alpha, fogFactor, g_fWriteWaterFogToDestAlpha );
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#endif
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return FinalOutput( float4( result.rgb, alpha ), fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR, false, i.projPos.z );
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#else // 2b or higher
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float fogFactor = CalcPixelFogFactorConst( g_fPixelFogType, g_FogParams, g_EyePos.z, i.worldPos_projPosZ.z, i.projPos.z );
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alpha = lerp( alpha, fogFactor, g_fWriteWaterFogToDestAlpha ); // Use the fog factor if it's height fog
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return FinalOutputConst( float4( result.rgb, alpha ), fogFactor, g_fPixelFogType, TONEMAP_SCALE_LINEAR, g_fWriteDepthToAlpha, i.projPos.z );
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#endif
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#endif
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}
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