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240 lines
8.1 KiB
C
240 lines
8.1 KiB
C
//========= Copyright Valve Corporation, All rights reserved. ============//
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#include "common_ps_fxc.h"
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struct DrawWater_params_t
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{
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float2 vBumpTexCoord;
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#if MULTITEXTURE
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float4 vExtraBumpTexCoord;
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#endif
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float4 vReflectXY_vRefractYX;
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float w;
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float4 vReflectRefractScale;
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float fReflectOverbright;
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float4 vReflectTint;
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float4 vRefractTint;
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half3 vTangentEyeVect;
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float4 waterFogColor;
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#if BASETEXTURE
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HALF4 lightmapTexCoord1And2;
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HALF4 lightmapTexCoord3;
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#endif
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float4 vProjPos;
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float4 pixelFogParams;
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float fWaterFogStart;
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float fWaterFogEndMinusStart;
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};
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void DrawWater( in DrawWater_params_t i,
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#if BASETEXTURE
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in sampler BaseTextureSampler,
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in sampler LightmapSampler,
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#endif
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in sampler NormalSampler,
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in sampler RefractSampler,
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in sampler ReflectSampler,
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out float4 result, out float fogFactor )
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{
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bool bReflect = REFLECT ? true : false;
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bool bRefract = REFRACT ? true : false;
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#if MULTITEXTURE
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float4 vNormal = tex2D( NormalSampler, i.vBumpTexCoord );
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float4 vNormal1 = tex2D( NormalSampler, i.vExtraBumpTexCoord.xy );
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float4 vNormal2 = tex2D( NormalSampler, i.vExtraBumpTexCoord.zw );
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vNormal = 0.33 * ( vNormal + vNormal1 + vNormal2 );
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#if ( NORMAL_DECODE_MODE == NORM_DECODE_ATI2N )
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vNormal.xy = vNormal.xy * 2.0f - 1.0f;
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vNormal.z = sqrt( 1.0f - dot(vNormal.xy, vNormal.xy) );
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vNormal.a = 1.0f;
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#else
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vNormal.xyz = 2.0 * vNormal.xyz - 1.0;
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#endif
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#else
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float4 vNormal = DecompressNormal( NormalSampler, i.vBumpTexCoord, NORMAL_DECODE_MODE );
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#endif
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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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#if ABOVEWATER
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float waterFogDepthValue = tex2D( RefractSampler, unwarpedRefractTexCoord ).a;
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#else
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// We don't actually have valid depth values in alpha when we are underwater looking out, so
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// just set to farthest value.
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float waterFogDepthValue = 1.0f;
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#endif
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float4 reflectRefractScale = i.vReflectRefractScale;
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#if !BASETEXTURE
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#if ( BLURRY_REFRACT == 0 )
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reflectRefractScale *= waterFogDepthValue;
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#endif
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#endif
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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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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 * vNormal.a * reflectRefractScale;
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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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HALF4 vReflectColor = tex2D( ReflectSampler, vReflectTexCoord );
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#if BLURRY_REFRACT
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// Sample reflection and refraction
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float2 ddx1=float2(0.005,0);
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float2 ddy1=float2(0,0.005);
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float4 vRefractColor=float4(0,0,0,0);
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#if 0
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float sumweights=0;
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for(int ix=-2;ix<=2;ix++)
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{
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for(int iy=-2;iy<=2;iy++)
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{
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float weight=1; ///(1+abs(ix)+abs(iy));
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vRefractColor += weight*tex2D( RefractSampler, vRefractTexCoord+ix*ddx1+iy*ddy1);
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sumweights+=weight;
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}
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}
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#else
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// NOTE: Generated by genwaterloop.pl in the stdshaders directory.
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// Need to unroll for 360 to avoid shader compilation problems.
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// Modified genwaterloop.pl and regenerate if you need different params
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vRefractColor += tex2D( RefractSampler, vRefractTexCoord + -2 * ddx1 + -2 * ddy1 );
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vRefractColor += tex2D( RefractSampler, vRefractTexCoord + -2 * ddx1 + -1 * ddy1 );
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vRefractColor += tex2D( RefractSampler, vRefractTexCoord + -2 * ddx1 + 0 * ddy1 );
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vRefractColor += tex2D( RefractSampler, vRefractTexCoord + -2 * ddx1 + 1 * ddy1 );
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vRefractColor += tex2D( RefractSampler, vRefractTexCoord + -2 * ddx1 + 2 * ddy1 );
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vRefractColor += tex2D( RefractSampler, vRefractTexCoord + -1 * ddx1 + -2 * ddy1 );
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vRefractColor += tex2D( RefractSampler, vRefractTexCoord + -1 * ddx1 + -1 * ddy1 );
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vRefractColor += tex2D( RefractSampler, vRefractTexCoord + -1 * ddx1 + 0 * ddy1 );
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vRefractColor += tex2D( RefractSampler, vRefractTexCoord + -1 * ddx1 + 1 * ddy1 );
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vRefractColor += tex2D( RefractSampler, vRefractTexCoord + -1 * ddx1 + 2 * ddy1 );
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vRefractColor += tex2D( RefractSampler, vRefractTexCoord + 0 * ddx1 + -2 * ddy1 );
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vRefractColor += tex2D( RefractSampler, vRefractTexCoord + 0 * ddx1 + -1 * ddy1 );
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vRefractColor += tex2D( RefractSampler, vRefractTexCoord + 0 * ddx1 + 0 * ddy1 );
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vRefractColor += tex2D( RefractSampler, vRefractTexCoord + 0 * ddx1 + 1 * ddy1 );
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vRefractColor += tex2D( RefractSampler, vRefractTexCoord + 0 * ddx1 + 2 * ddy1 );
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vRefractColor += tex2D( RefractSampler, vRefractTexCoord + 1 * ddx1 + -2 * ddy1 );
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vRefractColor += tex2D( RefractSampler, vRefractTexCoord + 1 * ddx1 + -1 * ddy1 );
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vRefractColor += tex2D( RefractSampler, vRefractTexCoord + 1 * ddx1 + 0 * ddy1 );
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vRefractColor += tex2D( RefractSampler, vRefractTexCoord + 1 * ddx1 + 1 * ddy1 );
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vRefractColor += tex2D( RefractSampler, vRefractTexCoord + 1 * ddx1 + 2 * ddy1 );
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vRefractColor += tex2D( RefractSampler, vRefractTexCoord + 2 * ddx1 + -2 * ddy1 );
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vRefractColor += tex2D( RefractSampler, vRefractTexCoord + 2 * ddx1 + -1 * ddy1 );
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vRefractColor += tex2D( RefractSampler, vRefractTexCoord + 2 * ddx1 + 0 * ddy1 );
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vRefractColor += tex2D( RefractSampler, vRefractTexCoord + 2 * ddx1 + 1 * ddy1 );
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vRefractColor += tex2D( RefractSampler, vRefractTexCoord + 2 * ddx1 + 2 * ddy1 );
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float sumweights = 25;
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// NOTE: end of generated code.
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#endif
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vRefractColor *= (1.0/sumweights);
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vReflectColor *= i.fReflectOverbright;
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vReflectColor *= i.vReflectTint;
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vRefractColor *= i.vRefractTint;
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# if ABOVEWATER
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// Don't mess with this in the underwater case since we don't really have
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// depth values there.
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// get the blurred depth value to be used for fog.
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waterFogDepthValue = vRefractColor.a;
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# endif
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#else
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vReflectColor *= i.vReflectTint;
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HALF4 vRefractColor = tex2D( RefractSampler, vRefractTexCoord );
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// get the depth value from the refracted sample to be used for fog.
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# if ABOVEWATER
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// Don't mess with this in the underwater case since we don't really have
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// depth values there.
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waterFogDepthValue = tex2D( RefractSampler, vRefractTexCoord ).a;
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# endif
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#endif
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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 fFresnel = pow( 1.0 - fNdotV, 5 );
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#if !BASETEXTURE
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// fFresnel == 1.0f means full reflection
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fFresnel *= saturate( ( waterFogDepthValue - 0.05f ) * 20.0f );
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#endif
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// blend between refraction and fog color.
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#if ABOVEWATER
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vRefractColor = lerp( vRefractColor, i.waterFogColor * LINEAR_LIGHT_SCALE, saturate( waterFogDepthValue - 0.05f ) );
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#else
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float waterFogFactor = saturate( ( i.vProjPos.z - i.fWaterFogStart ) / i.fWaterFogEndMinusStart );
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vRefractColor = lerp( vRefractColor, i.waterFogColor * LINEAR_LIGHT_SCALE, waterFogFactor );
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#endif
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#if BASETEXTURE
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float4 baseSample = tex2D( BaseTextureSampler, i.vBumpTexCoord.xy );
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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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if( bReflect && bRefract )
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{
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result = lerp( vRefractColor, vReflectColor, fFresnel );
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}
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else if( bReflect )
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{
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#if BASETEXTURE
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result = float4( diffuseComponent, 1.0f ) + vReflectColor * fFresnel * 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( bRefract )
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{
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result = vRefractColor;
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}
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else
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{
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result = float4( 0.0f, 0.0f, 0.0f, 0.0f );
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}
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#if (PIXELFOGTYPE == PIXEL_FOG_TYPE_RANGE)
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fogFactor = CalcRangeFog( i.vProjPos.z, i.pixelFogParams.x, i.pixelFogParams.z, i.pixelFogParams.w );
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#else
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fogFactor = 0;
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#endif
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}
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