Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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5 years ago
// STATIC: "BASETEXTURE" "0..1"
// STATIC: "ENVMAP" "0..1"
// STATIC: "ENVMAPMASK" "0..1"
// STATIC: "SELFILLUM" "0..1"
// STATIC: "BASEALPHAENVMAPMASK" "0..1"
// SKIP: !$ENVMAP && ( $BASEALPHAENVMAPMASK || $ENVMAPMASK )
// SKIP: !$BASETEXTURE && $BASEALPHAENVMAPMASK
// SKIP: $BASEALPHAENVMAPMASK && $ENVMAPMASK
// SKIP: !$BASETEXTURE && $BASEALPHAENVMAPMASK
// SKIP: $SELFILLUM && $BASEALPHAENVMAPMASK
// SKIP: !$BASETEXTURE && $SELFILLUM
const float3 g_OverbrightFactor : register( c0 );
const float3 g_SelfIllumTint : register( c1 );
const float3 g_EnvmapTint : register( c2 );
sampler BaseTextureSampler : register( s0 );
sampler LightmapSampler : register( s1 );
sampler EnvmapSampler : register( s2 );
sampler EnvmapMaskSampler : register( s3 );
//sampler DetailSampler : register( s3 );
struct PS_INPUT
{
float2 baseTexCoord : TEXCOORD0;
float2 lightmapTexCoord : TEXCOORD1;
float3 envmapTexCoord : TEXCOORD2;
float2 envmapMaskTexCoord : TEXCOORD3;
float4 vertexColor : COLOR0;
};
float4 main( PS_INPUT i ) : COLOR
{
bool bBaseTexture = BASETEXTURE ? true : false;
bool bEnvmap = ENVMAP ? true : false;
bool bEnvmapMask = ENVMAPMASK ? true : false;
bool bSelfIllum = SELFILLUM ? true : false;
bool bBaseAlphaEnvmapMask = BASEALPHAENVMAPMASK ? true : false;
#if 1
float4 baseColor = float4( 1.0f, 1.0f, 1.0f, 1.0f );
if( bBaseTexture )
{
baseColor = tex2D( BaseTextureSampler, i.baseTexCoord );
}
float3 specularFactor = 1.0f;
if( bEnvmapMask )
{
specularFactor *= tex2D( EnvmapMaskSampler, i.envmapMaskTexCoord ).xyz;
}
if( bBaseAlphaEnvmapMask )
{
specularFactor *= 1.0 - baseColor.a; // this blows!
}
float3 diffuseLighting = tex2D( LightmapSampler, i.lightmapTexCoord );
float3 albedo = float3( 1.0f, 1.0f, 1.0f );
float alpha = 1.0f;
if( bBaseTexture )
{
albedo *= baseColor;
if( !bBaseAlphaEnvmapMask && !bSelfIllum )
{
alpha *= baseColor.a;
}
}
// The vertex color contains the modulation color + vertex color combined
albedo *= i.vertexColor;
alpha *= i.vertexColor.a; // not sure about this one
float3 diffuseComponent = ( albedo * diffuseLighting * 2.0f ) * g_OverbrightFactor;
if( bSelfIllum )
{
float3 selfIllumComponent = g_SelfIllumTint * albedo;
diffuseComponent = lerp( diffuseComponent, selfIllumComponent, baseColor.a );
}
float3 specularLighting = float3( 0.0f, 0.0f, 0.0f );
if( bEnvmap )
{
specularLighting = tex2D( EnvmapSampler, i.envmapTexCoord );
specularLighting *= specularFactor;
specularLighting *= g_EnvmapTint;
}
float3 result = diffuseComponent + specularLighting;
return float4( result, alpha );
#endif
#if 0
float4 baseColor = float4( 1.0f, 1.0f, 1.0f, 1.0f );
float3 diffuseLighting = tex2D( LightmapSampler, i.lightmapTexCoord );
float3 albedo = float3( 1.0f, 1.0f, 1.0f );
float alpha = 1.0f;
albedo *= i.vertexColor;
alpha *= i.vertexColor.a; // not sure about this one
float3 diffuseComponent = ( albedo * diffuseLighting * 2.0f ) * g_OverbrightFactor;
float3 result = diffuseComponent;
return float4( result, alpha );
#endif
#if 0
float4 result;
result.rgb = tex2D( LightmapSampler, i.lightmapTexCoord ).rgb * i.vertexColor.rgb;
result.a = i.vertexColor.a;
result.rgb = ( result.rgb * g_OverbrightFactor ) * 2.0f;
return result;
#endif
}