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//========= Copyright <EFBFBD> 1996-2006, Valve Corporation, All rights reserved. ============//
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// Includes =======================================================================================
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// 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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#include "common_vertexlitgeneric_dx9.h"
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// Texture Samplers ===============================================================================
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sampler g_tBaseSampler : register( s0 );
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sampler g_tNoiseSampler : register( s1 );
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sampler g_tBorder1DSampler : register( s2 );
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sampler g_tNormalSampler : register( s3 );
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sampler g_tSubsurfaceSampler: register( s4 );
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sampler g_tCubeSampler : register( s5 );
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// Shaders Constants and Globals ==================================================================
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const float3 g_cSubsurfaceTint : register( c0 );
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const float2 g_flBorderWidth : register( c1 ); //{ 1.0f / g_flBorderWidthFromVmt, ( 1.0f / g_flBorderWidthFromVmt ) - 1.0f };
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const float g_flBorderSoftness : register( c2 );
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const float3 g_cBorderTint : register( c3 );
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const float g_flGlobalOpacity : register( c4 );
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const float g_flGlossBrightness : register( c5 );
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// Interpolated values ============================================================================
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struct PS_INPUT
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{
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float2 vTexCoord0 : TEXCOORD0;
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float2 flDistanceToEffectCenter_flFresnelEffect : TEXCOORD1;
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float4 vNoiseTexCoord : TEXCOORD2;
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float3 vTangentViewVector : TEXCOORD3;
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float3 cVertexLight : TEXCOORD4;
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float3x3 mTangentSpaceTranspose : TEXCOORD5;
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// second row : TEXCOORD6;
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// third row : TEXCOORD7;
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};
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// Main ===========================================================================================
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float4 main( PS_INPUT i ) : COLOR
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{
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// Color texture
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float4 cBaseColor = tex2D( g_tBaseSampler, i.vTexCoord0.xy );
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float flFleshMaskFromTexture = cBaseColor.a;
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// Subsurface colors
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float4 cSubsurfaceColor = tex2D( g_tSubsurfaceSampler, i.vTexCoord0.xy );
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cBaseColor.rgb += cBaseColor.rgb * cSubsurfaceColor.rgb * g_cSubsurfaceTint.rgb;
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// Scroll noise textures to ripple border of opening
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float flNoise0 = tex2D( g_tNoiseSampler, i.vNoiseTexCoord.xy ).g; // Use green so we can DXT1 if we want
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float flNoise1 = tex2D( g_tNoiseSampler, i.vNoiseTexCoord.wz ).g; // Use green so we can DXT1 if we want
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float flNoise = ( flNoise0 + flNoise1 ) * 0.5f;
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// Generate 0-1 mask from distance computed in the VS
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float flClampedInputMask = 0.0f;
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flClampedInputMask = 1.0f - saturate( i.flDistanceToEffectCenter_flFresnelEffect.x );
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flClampedInputMask *= i.flDistanceToEffectCenter_flFresnelEffect.y;
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flClampedInputMask *= flFleshMaskFromTexture;
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// Noise mask - Only apply noise around border of sphere
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float flBorderMask = saturate( ( 1.0f - flClampedInputMask ) * g_flBorderWidth.x - g_flBorderWidth.y );
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float flNoiseMask = 1.0f - abs( ( flBorderMask * 2.0f ) - 1.0f );
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// This is used to lerp in the 1D border texture over the flesh color
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float flBorderMaskWithNoise = ( 1.0f - smoothstep( flNoiseMask - g_flBorderSoftness, flNoiseMask + g_flBorderSoftness, flNoise.r ) ) * flNoiseMask;
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// Border color
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float vBorderUv = ( sign( flBorderMask - 0.5 ) * (1.0f - pow( flBorderMaskWithNoise, 4.0f )) * 0.5f ) + 0.5f;
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float4 cBorderColor = 2.0f * tex2D( g_tBorder1DSampler, vBorderUv );
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cBorderColor.rgb *= g_cBorderTint;
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cBorderColor.rgb *= flNoise;
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// Normal map
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float4 vNormalMapValue = tex2D( g_tNormalSampler, i.vTexCoord0.xy );
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float3 vTangentNormal = ( vNormalMapValue.xyz * 2.0f ) - 1.0f;
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vTangentNormal.xy += ( flNoise * 1.5f ) - 0.75f; // NOTE: This will denormalize the normal.
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//float3 vWorldNormal = mul( i.mTangentSpaceTranspose, vTangentNormal.xyz );
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// Specular gloss layer
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float3 vTangentReflectionVector = reflect( i.vTangentViewVector.xyz, vTangentNormal.xyz );
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//vTangentReflectionVector.xy += ( flNoise * 1.5f ) - 0.75f;
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float3 vWorldReflectionVector = mul( i.mTangentSpaceTranspose, vTangentReflectionVector.xyz );
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float3 cGlossLayer = ENV_MAP_SCALE * texCUBE( g_tCubeSampler, vWorldReflectionVector.xyz ).rgb;
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cGlossLayer.rgb *= g_flGlossBrightness;
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// Gloss mask is just hard-coded fresnel for now
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float flGlossMask = pow( saturate( dot( vTangentNormal.xyz, -i.vTangentViewVector.xyz ) ), 8.0f );
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// Opacity
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float flOpacity = 1.0f;
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flOpacity = max( flBorderMaskWithNoise, step( flBorderMask, 0.5f ) );
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// Apply global opacity
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flOpacity *= g_flGlobalOpacity;
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//===============//
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// Combine terms //
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//===============//
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float4 result;
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result.rgb = cBaseColor.rgb * i.cVertexLight.rgb;
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result.rgb += cGlossLayer.rgb * flGlossMask;
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result.rgb *= pow( 1.0f - flBorderMaskWithNoise, 2.0f ); // Darken near border
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result.rgb = lerp( result.rgb, cBorderColor.rgb, saturate( vBorderUv * 2.0f ) ); // bring in transition 1D texture
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//result.rgb = flClampedInputMask;
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//result.rgb = flBorderMask;
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//result.rgb = saturate( flClampedInputMask * 2.0f );
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//result.rgb = i.flDistanceToEffectCenter_flFresnelEffect.x;// * i.flDistanceToEffectCenter_flFresnelEffect.y;
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//result.rgb = i.flDistanceToEffectCenter_flFresnelEffect.y * g_flBorderWidth.x - g_flBorderWidth.y;
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//result.rgb = flNoiseMask;
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//result.rgb = flBorderMaskWithNoise;
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//result.rgb = flOpacity;
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//result.rgb = flBorderUv;
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//result.rgb = cBorderColor;
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//result.rgb = -i.vTangentViewVector.z;
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//result.rgb = vNormalMapValue.xyz;
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//result.rgb = vTangentNormal.xyz;
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//result.rgb = flGlossLayer;
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//result.rgb = i.cVertexLight.rgb;
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//result.rgb = texCUBE( g_tCubeSampler, vTangentNormal.xyz ).rgb;
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//result.rgb = i.vTangentViewVector.x;
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//result.rgb = cGlossLayer.rgb;
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// Set alpha for blending
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result.a = flOpacity;
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//result.a = 1.0f;
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return FinalOutput( result, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_LINEAR );
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}
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