Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//==================================================================================================
//
// Physically Based Rendering pixel shader for brushes and models
//
//==================================================================================================
// STATIC: "FLASHLIGHT" "0..1"
// STATIC: "FLASHLIGHTDEPTHFILTERMODE" "0..2"
// STATIC: "LIGHTMAPPED" "0..1"
// STATIC: "USEENVAMBIENT" "0..1"
// STATIC: "EMISSIVE" "0..1"
// STATIC: "SPECULAR" "0..1"
// STATIC: "PARALLAXOCCLUSION" "0..1"
// DYNAMIC: "WRITEWATERFOGTODESTALPHA" "0..1"
// DYNAMIC: "PIXELFOGTYPE" "0..1"
// DYNAMIC: "NUM_LIGHTS" "0..4"
// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1"
// DYNAMIC: "FLASHLIGHTSHADOWS" "0..1"
// Can't write fog to alpha if there is no fog
// SKIP: ($PIXELFOGTYPE == 0) && ($WRITEWATERFOGTODESTALPHA != 0)
// We don't care about flashlight depth unless the flashlight is on
// SKIP: ( $FLASHLIGHT == 0 ) && ( $FLASHLIGHTSHADOWS == 1 )
// Flashlight shadow filter mode is irrelevant if there is no flashlight
// SKIP: ( $FLASHLIGHT == 0 ) && ( $FLASHLIGHTDEPTHFILTERMODE != 0 )
#include "common_ps_fxc.h"
#include "common_flashlight_fxc.h"
#include "common_lightmappedgeneric_fxc.h"
#include "shader_constant_register_map.h"
#include "pbr_common_ps2_3_x.h"
const float4 g_DiffuseModulation : register(PSREG_DIFFUSE_MODULATION);
const float4 g_ShadowTweaks : register(PSREG_ENVMAP_TINT__SHADOW_TWEAKS);
const float3 cAmbientCube[6] : register(PSREG_AMBIENT_CUBE);
const float4 g_EyePos : register(PSREG_EYEPOS_SPEC_EXPONENT);
const float4 g_FogParams : register(PSREG_FOG_PARAMS);
const float4 g_FlashlightAttenuationFactors : register(PSREG_FLASHLIGHT_ATTENUATION);
const float4 g_FlashlightPos : register(PSREG_FLASHLIGHT_POSITION_RIM_BOOST);
const float4x4 g_FlashlightWorldToTexture : register(PSREG_FLASHLIGHT_TO_WORLD_TEXTURE);
PixelShaderLightInfo cLightInfo[3] : register(PSREG_LIGHT_INFO_ARRAY); // 2 registers each - 6 registers total (4th light spread across w's)
const float4 g_BaseColor : register(PSREG_SELFILLUMTINT);
#if PARALLAXOCCLUSION
const float4 g_ParallaxParms : register( c27 );
#define PARALLAX_DEPTH g_ParallaxParms.r
#define PARALLAX_CENTER g_ParallaxParms.g
#endif
sampler BaseTextureSampler : register(s0); // Base map, selfillum in alpha
sampler NormalTextureSampler : register(s1); // Normal map
sampler EnvmapSampler : register(s2); // Cubemap
sampler ShadowDepthSampler : register(s4); // Flashlight shadow depth map sampler
sampler RandRotSampler : register(s5); // RandomRotation sampler
sampler FlashlightSampler : register(s6); // Flashlight cookie
sampler LightmapSampler : register(s7); // Lightmap
sampler MRAOTextureSampler : register(s10); // MRAO texture
#if EMISSIVE
sampler EmissionTextureSampler : register(s11); // Emission texture
#endif
#if SPECULAR
sampler SpecularTextureSampler : register(s12); // Specular F0 texture
#endif
#define ENVMAPLOD (g_EyePos.a)
struct PS_INPUT
{
float2 baseTexCoord : TEXCOORD0;
float4 lightAtten : TEXCOORD1;
float3 worldNormal : TEXCOORD2;
float3 worldPos : TEXCOORD3;
float3 projPos : TEXCOORD4;
float4 lightmapTexCoord1And2 : TEXCOORD5;
float4 lightmapTexCoord3 : TEXCOORD6;
};
// Entry point
float4 main(PS_INPUT i) : COLOR
{
#if USEENVAMBIENT
float3 EnvAmbientCube[6];
setupEnvMapAmbientCube(EnvAmbientCube, EnvmapSampler);
#else
#define EnvAmbientCube cAmbientCube
#endif
float3 surfNormal = normalize(i.worldNormal);
float3 surfTangent;
float3 surfBase;
float flipSign;
float3x3 normalBasis = compute_tangent_frame(surfNormal, i.worldPos, i.baseTexCoord , surfTangent, surfBase, flipSign);
#if PARALLAXOCCLUSION
float3 outgoingLightRay = g_EyePos.xyz - i.worldPos;
float3 outgoingLightDirectionTS = worldToRelative( outgoingLightRay, surfTangent, surfBase, surfNormal);
float2 correctedTexCoord = parallaxCorrect(i.baseTexCoord, outgoingLightDirectionTS , NormalTextureSampler , PARALLAX_DEPTH , PARALLAX_CENTER);
#else
float2 correctedTexCoord = i.baseTexCoord;
#endif
float3 textureNormal = normalize((tex2D( NormalTextureSampler, correctedTexCoord).xyz - float3(0.5, 0.5, 0.5)) * 2);
float3 normal = normalize(mul(textureNormal, normalBasis)); // World Normal
float4 albedo = tex2D(BaseTextureSampler, correctedTexCoord);
albedo.xyz *= g_BaseColor;
float3 mrao = tex2D(MRAOTextureSampler, correctedTexCoord).xyz;
float metalness = mrao.x, roughness = mrao.y, ambientOcclusion = mrao.z;
#if EMISSIVE
float3 emission = tex2D(EmissionTextureSampler, correctedTexCoord).xyz;
#endif
#if SPECULAR
float3 specular = tex2D(SpecularTextureSampler, correctedTexCoord).xyz;
#endif
textureNormal.y *= flipSign; // Fixup textureNormal for ambient lighting
float3 outgoingLightDirection = normalize(g_EyePos.xyz - i.worldPos); // Lo
float lightDirectionAngle = max(0, dot(normal, outgoingLightDirection)); // cosLo
float3 specularReflectionVector = 2.0 * lightDirectionAngle * normal - outgoingLightDirection; // Lr
#if SPECULAR
float3 fresnelReflectance = specular.rgb; // F0
#else
float3 dielectricCoefficient = 0.04; //F0 dielectric
float3 fresnelReflectance = lerp(dielectricCoefficient, albedo.rgb, metalness); // F0
#endif
// Start ambient
float3 ambientLighting = 0.0;
if (!FLASHLIGHT)
{
float3 diffuseIrradiance = ambientLookup(normal, EnvAmbientCube, textureNormal, i.lightmapTexCoord1And2, i.lightmapTexCoord3, LightmapSampler, g_DiffuseModulation);
// return float4(diffuseIrradiance, 1); // testing diffuse irraciance
float3 ambientLightingFresnelTerm = fresnelSchlick(fresnelReflectance, lightDirectionAngle); // F
#if SPECULAR
float3 diffuseContributionFactor = 1 - ambientLightingFresnelTerm; // kd
#else
float3 diffuseContributionFactor = lerp(1 - ambientLightingFresnelTerm, 0, metalness); ; // kd
#endif
float3 diffuseIBL = diffuseContributionFactor * albedo.rgb * diffuseIrradiance;
float4 specularUV = float4(specularReflectionVector, roughness * ENVMAPLOD);
float3 lookupHigh = ENV_MAP_SCALE * texCUBElod(EnvmapSampler, specularUV).xyz;
float3 lookupLow = PixelShaderAmbientLight(specularReflectionVector, EnvAmbientCube);
float3 specularIrradiance = lerp(lookupHigh, lookupLow, roughness * roughness);
float3 specularIBL = specularIrradiance * EnvBRDFApprox(fresnelReflectance, roughness, lightDirectionAngle);
ambientLighting = (diffuseIBL + specularIBL) * ambientOcclusion;
}
// End ambient
// Start direct
float3 directLighting = 0.0;
if (!FLASHLIGHT) {
for (uint n = 0; n < NUM_LIGHTS; ++n)
{
float3 LightIn = normalize(PixelShaderGetLightVector(i.worldPos, cLightInfo, n));
float3 LightColor = PixelShaderGetLightColor(cLightInfo, n) * GetAttenForLight(i.lightAtten, n); // Li
directLighting += calculateLight(LightIn, LightColor, outgoingLightDirection,
normal, fresnelReflectance, roughness, metalness, lightDirectionAngle, albedo.rgb);
}
}
// End direct
// Start flashlight
if (FLASHLIGHT)
{
float4 flashlightSpacePosition = mul(float4(i.worldPos, 1.0), g_FlashlightWorldToTexture);
clip( flashlightSpacePosition.w ); // stop projected textures from projecting backwards (only really happens if they have a big FOV because they get frustum culled.)
float3 vProjCoords = flashlightSpacePosition.xyz / flashlightSpacePosition.w;
float3 delta = g_FlashlightPos.xyz - i.worldPos;
float distSquared = dot(delta, delta);
float dist = sqrt(distSquared);
float3 flashlightColor = tex2D(FlashlightSampler, vProjCoords.xy);
flashlightColor *= cFlashlightColor.xyz;
#if FLASHLIGHTSHADOWS
float flashlightShadow = DoFlashlightShadow(ShadowDepthSampler, RandRotSampler, vProjCoords, i.projPos, FLASHLIGHTDEPTHFILTERMODE, g_ShadowTweaks, true);
float flashlightAttenuated = lerp(flashlightShadow, 1.0, g_ShadowTweaks.y); // Blend between fully attenuated and not attenuated
float fAtten = saturate(dot(g_FlashlightAttenuationFactors.xyz, float3(1.0, 1.0 / dist, 1.0 / distSquared)));
flashlightShadow = saturate(lerp(flashlightAttenuated, flashlightShadow, fAtten)); // Blend between shadow and above, according to light attenuation
flashlightColor *= flashlightShadow;
#endif
float farZ = g_FlashlightAttenuationFactors.w;
float endFalloffFactor = RemapValClamped(dist, farZ, 0.6 * farZ, 0.0, 1.0);
float3 flashLightIntensity = flashlightColor * endFalloffFactor;
float3 flashLightIn = normalize(g_FlashlightPos.xyz - i.worldPos);
directLighting += max(0, calculateLight(flashLightIn, flashLightIntensity, outgoingLightDirection,
normal, fresnelReflectance, roughness, metalness, lightDirectionAngle, albedo.rgb));
}
// End flashlight
float fogFactor = 0.0f;
#if !FLASHLIGHT
fogFactor = CalcPixelFogFactor(PIXELFOGTYPE, g_FogParams, g_EyePos.z, i.worldPos.z, i.projPos.z);
#endif
float alpha = 0.0f;
#if !FLASHLIGHT
#if WRITEWATERFOGTODESTALPHA && (PIXELFOGTYPE == PIXEL_FOG_TYPE_HEIGHT)
alpha = fogFactor;
#else
alpha = albedo.a;
#endif
#endif
bool bWriteDepthToAlpha = (WRITE_DEPTH_TO_DESTALPHA != 0) && (WRITEWATERFOGTODESTALPHA == 0);
float3 combinedLighting = directLighting + ambientLighting;
#if EMISSIVE && !FLASHLIGHT
combinedLighting += emission;
#endif
return FinalOutput(float4(combinedLighting, alpha), fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR, bWriteDepthToAlpha, i.projPos.z);
}