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//========= Copyright <EFBFBD> 1996-2006, Valve Corporation, All rights reserved. ============//
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// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
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// STATIC: "CONVERT_TO_SRGB" "0..1" [ps30][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
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// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
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// STATIC: "BUMPMAP" "0..1"
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// Includes =======================================================================================
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#include "common_vertexlitgeneric_dx9.h"
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// Texture Samplers ===============================================================================
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sampler g_tRefractionSampler : register( s0 );
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#if BUMPMAP
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sampler g_tBumpSampler : register( s1 );
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#endif
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sampler EnvmapSampler : register( s2 );
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sampler EnvmapMaskSampler : register( s3 );
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// Shaders Constants and Globals ==================================================================
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const float4 g_mViewProj0 : register( c0 ); // 1st row of matrix
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const float4 g_mViewProj1 : register( c1 ); // 2nd row of matrix
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const float4 g_vCameraPosition : register( c5 );
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const float4 g_vPackedConst6 : register( c6 );
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const float4 g_vPackedConst7 : register( c7 );
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const float4 g_cCloakColorTint : register( c8 );
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#define g_flSheenMapMaskScaleX g_vPackedConst6.x // Default = 1.0f
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#define g_flSheenMapMaskScaleY g_vPackedConst6.y // Default = 1.0f
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#define g_flSheenMapMaskOffsetX g_vPackedConst6.z // Default = 0.0f
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#define g_flSheenMapMaskOffsetY g_vPackedConst6.w // Default = 0.0f
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#define g_flSheenDirection g_vPackedConst7.x // 0,1,2 -> XYZ
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#define g_flEffectIndex g_vPackedConst7.y // W
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// 8 2D Poisson offsets (designed to use .xy and .wz swizzles (not .zw)
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static const float4 g_vPoissonOffset[4] = { float4 (-0.0876f, 0.9703f, 0.5651f, 0.4802f ),
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float4 ( 0.1851f, 0.1580f, -0.0617f, -0.2616f ),
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float4 (-0.5477f, -0.6603f, 0.0711f, -0.5325f ),
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float4 (-0.0751f, -0.8954f, 0.4054f, 0.6384f ) };
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// Interpolated values ============================================================================
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struct PS_INPUT
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{
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float3 vWorldNormal : TEXCOORD0; // World-space normal
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float3 vProjPosForRefract : TEXCOORD1;
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float3 vWorldViewVector : TEXCOORD2;
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float3x3 mTangentSpaceTranspose : TEXCOORD3;
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// second row : TEXCOORD4;
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// third row : TEXCOORD5;
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float2 vTexCoord0 : TEXCOORD6;
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float4 vModelSpacePos : 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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float3 vWorldNormal = normalize( i.vWorldNormal.xyz );
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#if BUMPMAP
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float4 vBumpTexel = tex2D( g_tBumpSampler, i.vTexCoord0.xy );
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float3 vTangentNormal = ( 2.0f * vBumpTexel ) - 1.0f;
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vWorldNormal.xyz = mul( i.mTangentSpaceTranspose, vTangentNormal.xyz );
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#endif
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float4 result;
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// Staging test for weapon patterns
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if ( g_flEffectIndex == 2 )
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{
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float3 ppos = i.vModelSpacePos;
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float2 temp = 0;
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// 'Scaling' of texture to get it to map to the weapons
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// No Skewing, just move left to right
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if ( g_flSheenDirection == 0 )
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{
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temp.x = ppos.z;
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temp.y = ppos.y;
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}
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else if ( g_flSheenDirection == 1 )
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{
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temp.x = ppos.z;
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temp.y = ppos.x;
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}
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else
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{
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temp.x = ppos.y;
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temp.y = ppos.x;
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}
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temp.x -= ( g_flSheenMapMaskOffsetX ); // offset
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temp.y -= ( g_flSheenMapMaskOffsetY ); // offset
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temp.x /= g_flSheenMapMaskScaleX; // scale
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temp.y /= g_flSheenMapMaskScaleY;
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temp.y = 1.0 - temp.y;
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// Sample Texture
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// Sample Mask
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//float4 patternTexel = tex2D( EnvmapSampler, temp );
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float4 patternTexel = tex2D( EnvmapSampler, i.vTexCoord0.xy );
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float4 maskTexel = tex2D( EnvmapMaskSampler, i.vTexCoord0.xy );
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//result.rgba = float4( patternTexel.xyz * 1.0, maskTexel.x * 1.0); // 0.3 is a hack to preserve rimlight
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//result.rgba = float4( patternTexel.xyz, 1.0); // 0.3 is a hack to preserve rimlight
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result.rgba = float4( 0.0,0.0,0.0,0.0); // 0.3 is a hack to preserve rimlight
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}
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else
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{
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// generate a hard reflection in to the cube map
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float3 vEyeDir = -normalize(i.vWorldViewVector.xyz);
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float3 worldSpaceNormal, tangentSpaceNormal;
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tangentSpaceNormal = float3(0, 0, 1);
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worldSpaceNormal = normalize( mul( i.mTangentSpaceTranspose, tangentSpaceNormal ) );
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float3 vReflect = 2 * worldSpaceNormal * dot(worldSpaceNormal, vEyeDir) - vEyeDir;
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float3 envMapColor = float3( 0.0f, 0.0f, 0.0f );
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envMapColor = ENV_MAP_SCALE * texCUBE( EnvmapSampler, vReflect ) * g_cCloakColorTint.xyz;
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envMapColor *= 10.0f;
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// Sample the Mask
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float4 envmapMaskTexel;
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float2 temp = 0;
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float3 ppos = i.vModelSpacePos;
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//
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// skew the sampling based on sheen direction
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//if ( g_flSheenDirection == 0 )
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//{
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// temp.x = ppos.z - ppos.y;
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// temp.y = (ppos.x + ppos.y);
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//}
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//else if ( g_flSheenDirection == 1 )
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//{
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// temp.x = ppos.x - ppos.z;
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// temp.y = (ppos.y + ppos.z);
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//}
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//else
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//{
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// temp.x = ppos.y - ppos.x;
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// temp.y = (ppos.z + ppos.x);
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//}
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// No Skewing, just move left to right
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if ( g_flSheenDirection == 0 )
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{
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temp.x = ppos.z;
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temp.y = ppos.y;
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}
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else if ( g_flSheenDirection == 1 )
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{
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temp.x = ppos.z;
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temp.y = ppos.x;
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}
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else
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{
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temp.x = ppos.y;
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temp.y = ppos.x;
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}
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temp.x -= ( g_flSheenMapMaskOffsetX ); // offset
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temp.y -= ( g_flSheenMapMaskOffsetY ); // offset
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temp.x /= g_flSheenMapMaskScaleX; // scale
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temp.y /= g_flSheenMapMaskScaleY;
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temp.y = 1.0 - temp.y;
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envmapMaskTexel = tex2D( EnvmapMaskSampler, temp );
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// Build result, only have alpha if there was value in the mask.
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// High alpha (white) will override the underlying texture while low to none will show model underneath
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//float4 result;
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//result.rgba = float4( envMapColor, envmapMaskTexel.x * g_cCloakColorTint.w );
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if ( g_flEffectIndex == 1 )
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{
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//float alpha = max( max( envmapMaskTexel.x, envmapMaskTexel.y), envmapMaskTexel.z );
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//result.rgba = float4( envMapColor.xyz * envmapMaskTexel.xyz, alpha );
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float alpha = max( max( envMapColor.x, envMapColor.y), envMapColor.z );
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result.rgba = float4( envMapColor.xyz * envmapMaskTexel.xyz, alpha * envmapMaskTexel.x );
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result.rgba = result.rgba * 1.8f;
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}
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else
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{
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float alpha = max( max( envMapColor.x, envMapColor.y), envMapColor.z );
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result.rgba = float4( envMapColor.xyz * envmapMaskTexel.xyz, alpha * envmapMaskTexel.x );
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}
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}
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return FinalOutput( result, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
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}
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