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//======= Copyright <EFBFBD> 1996-2007, Valve Corporation, All rights reserved. ======
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// STATIC: "CONVERT_TO_SRGB" "0..0"
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// STATIC: "CUBEMAP" "0..1"
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// STATIC: "SELFILLUM" "0..1"
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// STATIC: "SELFILLUMFRESNEL" "0..1"
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// STATIC: "FLASHLIGHT" "0..1"
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// STATIC: "LIGHTWARPTEXTURE" "0..1"
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// STATIC: "PHONGWARPTEXTURE" "0..1"
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// STATIC: "WRINKLEMAP" "0..1"
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// STATIC: "DETAIL_BLEND_MODE" "0..6"
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// STATIC: "DETAILTEXTURE" "0..1"
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// STATIC: "RIMLIGHT" "0..1"
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// STATIC: "FLASHLIGHTDEPTHFILTERMODE" "0..2" [ps20b] [PC]
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// STATIC: "FLASHLIGHTDEPTHFILTERMODE" "0..2" [ps30] [PC]
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// STATIC: "FLASHLIGHTDEPTHFILTERMODE" "0..0" [ps20b] [XBOX]
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// STATIC: "FASTPATH_NOBUMP" "0..1"
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// STATIC: "BLENDTINTBYBASEALPHA" "0..1"
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// DYNAMIC: "WRITEWATERFOGTODESTALPHA" "0..1"
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// DYNAMIC: "PIXELFOGTYPE" "0..1"
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// DYNAMIC: "NUM_LIGHTS" "0..4"
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// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1" [ps20b] [PC]
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// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..0" [ps20b] [XBOX]
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// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1" [ps30]
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// DYNAMIC: "FLASHLIGHTSHADOWS" "0..1" [ps20b]
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// DYNAMIC: "FLASHLIGHTSHADOWS" "0..1" [ps30]
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// DYNAMIC: "PHONG_USE_EXPONENT_FACTOR" "0..0" [ps20]
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// DYNAMIC: "PHONG_USE_EXPONENT_FACTOR" "0..1" [ps20b] [ps30] [PC]
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// SKIP: ($PIXELFOGTYPE == 0) && ($WRITEWATERFOGTODESTALPHA != 0)
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// blend mode doesn't matter if we only have one texture
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// SKIP: (! $DETAILTEXTURE) && ( $DETAIL_BLEND_MODE != 0 )
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// We don't care about flashlight depth unless the flashlight is on
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// SKIP: ( $FLASHLIGHT == 0 ) && ( $FLASHLIGHTSHADOWS == 1 )
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// Flashlight shadow filter mode is irrelevant if there is no flashlight
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// SKIP: ( $FLASHLIGHT == 0 ) && ( $FLASHLIGHTDEPTHFILTERMODE != 0 ) [ps20b]
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// SKIP: ( $FLASHLIGHT == 0 ) && ( $FLASHLIGHTDEPTHFILTERMODE != 0 ) [ps30]
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// Only need self illum fresnel when self illum enabled
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// SKIP: ( $SELFILLUM == 0 ) && ( $SELFILLUMFRESNEL == 1 )
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// SKIP: ( $FLASHLIGHT == 1 ) && ( $SELFILLUMFRESNEL == 1 )
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// SKIP: ( $FLASHLIGHT == 1 ) && ( $SELFILLUM == 1 )
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// BlendTintByBaseAlpha and self illum and are opposing meanings for alpha channel
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// SKIP: ( $BLENDTINTBYBASEALPHA ) && ( $SELFILLUM )
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// fastpath means:
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// no bumpmap
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// basealphaenvmapmask (not inverted)
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// no spec expmap
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// no spectint
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// no specwarp
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// no rimlight
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// no selfillum
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// no detail
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// no BlendTintByBaseAlpha
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// SKIP: $FASTPATH_NOBUMP && ( $RIMLIGHT || $DETAILTEXTURE || $PHONGWARPTEXTURE || $SELFILLUM || $BLENDTINTBYBASEALPHA )
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#include "common_flashlight_fxc.h"
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#include "shader_constant_register_map.h"
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const float4 g_SelfIllumTint_and_DetailBlendFactor : register( PSREG_SELFILLUMTINT );
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#if ( SELFILLUMFRESNEL == 1 )
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const float4 g_SelfIllumScaleBiasExpBrightness : register( PSREG_SELFILLUM_SCALE_BIAS_EXP );
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#endif
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const float4 g_DiffuseModulation : register( PSREG_DIFFUSE_MODULATION );
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const float4 g_EnvmapTint_ShadowTweaks : register( PSREG_ENVMAP_TINT__SHADOW_TWEAKS ); // w controls spec mask
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const float3 cAmbientCube[6] : register( PSREG_AMBIENT_CUBE );
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const float4 g_EnvMapFresnel : register( PSREG_ENVMAP_FRESNEL__SELFILLUMMASK ); // x is envmap fresnel ... w is selfillummask control
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const float4 g_EyePos_SpecExponent : register( PSREG_EYEPOS_SPEC_EXPONENT );
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const float4 g_FogParams : register( PSREG_FOG_PARAMS );
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const float4 g_FlashlightAttenuationFactors_RimMask : register( PSREG_FLASHLIGHT_ATTENUATION ); // On non-flashlight pass, x has rim mask control
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const float4 g_FlashlightPos_RimBoost : register( PSREG_FLASHLIGHT_POSITION_RIM_BOOST );
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#if FLASHLIGHT
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const float4x4 g_FlashlightWorldToTexture : register( PSREG_FLASHLIGHT_TO_WORLD_TEXTURE );
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#endif
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const float4 g_FresnelSpecParams : register( PSREG_FRESNEL_SPEC_PARAMS ); // xyz are fresnel, w is specular boost
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const float4 g_SpecularRimParams : register( PSREG_SPEC_RIM_PARAMS ); // xyz are specular tint color, w is rim power
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PixelShaderLightInfo cLightInfo[3] : register( PSREG_LIGHT_INFO_ARRAY ); // 2 registers each - 6 registers total (4th light spread across w's)
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// TODO: give this a better name. For now, I don't want to touch shader_constant_register_map.h since I don't want to trigger a recompile of everything...
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const float4 g_ShaderControls : register( PSREG_CONSTANT_27 ); // x is basemap alpgha phong mask, y is 1 - blendtintbybasealpha, z is tint overlay amount, w controls "INVERTPHONGMASK"
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#define g_FlashlightPos g_FlashlightPos_RimBoost.xyz
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#define g_fRimBoost g_FlashlightPos_RimBoost.w
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#define g_FresnelRanges g_FresnelSpecParams.xyz
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#define g_SpecularBoost g_FresnelSpecParams.w
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#define g_SpecularTint g_SpecularRimParams.xyz
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#define g_RimExponent g_SpecularRimParams.w
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#define g_FlashlightAttenuationFactors g_FlashlightAttenuationFactors_RimMask
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#define g_RimMaskControl g_FlashlightAttenuationFactors_RimMask.x
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#define g_SelfIllumMaskControl g_EnvMapFresnel.w
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#define g_fBaseMapAlphaPhongMask g_ShaderControls.x
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#define g_fTintReplacementControl g_ShaderControls.z
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#define g_fInvertPhongMask g_ShaderControls.w
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sampler BaseTextureSampler : register( s0 ); // Base map, selfillum in alpha
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sampler SpecularWarpSampler : register( s1 ); // Specular warp sampler (for iridescence etc)
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sampler DiffuseWarpSampler : register( s2 ); // Lighting warp sampler (1D texture for diffuse lighting modification)
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sampler NormalMapSampler : register( s3 ); // Normal map, specular mask in alpha
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sampler ShadowDepthSampler : register( s4 ); // Flashlight shadow depth map sampler
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sampler NormalizeRandRotSampler : register( s5 ); // Normalization / RandomRotation samplers
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sampler FlashlightSampler : register( s6 ); // Flashlight cookie
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sampler SpecExponentSampler : register( s7 ); // Specular exponent map
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sampler EnvmapSampler : register( s8 ); // Cubic environment map
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#if WRINKLEMAP
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sampler WrinkleSampler : register( s9 ); // Compression base
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sampler StretchSampler : register( s10 ); // Expansion base
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sampler NormalWrinkleSampler : register( s11 ); // Compression base
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sampler NormalStretchSampler : register( s12 ); // Expansion base
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#endif
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#if DETAILTEXTURE
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sampler DetailSampler : register( s13 ); // detail texture
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#endif
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sampler SelfIllumMaskSampler : register( s14 ); // selfillummask
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struct PS_INPUT
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{
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float4 baseTexCoordDetailTexCoord : TEXCOORD0; // xy=base zw=detail
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float3 lightAtten : TEXCOORD1; // Scalar light attenuation factors for FOUR lights
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float3 worldVertToEyeVectorXYZ_tangentSpaceVertToEyeVectorZ : TEXCOORD2;
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float3x3 tangentSpaceTranspose : TEXCOORD3;
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// second row : TEXCOORD4;
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// third row : TEXCOORD5;
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float4 worldPos_atten3 : TEXCOORD6;
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float4 projPos_fWrinkleWeight : TEXCOORD7;
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};
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float4 main( PS_INPUT i ) : COLOR
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{
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bool bWrinkleMap = WRINKLEMAP ? true : false;
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bool bDoDiffuseWarp = LIGHTWARPTEXTURE ? true : false;
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bool bDoSpecularWarp = PHONGWARPTEXTURE ? true : false;
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bool bDoAmbientOcclusion = false;
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bool bFlashlight = (FLASHLIGHT!=0) ? true : false;
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bool bSelfIllum = SELFILLUM ? true : false;
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bool bDoRimLighting = RIMLIGHT ? true : false;
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bool bCubemap = CUBEMAP ? true : false;
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bool bBlendTintByBaseAlpha = BLENDTINTBYBASEALPHA ? true : false;
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int nNumLights = NUM_LIGHTS;
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// Unpacking for convenience
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float fWrinkleWeight = i.projPos_fWrinkleWeight.w;
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float3 vProjPos = i.projPos_fWrinkleWeight.xyz;
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float3 vWorldPos = i.worldPos_atten3.xyz;
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float atten3 = i.worldPos_atten3.w;
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float4 vLightAtten = float4( i.lightAtten, atten3 );
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#if WRINKLEMAP
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float flWrinkleAmount = saturate( -fWrinkleWeight ); // One of these two is zero
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float flStretchAmount = saturate( fWrinkleWeight ); // while the other is in the 0..1 range
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float flTextureAmount = 1.0f - flWrinkleAmount - flStretchAmount; // These should sum to one
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#endif
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float4 baseColor = tex2D( BaseTextureSampler, i.baseTexCoordDetailTexCoord.xy );
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#if WRINKLEMAP
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float4 wrinkleColor = tex2D( WrinkleSampler, i.baseTexCoordDetailTexCoord.xy );
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float4 stretchColor = tex2D( StretchSampler, i.baseTexCoordDetailTexCoord.xy );
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// Apply wrinkle blend to only RGB. Alpha comes from the base texture
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baseColor.rgb = flTextureAmount * baseColor + flWrinkleAmount * wrinkleColor + flStretchAmount * stretchColor;
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#endif
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#if DETAILTEXTURE
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float4 detailColor = tex2D( DetailSampler, i.baseTexCoordDetailTexCoord.zw );
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baseColor = TextureCombine( baseColor, detailColor, DETAIL_BLEND_MODE, g_SelfIllumTint_and_DetailBlendFactor.w );
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#endif
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float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos_SpecExponent.z, vWorldPos.z, vProjPos.z );
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float3 vEyeDir = normalize(i.worldVertToEyeVectorXYZ_tangentSpaceVertToEyeVectorZ.xyz);
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float3 vRimAmbientCubeColor = PixelShaderAmbientLight(vEyeDir, cAmbientCube);
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float3 worldSpaceNormal, tangentSpaceNormal;
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float fSpecMask = 1.0f;
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float4 normalTexel = tex2D( NormalMapSampler, i.baseTexCoordDetailTexCoord.xy );
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#if WRINKLEMAP
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float4 wrinkleNormal = tex2D( NormalWrinkleSampler, i.baseTexCoordDetailTexCoord.xy );
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float4 stretchNormal = tex2D( NormalStretchSampler, i.baseTexCoordDetailTexCoord.xy );
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normalTexel = flTextureAmount * normalTexel + flWrinkleAmount * wrinkleNormal + flStretchAmount * stretchNormal;
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#endif
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#if (FASTPATH_NOBUMP == 0 )
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tangentSpaceNormal = lerp( 2.0f * normalTexel.xyz - 1.0f, float3(0, 0, 1), g_fBaseMapAlphaPhongMask );
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fSpecMask = lerp( normalTexel.a, baseColor.a, g_fBaseMapAlphaPhongMask );
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#else
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tangentSpaceNormal = float3(0, 0, 1);
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fSpecMask = baseColor.a;
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#endif
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// We need a normal if we're doing any lighting
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worldSpaceNormal = normalize( mul( i.tangentSpaceTranspose, tangentSpaceNormal ) );
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float fFresnelRanges = Fresnel( worldSpaceNormal, vEyeDir, g_FresnelRanges );
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float fRimFresnel = Fresnel4( worldSpaceNormal, vEyeDir );
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// Break down reflect so that we can share dot(worldSpaceNormal,vEyeDir) with fresnel terms
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float3 vReflect = 2 * worldSpaceNormal * dot(worldSpaceNormal, vEyeDir) - vEyeDir;
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float3 diffuseLighting = float3( 1.0f, 1.0f, 1.0f );
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float3 envMapColor = float3( 0.0f, 0.0f, 0.0f );
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if( !bFlashlight )
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{
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// Summation of diffuse illumination from all local lights
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diffuseLighting = PixelShaderDoLighting( vWorldPos, worldSpaceNormal,
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float3( 0.0f, 0.0f, 0.0f ), false, true, vLightAtten,
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cAmbientCube, NormalizeRandRotSampler, nNumLights, cLightInfo, true,
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// These parameters aren't passed by generic shaders:
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false, 1.0f,
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bDoDiffuseWarp, DiffuseWarpSampler );
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if( bCubemap )
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{
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// Mask is either normal map alpha or base map alpha
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#if ( SELFILLUMFRESNEL == 1 ) // This is to match the 2.0 version of vertexlitgeneric
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float fEnvMapMask = lerp( baseColor.a, g_fInvertPhongMask, g_EnvmapTint_ShadowTweaks.w );
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#else
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float fEnvMapMask = lerp( baseColor.a, fSpecMask, g_EnvmapTint_ShadowTweaks.w );
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#endif
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envMapColor = (ENV_MAP_SCALE *
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lerp(1, fFresnelRanges, g_EnvMapFresnel.x) *
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lerp(fEnvMapMask, 1-fEnvMapMask, g_fInvertPhongMask)) *
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texCUBE( EnvmapSampler, vReflect ) *
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g_EnvmapTint_ShadowTweaks.xyz;
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}
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}
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float3 specularLighting = float3( 0.0f, 0.0f, 0.0f );
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float3 rimLighting = float3( 0.0f, 0.0f, 0.0f );
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float3 vSpecularTint = 1;
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float fRimMask = 0;
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float fSpecExp = 1;
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#if ( FASTPATH_NOBUMP == 0 )
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float4 vSpecExpMap = tex2D( SpecExponentSampler, i.baseTexCoordDetailTexCoord.xy );
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if ( !bFlashlight )
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{
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fRimMask = lerp( 1.0f, vSpecExpMap.a, g_RimMaskControl ); // Select rim mask
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}
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// If the exponent passed in as a constant is zero, use the value from the map as the exponent
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#if defined( _X360 )
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[flatten]
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#endif
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#if ( PHONG_USE_EXPONENT_FACTOR )
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fSpecExp = ( 1.0f + g_EyePos_SpecExponent.w * vSpecExpMap.r );
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#else
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fSpecExp = (g_EyePos_SpecExponent.w >= 0.0) ? g_EyePos_SpecExponent.w : (1.0f + 149.0f * vSpecExpMap.r);
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#endif
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// If constant tint is negative, tint with albedo, based upon scalar tint map
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#if defined( _X360 )
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[flatten]
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#endif
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vSpecularTint = lerp( float3(1.0f, 1.0f, 1.0f), baseColor.rgb, vSpecExpMap.g );
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vSpecularTint = (g_SpecularTint.r >= 0.0) ? g_SpecularTint.rgb : vSpecularTint;
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#else
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fSpecExp = max(g_EyePos_SpecExponent.w, 0);
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#endif
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float3 albedo = baseColor.rgb;
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if ( !bFlashlight )
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{
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// Summation of specular from all local lights besides the flashlight
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PixelShaderDoSpecularLighting( vWorldPos, worldSpaceNormal,
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fSpecExp, vEyeDir, vLightAtten,
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nNumLights, cLightInfo, false, 1.0f, bDoSpecularWarp,
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SpecularWarpSampler, fFresnelRanges, bDoRimLighting, g_RimExponent,
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// Outputs
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specularLighting, rimLighting );
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}
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else
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{
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#if FLASHLIGHT
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float4 flashlightSpacePosition = mul( float4( vWorldPos, 1.0f ), g_FlashlightWorldToTexture );
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DoSpecularFlashlight( g_FlashlightPos, vWorldPos, flashlightSpacePosition, worldSpaceNormal,
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g_FlashlightAttenuationFactors.xyz, g_FlashlightAttenuationFactors.w,
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FlashlightSampler, ShadowDepthSampler, NormalizeRandRotSampler, FLASHLIGHTDEPTHFILTERMODE, FLASHLIGHTSHADOWS, true, vProjPos.xy / vProjPos.z,
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fSpecExp, vEyeDir, bDoSpecularWarp, SpecularWarpSampler, fFresnelRanges, g_EnvmapTint_ShadowTweaks,
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// These two values are output
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diffuseLighting, specularLighting );
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#endif
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}
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// If we didn't already apply Fresnel to specular warp, modulate the specular
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if ( !bDoSpecularWarp )
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fSpecMask *= fFresnelRanges;
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// Modulate with spec mask, boost and tint
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specularLighting *= fSpecMask * g_SpecularBoost;
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if (bBlendTintByBaseAlpha)
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{
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float3 tintedColor = albedo * g_DiffuseModulation.rgb;
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tintedColor = lerp(tintedColor, g_DiffuseModulation.rgb, g_fTintReplacementControl);
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albedo = lerp(albedo, tintedColor, baseColor.a);
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}
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else
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{
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albedo = albedo * g_DiffuseModulation.rgb;
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}
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float3 diffuseComponent = albedo * diffuseLighting;
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if ( bSelfIllum && !bFlashlight )
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{
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#if ( SELFILLUMFRESNEL == 1 ) // To free up the constant register...see top of file
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// This will apply a Fresnel term based on the vertex normal (not the per-pixel normal!) to help fake and internal glow look
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float3 vVertexNormal = normalize( float3( i.tangentSpaceTranspose[0].z, i.tangentSpaceTranspose[1].z, i.tangentSpaceTranspose[2].z ) );
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float flSelfIllumFresnel = ( pow( saturate( dot( vVertexNormal.xyz, vEyeDir.xyz ) ), g_SelfIllumScaleBiasExpBrightness.z ) * g_SelfIllumScaleBiasExpBrightness.x ) + g_SelfIllumScaleBiasExpBrightness.y;
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diffuseComponent = lerp( diffuseComponent, g_SelfIllumTint_and_DetailBlendFactor.rgb * albedo * g_SelfIllumScaleBiasExpBrightness.w, baseColor.a * saturate( flSelfIllumFresnel ) );
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#else
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float3 vSelfIllumMask = tex2D( SelfIllumMaskSampler, i.baseTexCoordDetailTexCoord.xy );
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vSelfIllumMask = lerp( baseColor.aaa, vSelfIllumMask, g_SelfIllumMaskControl );
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diffuseComponent = lerp( diffuseComponent, g_SelfIllumTint_and_DetailBlendFactor.rgb * albedo, vSelfIllumMask );
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#endif
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diffuseComponent = max( 0.0f, diffuseComponent );
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}
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#if DETAILTEXTURE
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diffuseComponent = TextureCombinePostLighting( diffuseComponent, detailColor,
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DETAIL_BLEND_MODE, g_SelfIllumTint_and_DetailBlendFactor.w );
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#endif
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if ( bDoRimLighting && !bFlashlight )
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{
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float fRimMultiply = fRimMask * fRimFresnel; // both unit range: [0, 1]
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// Add in rim light modulated with tint, mask and traditional Fresnel (not using Fresnel ranges)
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rimLighting *= fRimMultiply;
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// Fold rim lighting into specular term by using the max so that we don't really add light twice...
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specularLighting = max( specularLighting, rimLighting );
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// Add in view-ray lookup from ambient cube
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specularLighting += (vRimAmbientCubeColor * g_fRimBoost) * saturate(fRimMultiply * worldSpaceNormal.z);
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}
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float3 result = specularLighting*vSpecularTint + envMapColor + diffuseComponent;
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#if WRITEWATERFOGTODESTALPHA && ( PIXELFOGTYPE == PIXEL_FOG_TYPE_HEIGHT )
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float alpha = fogFactor;
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#else
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float alpha = g_DiffuseModulation.a;
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if ( !bSelfIllum && !bBlendTintByBaseAlpha )
|
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{
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alpha = lerp( baseColor.a * alpha, alpha, g_fBaseMapAlphaPhongMask );
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}
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#endif
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bool bWriteDepthToAlpha = ( WRITE_DEPTH_TO_DESTALPHA != 0 ) && ( WRITEWATERFOGTODESTALPHA == 0 );
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//FIXME: need to take dowaterfog into consideration
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|
return FinalOutput( float4( result, alpha ), fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR, bWriteDepthToAlpha, vProjPos.z );
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}
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