You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
131 lines
4.3 KiB
131 lines
4.3 KiB
5 years ago
|
// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
|
||
|
// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
|
||
|
// STATIC: "CUBEMAP" "0..1"
|
||
|
// STATIC: "VERTEXCOLOR" "0..1"
|
||
|
// STATIC: "ENVMAPMASK" "0..1"
|
||
|
// STATIC: "BASEALPHAENVMAPMASK" "0..1"
|
||
|
// STATIC: "HDRTYPE" "0..2"
|
||
|
|
||
|
// DYNAMIC: "HDRENABLED" "0..1"
|
||
|
// DYNAMIC: "PIXELFOGTYPE" "0..1"
|
||
|
|
||
|
// HDRFIXME: Need to make this work.
|
||
|
|
||
|
#define USE_32BIT_LIGHTMAPS_ON_360 //uncomment to use 32bit lightmaps, be sure to keep this in sync with the same #define in materialsystem/cmatlightmaps.cpp
|
||
|
|
||
|
#include "common_ps_fxc.h"
|
||
|
#include "common_lightmappedgeneric_fxc.h"
|
||
|
|
||
|
const HALF4 g_EnvmapTint : register( c0 );
|
||
|
const HALF3 g_DiffuseModulation : register( c1 );
|
||
|
const HALF3 g_EnvmapContrast : register( c2 );
|
||
|
const HALF3 g_EnvmapSaturation : register( c3 );
|
||
|
const HALF4 g_FresnelReflection : register( c4 );
|
||
|
const HALF3 g_EyePos : register( c5 );
|
||
|
const HALF3 g_OverbrightFactor : register( c6 );
|
||
|
|
||
|
const HALF4 g_FogParams : register( c12 );
|
||
|
|
||
|
// CENTROID: TEXCOORD2
|
||
|
|
||
|
sampler BaseTextureSampler : register( s0 );
|
||
|
sampler LightmapSampler : register( s1 );
|
||
|
sampler EnvmapSampler : register( s2 );
|
||
|
sampler DetailSampler : register( s3 );
|
||
|
sampler EnvmapMaskSampler : register( s5 );
|
||
|
|
||
|
sampler NormalizeSampler : register( s6 );
|
||
|
|
||
|
struct PS_INPUT
|
||
|
{
|
||
|
HALF2 baseTexCoord : TEXCOORD0;
|
||
|
HALF2 detailTexCoord : TEXCOORD1;
|
||
|
HALF2 lightmapTexCoord : TEXCOORD2;
|
||
|
HALF2 envmapMaskTexCoord : TEXCOORD3;
|
||
|
HALF4 worldPos_projPosZ : TEXCOORD4;
|
||
|
HALF3 worldSpaceNormal : TEXCOORD5;
|
||
|
HALF4 vertexColor : COLOR;
|
||
|
HALF4 fogFactorW : COLOR1;
|
||
|
};
|
||
|
|
||
|
float4 main( PS_INPUT i ) : COLOR
|
||
|
{
|
||
|
bool bCubemap = CUBEMAP ? true : false;
|
||
|
bool bVertexColor = VERTEXCOLOR ? true : false;
|
||
|
bool bEnvmapMask = ENVMAPMASK ? true : false;
|
||
|
bool bBaseAlphaEnvmapMask = BASEALPHAENVMAPMASK ? true : false;
|
||
|
|
||
|
HALF4 baseColor = tex2D( BaseTextureSampler, i.baseTexCoord );
|
||
|
HALF4 detailColor = tex2D( DetailSampler, i.detailTexCoord );
|
||
|
|
||
|
HALF2 lightmapCoordinates = i.lightmapTexCoord;
|
||
|
HALF3 lightmapColor = LightMapSample( LightmapSampler, lightmapCoordinates );
|
||
|
|
||
|
HALF3 specularFactor = 1.0f;
|
||
|
if( bEnvmapMask )
|
||
|
{
|
||
|
specularFactor = tex2D( EnvmapMaskSampler, i.detailTexCoord ).xyz;
|
||
|
}
|
||
|
|
||
|
if( bBaseAlphaEnvmapMask )
|
||
|
{
|
||
|
specularFactor *= 1.0 - baseColor.a; // this blows!
|
||
|
}
|
||
|
|
||
|
HALF3 diffuseLighting = lightmapColor;
|
||
|
diffuseLighting *= g_DiffuseModulation;
|
||
|
diffuseLighting *= LIGHT_MAP_SCALE;
|
||
|
|
||
|
HALF3 albedo = baseColor;
|
||
|
HALF alpha = 1.0f;
|
||
|
|
||
|
if( !bBaseAlphaEnvmapMask )
|
||
|
{
|
||
|
alpha *= baseColor.a;
|
||
|
}
|
||
|
|
||
|
albedo *= detailColor;
|
||
|
alpha *= detailColor.a;
|
||
|
|
||
|
// FIXME: seperate vertexcolor and vertexalpha?
|
||
|
// vertex alpha is ignored if vertexcolor isn't set. . need to check other version.
|
||
|
if( bVertexColor )
|
||
|
{
|
||
|
albedo *= i.vertexColor;
|
||
|
alpha *= i.vertexColor.a; // not sure about this one
|
||
|
}
|
||
|
|
||
|
HALF3 specularLighting = HALF3( 0.0f, 0.0f, 0.0f );
|
||
|
if( bCubemap )
|
||
|
{
|
||
|
float3 worldVertToEyeVector = g_EyePos - i.worldPos_projPosZ.xyz;
|
||
|
worldVertToEyeVector = NormalizeWithCubemap( NormalizeSampler, worldVertToEyeVector );
|
||
|
HALF3 reflectVect = CalcReflectionVectorUnnormalized( i.worldSpaceNormal, worldVertToEyeVector );
|
||
|
|
||
|
// Calc Fresnel factor
|
||
|
HALF3 worldSpaceNormal = NormalizeWithCubemap( NormalizeSampler, i.worldSpaceNormal );
|
||
|
HALF fresnel = 1.0 - dot( worldSpaceNormal, worldVertToEyeVector );
|
||
|
fresnel = pow( fresnel, 5.0 );
|
||
|
fresnel = fresnel * g_FresnelReflection.b + g_FresnelReflection.a;
|
||
|
|
||
|
specularLighting = texCUBE( EnvmapSampler, reflectVect );
|
||
|
specularLighting *= specularFactor;
|
||
|
|
||
|
specularLighting *= g_EnvmapTint;
|
||
|
#if HDRTYPE == HDR_TYPE_NONE
|
||
|
HALF3 specularLightingSquared = specularLighting * specularLighting;
|
||
|
specularLighting = lerp( specularLighting, specularLightingSquared, g_EnvmapContrast );
|
||
|
HALF3 greyScale = dot( specularLighting, HALF3( 0.299f, 0.587f, 0.114f ) );
|
||
|
specularLighting = lerp( greyScale, specularLighting, g_EnvmapSaturation );
|
||
|
#endif
|
||
|
specularLighting *= fresnel;
|
||
|
}
|
||
|
|
||
|
// Do it somewhat unlit
|
||
|
HALF3 result = albedo*(g_OverbrightFactor.z*diffuseLighting + g_OverbrightFactor.y) + specularLighting;
|
||
|
|
||
|
float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos.z, i.worldPos_projPosZ.z, i.worldPos_projPosZ.w );
|
||
|
return FinalOutput( HALF4( result, alpha ), fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR );
|
||
|
}
|
||
|
|