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54 lines
2.1 KiB
54 lines
2.1 KiB
// DYNAMIC: "PIXELFOGTYPE" "0..1" |
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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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// 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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#if defined( SHADER_MODEL_PS_2_0 ) |
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# define WRITE_DEPTH_TO_DESTALPHA 0 |
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#endif |
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#include "common_ps_fxc.h" |
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#include "shader_constant_register_map.h" |
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sampler NormalSampler : register( s0 ); |
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sampler BaseTextureSampler : register( s1 ); |
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const float4 g_FogParams : register( PSREG_FOG_PARAMS ); |
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const float4 g_EyePos_SpecExponent : register( PSREG_EYEPOS_SPEC_EXPONENT ); |
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struct PS_INPUT |
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{ |
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float2 vTexCoord0 : TEXCOORD0; |
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float2 vTexCoord1 : TEXCOORD1; |
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float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog |
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float4 directionalLightColor : COLOR0; |
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float4 fogFactorW : COLOR1; |
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}; |
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float4 main( PS_INPUT i ) : COLOR |
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{ |
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float3 vNormalMapDir = tex2D( NormalSampler, i.vTexCoord0 ); // Get the 3-vector from the normal map |
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float4 textureColor = tex2D( BaseTextureSampler, i.vTexCoord1 ); // Interpret tcoord t1 as color data. |
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//Expand compacted vectors |
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//TODO: find if there's a better way to expand a color normal to a full vector ( _bx2 was used in the assembly code ) |
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vNormalMapDir = (vNormalMapDir - 0.5) * 2.0; |
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float3 vLightDir = float3( 0.0f, 0.0f, 1.0f ); |
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float lightDirDotNormalMap = dot( vNormalMapDir, vLightDir ); //normalMap dot dirLightDir |
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// do half-lambert on the dot |
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lightDirDotNormalMap = lightDirDotNormalMap * 0.5 + 0.5; |
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lightDirDotNormalMap = lightDirDotNormalMap * lightDirDotNormalMap; |
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float4 resultColor; |
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resultColor.xyz = lightDirDotNormalMap * ( textureColor.rgb * i.directionalLightColor.rgb ); |
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resultColor.a = textureColor.a * i.directionalLightColor.a; |
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float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos_SpecExponent.z, i.worldPos_projPosZ.z, i.worldPos_projPosZ.w ); |
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return FinalOutput( resultColor, fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR, (WRITE_DEPTH_TO_DESTALPHA != 0), i.worldPos_projPosZ.w ); |
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}
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