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127 lines
5.7 KiB
127 lines
5.7 KiB
//========= Copyright © 1996-2006, Valve Corporation, All rights reserved. ============// |
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// Includes ======================================================================================= |
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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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#include "common_vertexlitgeneric_dx9.h" |
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// Texture Samplers =============================================================================== |
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sampler g_tBaseSampler : register( s0 ); |
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sampler g_tNoiseSampler : register( s1 ); |
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sampler g_tBorder1DSampler : register( s2 ); |
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sampler g_tNormalSampler : register( s3 ); |
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sampler g_tSubsurfaceSampler: register( s4 ); |
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sampler g_tCubeSampler : register( s5 ); |
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// Shaders Constants and Globals ================================================================== |
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const float3 g_cSubsurfaceTint : register( c0 ); |
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const float2 g_flBorderWidth : register( c1 ); //{ 1.0f / g_flBorderWidthFromVmt, ( 1.0f / g_flBorderWidthFromVmt ) - 1.0f }; |
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const float g_flBorderSoftness : register( c2 ); |
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const float3 g_cBorderTint : register( c3 ); |
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const float g_flGlobalOpacity : register( c4 ); |
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const float g_flGlossBrightness : register( c5 ); |
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// Interpolated values ============================================================================ |
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struct PS_INPUT |
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{ |
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float2 vTexCoord0 : TEXCOORD0; |
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float2 flDistanceToEffectCenter_flFresnelEffect : TEXCOORD1; |
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float4 vNoiseTexCoord : TEXCOORD2; |
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float3 vTangentViewVector : TEXCOORD3; |
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float3 cVertexLight : TEXCOORD4; |
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float3x3 mTangentSpaceTranspose : TEXCOORD5; |
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// second row : TEXCOORD6; |
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// third row : 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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// Color texture |
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float4 cBaseColor = tex2D( g_tBaseSampler, i.vTexCoord0.xy ); |
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float flFleshMaskFromTexture = cBaseColor.a; |
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// Subsurface colors |
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float4 cSubsurfaceColor = tex2D( g_tSubsurfaceSampler, i.vTexCoord0.xy ); |
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cBaseColor.rgb += cBaseColor.rgb * cSubsurfaceColor.rgb * g_cSubsurfaceTint.rgb; |
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// Scroll noise textures to ripple border of opening |
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float flNoise0 = tex2D( g_tNoiseSampler, i.vNoiseTexCoord.xy ).g; // Use green so we can DXT1 if we want |
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float flNoise1 = tex2D( g_tNoiseSampler, i.vNoiseTexCoord.wz ).g; // Use green so we can DXT1 if we want |
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float flNoise = ( flNoise0 + flNoise1 ) * 0.5f; |
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// Generate 0-1 mask from distance computed in the VS |
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float flClampedInputMask = 0.0f; |
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flClampedInputMask = 1.0f - saturate( i.flDistanceToEffectCenter_flFresnelEffect.x ); |
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flClampedInputMask *= i.flDistanceToEffectCenter_flFresnelEffect.y; |
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flClampedInputMask *= flFleshMaskFromTexture; |
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// Noise mask - Only apply noise around border of sphere |
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float flBorderMask = saturate( ( 1.0f - flClampedInputMask ) * g_flBorderWidth.x - g_flBorderWidth.y ); |
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float flNoiseMask = 1.0f - abs( ( flBorderMask * 2.0f ) - 1.0f ); |
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// This is used to lerp in the 1D border texture over the flesh color |
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float flBorderMaskWithNoise = ( 1.0f - smoothstep( flNoiseMask - g_flBorderSoftness, flNoiseMask + g_flBorderSoftness, flNoise.r ) ) * flNoiseMask; |
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// Border color |
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float vBorderUv = ( sign( flBorderMask - 0.5 ) * (1.0f - pow( flBorderMaskWithNoise, 4.0f )) * 0.5f ) + 0.5f; |
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float4 cBorderColor = 2.0f * tex2D( g_tBorder1DSampler, vBorderUv ); |
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cBorderColor.rgb *= g_cBorderTint; |
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cBorderColor.rgb *= flNoise; |
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// Normal map |
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float4 vNormalMapValue = tex2D( g_tNormalSampler, i.vTexCoord0.xy ); |
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float3 vTangentNormal = ( vNormalMapValue.xyz * 2.0f ) - 1.0f; |
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vTangentNormal.xy += ( flNoise * 1.5f ) - 0.75f; // NOTE: This will denormalize the normal. |
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//float3 vWorldNormal = mul( i.mTangentSpaceTranspose, vTangentNormal.xyz ); |
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// Specular gloss layer |
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float3 vTangentReflectionVector = reflect( i.vTangentViewVector.xyz, vTangentNormal.xyz ); |
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//vTangentReflectionVector.xy += ( flNoise * 1.5f ) - 0.75f; |
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float3 vWorldReflectionVector = mul( i.mTangentSpaceTranspose, vTangentReflectionVector.xyz ); |
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float3 cGlossLayer = ENV_MAP_SCALE * texCUBE( g_tCubeSampler, vWorldReflectionVector.xyz ).rgb; |
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cGlossLayer.rgb *= g_flGlossBrightness; |
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// Gloss mask is just hard-coded fresnel for now |
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float flGlossMask = pow( saturate( dot( vTangentNormal.xyz, -i.vTangentViewVector.xyz ) ), 8.0f ); |
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// Opacity |
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float flOpacity = 1.0f; |
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flOpacity = max( flBorderMaskWithNoise, step( flBorderMask, 0.5f ) ); |
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// Apply global opacity |
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flOpacity *= g_flGlobalOpacity; |
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//===============// |
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// Combine terms // |
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//===============// |
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float4 result; |
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result.rgb = cBaseColor.rgb * i.cVertexLight.rgb; |
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result.rgb += cGlossLayer.rgb * flGlossMask; |
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result.rgb *= pow( 1.0f - flBorderMaskWithNoise, 2.0f ); // Darken near border |
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result.rgb = lerp( result.rgb, cBorderColor.rgb, saturate( vBorderUv * 2.0f ) ); // bring in transition 1D texture |
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//result.rgb = flClampedInputMask; |
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//result.rgb = flBorderMask; |
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//result.rgb = saturate( flClampedInputMask * 2.0f ); |
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//result.rgb = i.flDistanceToEffectCenter_flFresnelEffect.x;// * i.flDistanceToEffectCenter_flFresnelEffect.y; |
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//result.rgb = i.flDistanceToEffectCenter_flFresnelEffect.y * g_flBorderWidth.x - g_flBorderWidth.y; |
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//result.rgb = flNoiseMask; |
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//result.rgb = flBorderMaskWithNoise; |
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//result.rgb = flOpacity; |
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//result.rgb = flBorderUv; |
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//result.rgb = cBorderColor; |
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//result.rgb = -i.vTangentViewVector.z; |
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//result.rgb = vNormalMapValue.xyz; |
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//result.rgb = vTangentNormal.xyz; |
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//result.rgb = flGlossLayer; |
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//result.rgb = i.cVertexLight.rgb; |
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//result.rgb = texCUBE( g_tCubeSampler, vTangentNormal.xyz ).rgb; |
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//result.rgb = i.vTangentViewVector.x; |
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//result.rgb = cGlossLayer.rgb; |
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// Set alpha for blending |
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result.a = flOpacity; |
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//result.a = 1.0f; |
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return FinalOutput( result, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_LINEAR ); |
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}
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