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67 lines
2.2 KiB
67 lines
2.2 KiB
// DYNAMIC: "PIXELFOGTYPE" "0..1" |
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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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// STATIC: "DEPTHBLEND" "0..1" [ps20b] |
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#include "shader_constant_register_map.h" |
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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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const float4 g_DepthFeatheringConstants : register( c0 ); |
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sampler BumpmapSampler : register( s0 ); |
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sampler DepthSampler : register( s1 ); |
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struct PS_INPUT |
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{ |
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float2 vBumpTexCoord : TEXCOORD0; |
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float3 vTangentSpaceLightDir : TEXCOORD1; |
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float3 vAmbientColor : TEXCOORD2; |
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#if defined( _X360 ) |
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float4 vScreenPos_ReverseZ : TEXCOORD3; |
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#else |
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float4 vScreenPos : TEXCOORD3; |
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#endif |
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float4 vDirLightScale : COLOR0; |
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float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog |
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}; |
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float4 main( PS_INPUT i ) : COLOR |
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{ |
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float4 baseColor = tex2D( BumpmapSampler, i.vBumpTexCoord ); |
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// Dot the bump normal and the light vector. |
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float4 vBumpMapNormal = (baseColor - 0.5); // The format of the sphere map is 0 to 1, |
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// so this is now -0.5 to 0.5. |
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float3 vTangentSpaceLightDir = (i.vTangentSpaceLightDir - 0.5) * 2; // This is -1 to 1 |
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float4 vOutput = dot( vBumpMapNormal, vTangentSpaceLightDir ) + 0.5; |
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// Scale by the light color outputted by the vertex shader (ie: based on distance). |
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vOutput *= i.vDirLightScale; |
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// Add ambient. |
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vOutput += float4( i.vAmbientColor.x, i.vAmbientColor.y, i.vAmbientColor.z, 0 ); |
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// Alpha = normal map alpha * vertex alpha |
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vOutput.a = baseColor.a * i.vDirLightScale.a; |
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//Soft Particles FTW |
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# if (DEPTHBLEND == 1) |
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# if defined( _X360 ) |
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vOutput.a *= DepthFeathering( DepthSampler, i.vScreenPos_ReverseZ.xy / i.vScreenPos_ReverseZ.w, i.vScreenPos_ReverseZ.z, i.vScreenPos_ReverseZ.w, g_DepthFeatheringConstants ); |
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# else |
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vOutput.a *= DepthFeathering( DepthSampler, i.vScreenPos.xy / i.vScreenPos.w, i.vScreenPos.z, i.vScreenPos.w, g_DepthFeatheringConstants ); |
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# endif |
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# endif |
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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( vOutput, fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR ); |
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} |
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