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.
507 lines
19 KiB
507 lines
19 KiB
//====== Copyright © 1996-2007, Valve Corporation, All rights reserved. =======// |
|
// |
|
//=============================================================================// |
|
// STATIC: "DETAILTEXTURE" "0..1" |
|
// STATIC: "CUBEMAP" "0..1" |
|
// STATIC: "DIFFUSELIGHTING" "0..1" |
|
// STATIC: "ENVMAPMASK" "0..1" |
|
// STATIC: "BASEALPHAENVMAPMASK" "0..1" |
|
// STATIC: "SELFILLUM" "0..1" |
|
// STATIC: "VERTEXCOLOR" "0..1" |
|
// STATIC: "FLASHLIGHT" "0..1" |
|
// STATIC: "SELFILLUM_ENVMAPMASK_ALPHA" "0..1" |
|
// STATIC: "DETAIL_BLEND_MODE" "0..9" |
|
// STATIC: "SEAMLESS_BASE" "0..1" |
|
// STATIC: "SEAMLESS_DETAIL" "0..1" |
|
// STATIC: "DISTANCEALPHA" "0..1" |
|
// STATIC: "DISTANCEALPHAFROMDETAIL" "0..1" |
|
// STATIC: "SOFT_MASK" "0..1" |
|
// STATIC: "OUTLINE" "0..1" |
|
// STATIC: "OUTER_GLOW" "0..1" |
|
// STATIC: "FLASHLIGHTDEPTHFILTERMODE" "0..2" [ps20b] [PC] |
|
// STATIC: "FLASHLIGHTDEPTHFILTERMODE" "0..2" [ps30] [PC] |
|
// STATIC: "FLASHLIGHTDEPTHFILTERMODE" "0..0" [ps20b] [XBOX] |
|
// STATIC: "DEPTHBLEND" "0..1" [ps20b] [ps30] |
|
// STATIC: "BLENDTINTBYBASEALPHA" "0..1" |
|
// STATIC: "SRGB_INPUT_ADAPTER" "0..1" [ps20b] |
|
// STATIC: "CUBEMAP_SPHERE_LEGACY" "0..1" |
|
|
|
// DYNAMIC: "PIXELFOGTYPE" "0..1" [ps20] |
|
// DYNAMIC: "LIGHTING_PREVIEW" "0..2" [PC] |
|
// DYNAMIC: "LIGHTING_PREVIEW" "0..0" [XBOX] |
|
// DYNAMIC: "FLASHLIGHTSHADOWS" "0..1" [ps20b] |
|
// DYNAMIC: "FLASHLIGHTSHADOWS" "0..1" [ps30] |
|
// DYNAMIC: "STATIC_LIGHT_LIGHTMAP" "0..1" [ps20b] [ps30] |
|
// DYNAMIC: "STATIC_LIGHT_LIGHTMAP" "0..0" [ps20] |
|
// DYNAMIC: "DEBUG_LUXELS" "0..1" [ps20b] [ps30] |
|
|
|
// detail blend mode 6 = ps20b only |
|
// SKIP: $DETAIL_BLEND_MODE == 6 [ps20] |
|
|
|
// SKIP: ($DETAILTEXTURE == 0 ) && ( $DETAIL_BLEND_MODE != 0 ) |
|
// SKIP: ($DETAILTEXTURE == 0 ) && ( $SEAMLESS_DETAIL ) |
|
// SKIP: ($ENVMAPMASK || $SELFILLUM_ENVMAPMASK_ALPHA) && ($SEAMLESS_BASE || $SEAMLESS_DETAIL) |
|
// SKIP: $BASEALPHAENVMAPMASK && $ENVMAPMASK |
|
// SKIP: $BASEALPHAENVMAPMASK && $SELFILLUM |
|
// SKIP: $SELFILLUM && $SELFILLUM_ENVMAPMASK_ALPHA |
|
// SKIP: $SELFILLUM_ENVMAPMASK_ALPHA && (! $ENVMAPMASK) |
|
// SKIP: $ENVMAPMASK && ($FLASHLIGHT || $FLASHLIGHTSHADOWS) [PC] |
|
// SKIP: $BASEALPHAENVMAPMASK && ($SEAMLESS_BASE || $SEAMLESS_DETAIL) |
|
// SKIP: ($DISTANCEALPHA == 0) && ($DISTANCEALPHAFROMDETAIL || $SOFT_MASK || $OUTLINE || $OUTER_GLOW) |
|
// SKIP: ($DETAILTEXTURE == 0) && ($DISTANCEALPHAFROMDETAIL) |
|
|
|
// We don't care about flashlight depth unless the flashlight is on |
|
// SKIP: ( $FLASHLIGHT == 0 ) && ( $FLASHLIGHTSHADOWS == 1 ) [ps20b] |
|
// SKIP: ( $FLASHLIGHT == 0 ) && ( $FLASHLIGHTSHADOWS == 1 ) [ps30] |
|
|
|
// Flashlight shadow filter mode is irrelevant if there is no flashlight |
|
// SKIP: ( $FLASHLIGHT == 0 ) && ( $FLASHLIGHTDEPTHFILTERMODE != 0 ) [ps20b] |
|
// SKIP: ( $FLASHLIGHT == 0 ) && ( $FLASHLIGHTDEPTHFILTERMODE != 0 ) [ps30] |
|
|
|
// DISTANCEALPHA-related skips |
|
// SKIP: ($DISTANCEALPHA) && ($ENVMAPMASK || $BASEALPHAENVMAPMASK || $SELFILLUM || $SELFILLUM_ENVMAPMASK_ALPHA ) |
|
// SKIP: ($DISTANCEALPHA) && ($SEAMLESS_BASE || $SEAMLESS_DETAIL || $CUBEMAP || $LIGHTING_PREVIEW ) |
|
// SKIP: ($DISTANCEALPHA) && ($WRITEWATERFOGTODESTALPHA || $PIXELFOGTYPE || $FLASHLIGHT || $FLASHLIGHTSHADOWS || $SRGB_INPUT_ADAPTER ) |
|
|
|
// SKIP: $SEAMLESS_BASE && $SRGB_INPUT_ADAPTER |
|
// SKIP: $SEAMLESS_BASE && ($BLENDTINTBYBASEALPHA ) |
|
|
|
// BlendTintByBaseAlpha is incompatible with other interpretations of alpha |
|
// SKIP: ($BLENDTINTBYBASEALPHA) && ($SELFILLUM || (($DISTANCEALPHA) && ($DISTANCEALPHAFROMDETAIL == 0)) || $BASEALPHAENVMAPMASK) |
|
|
|
// Only _XBOX allows flashlight and cubemap in the current implementation |
|
// SKIP: $FLASHLIGHT && $CUBEMAP [PC] |
|
|
|
// SKIP: $CUBEMAP_SPHERE_LEGACY && ($CUBEMAP == 0) |
|
|
|
// Debugging luxels only makes sense if we have lightmaps on this geometry. |
|
// SKIP: ($STATIC_LIGHT_LIGHTMAP == 0) && ($DEBUG_LUXELS == 1) |
|
|
|
#include "common_flashlight_fxc.h" |
|
#include "common_vertexlitgeneric_dx9.h" |
|
|
|
const float4 g_EnvmapTint_TintReplaceFactor : register( c0 ); |
|
const float4 g_DiffuseModulation : register( c1 ); |
|
const float4 g_EnvmapContrast_ShadowTweaks : register( c2 ); |
|
const float4 g_EnvmapSaturation_SelfIllumMask : register( c3 ); |
|
const float4 g_SelfIllumTint_and_BlendFactor : register( c4 ); |
|
|
|
const float4 g_ShaderControls : register( c12 ); |
|
const float4 g_DepthFeatheringConstants : register( c13 ); |
|
|
|
const float4 g_EyePos : register( c20 ); |
|
const float4 g_FogParams : register( c21 ); |
|
|
|
#define g_SelfIllumTint g_SelfIllumTint_and_BlendFactor.xyz |
|
#define g_DetailBlendFactor g_SelfIllumTint_and_BlendFactor.w |
|
#define g_EnvmapSaturation g_EnvmapSaturation_SelfIllumMask.xyz |
|
#define g_SelfIllumMaskControl g_EnvmapSaturation_SelfIllumMask.w |
|
|
|
const float4 g_FlashlightAttenuationFactors : register( c22 ); |
|
const HALF3 g_FlashlightPos : register( c23 ); |
|
const float4x4 g_FlashlightWorldToTexture : register( c24 ); // through c27 |
|
|
|
|
|
sampler BaseTextureSampler : register( s0 ); |
|
sampler EnvmapSampler : register( s1 ); |
|
sampler DetailSampler : register( s2 ); |
|
sampler EnvmapMaskSampler : register( s4 ); |
|
sampler RandRotSampler : register( s6 ); // RandomRotation sampler |
|
sampler FlashlightSampler : register( s7 ); |
|
sampler ShadowDepthSampler : register( s8 ); // Flashlight shadow depth map sampler |
|
sampler DepthSampler : register( s10 ); //depth buffer sampler for depth blending |
|
sampler SelfIllumMaskSampler : register( s11 ); // selfillummask |
|
sampler LightMapSampler : register( s12 ); |
|
|
|
struct PS_INPUT |
|
{ |
|
#if SEAMLESS_BASE |
|
HALF3 baseTexCoord : TEXCOORD0; // Base texture coordinate |
|
#else |
|
HALF2 baseTexCoord : TEXCOORD0; // Base texture coordinate |
|
#endif |
|
#if SEAMLESS_DETAIL |
|
HALF3 detailTexCoord : TEXCOORD1; // Seamless texture coordinate |
|
#else |
|
HALF2 detailTexCoord : TEXCOORD1; // Detail texture coordinate |
|
#endif |
|
float4 color : TEXCOORD2; // Vertex color (from lighting or unlit) |
|
float3 worldVertToEyeVector : TEXCOORD3; // Necessary for reflection |
|
float3 worldSpaceNormal : TEXCOORD4; // Necessary for cubemaps and flashlight |
|
|
|
#if defined ( _X360 ) |
|
#if FLASHLIGHT |
|
float4 flashlightSpacePos : TEXCOORD5; |
|
#endif |
|
#endif |
|
|
|
float4 projPos : TEXCOORD6; |
|
float4 worldPos_projPosZ : TEXCOORD7; |
|
float4 fogFactorW : COLOR1; |
|
#if SEAMLESS_BASE || SEAMLESS_DETAIL |
|
float3 SeamlessWeights : COLOR0; // x y z projection weights |
|
#endif |
|
}; |
|
|
|
const float4 g_GlowParameters : register( c5 ); |
|
const float4 g_GlowColor : register( c6 ); |
|
#define GLOW_UV_OFFSET g_GlowParameters.xy |
|
#define OUTER_GLOW_MIN_DVALUE g_GlowParameters.z |
|
#define OUTER_GLOW_MAX_DVALUE g_GlowParameters.w |
|
#define OUTER_GLOW_COLOR g_GlowColor |
|
|
|
#define g_fPixelFogType g_ShaderControls.x |
|
#define g_fWriteDepthToAlpha g_ShaderControls.y |
|
#define g_fWriteWaterFogToDestAlpha g_ShaderControls.z |
|
#define g_fVertexAlpha g_ShaderControls.w |
|
|
|
|
|
const float4 g_DistanceAlphaParams : register( c7 ); |
|
#define SOFT_MASK_MAX g_DistanceAlphaParams.x |
|
#define SOFT_MASK_MIN g_DistanceAlphaParams.y |
|
|
|
const float4 g_OutlineColor : register( c8 ); |
|
#define OUTLINE_COLOR g_OutlineColor |
|
|
|
const float4 g_OutlineParams : register( c9 ); |
|
// these are ordered this way for optimal ps20 swizzling |
|
#define OUTLINE_MIN_VALUE0 g_OutlineParams.x |
|
#define OUTLINE_MAX_VALUE1 g_OutlineParams.y |
|
#define OUTLINE_MAX_VALUE0 g_OutlineParams.z |
|
#define OUTLINE_MIN_VALUE1 g_OutlineParams.w |
|
|
|
#if DETAILTEXTURE |
|
const float3 g_DetailTint : register( c10 ); |
|
#endif |
|
|
|
#if DEBUG_LUXELS |
|
const float4 g_LuxelScale : register( c11 ); |
|
#endif |
|
|
|
|
|
// Calculate unified fog |
|
float CalcPixelFogFactorConst( float fPixelFogType, const float4 fogParams, const float flEyePosZ, const float flWorldPosZ, const float flProjPosZ ) |
|
{ |
|
float flDepthBelowWater = fPixelFogType*fogParams.y - flWorldPosZ; // above water = negative, below water = positive |
|
float flDepthBelowEye = fPixelFogType*flEyePosZ - flWorldPosZ; // above eye = negative, below eye = positive |
|
// if fPixelFogType == 0, then flDepthBelowWater == flDepthBelowEye and frac will be 1 |
|
float frac = (flDepthBelowEye == 0) ? 1 : saturate(flDepthBelowWater/flDepthBelowEye); |
|
return saturate( min(fogParams.z, flProjPosZ * fogParams.w * frac - fogParams.x) ); |
|
} |
|
|
|
// Blend both types of Fog and lerp to get result |
|
float3 BlendPixelFogConst( const float3 vShaderColor, float pixelFogFactor, const float3 vFogColor, float fPixelFogType ) |
|
{ |
|
//float3 fRangeResult = lerp( vShaderColor.rgb, vFogColor.rgb, pixelFogFactor * pixelFogFactor ); //squaring the factor will get the middle range mixing closer to hardware fog |
|
//float3 fHeightResult = lerp( vShaderColor.rgb, vFogColor.rgb, saturate( pixelFogFactor ) ); |
|
//return lerp( fRangeResult, fHeightResult, fPixelFogType ); |
|
pixelFogFactor = lerp( pixelFogFactor*pixelFogFactor, pixelFogFactor, fPixelFogType ); |
|
return lerp( vShaderColor.rgb, vFogColor.rgb, pixelFogFactor ); |
|
} |
|
|
|
|
|
float4 FinalOutputConst( const float4 vShaderColor, float pixelFogFactor, float fPixelFogType, const int iTONEMAP_SCALE_TYPE, float fWriteDepthToDestAlpha, const float flProjZ ) |
|
{ |
|
float4 result = vShaderColor; |
|
if( iTONEMAP_SCALE_TYPE == TONEMAP_SCALE_LINEAR ) |
|
{ |
|
result.rgb *= LINEAR_LIGHT_SCALE; |
|
} |
|
else if( iTONEMAP_SCALE_TYPE == TONEMAP_SCALE_GAMMA ) |
|
{ |
|
result.rgb *= GAMMA_LIGHT_SCALE; |
|
} |
|
|
|
result.a = lerp( result.a, DepthToDestAlpha( flProjZ ), fWriteDepthToDestAlpha ); |
|
|
|
result.rgb = BlendPixelFogConst( result.rgb, pixelFogFactor, g_LinearFogColor.rgb, fPixelFogType ); |
|
result.rgb = SRGBOutput( result.rgb ); //SRGB in pixel shader conversion |
|
|
|
return result; |
|
} |
|
|
|
|
|
#if LIGHTING_PREVIEW == 2 |
|
LPREVIEW_PS_OUT main( PS_INPUT i ) : COLOR |
|
#else |
|
float4 main( PS_INPUT i ) : COLOR |
|
#endif |
|
{ |
|
bool bDetailTexture = DETAILTEXTURE ? true : false; |
|
bool bCubemap = CUBEMAP ? true : false; |
|
bool bDiffuseLighting = DIFFUSELIGHTING ? true : false; |
|
bool bHasNormal = bCubemap || bDiffuseLighting; |
|
bool bEnvmapMask = ENVMAPMASK ? true : false; |
|
bool bBaseAlphaEnvmapMask = BASEALPHAENVMAPMASK ? true : false; |
|
bool bSelfIllum = SELFILLUM ? true : false; |
|
bool bVertexColor = VERTEXCOLOR ? true : false; |
|
bool bFlashlight = FLASHLIGHT ? true : false; |
|
bool bBlendTintByBaseAlpha = BLENDTINTBYBASEALPHA ? true : false; |
|
|
|
HALF4 baseColor = HALF4( 1.0f, 1.0f, 1.0f, 1.0f ); |
|
#if SEAMLESS_BASE |
|
baseColor = |
|
i.SeamlessWeights.x * tex2D( BaseTextureSampler, i.baseTexCoord.yz )+ |
|
i.SeamlessWeights.y * tex2D( BaseTextureSampler, i.baseTexCoord.zx )+ |
|
i.SeamlessWeights.z * tex2D( BaseTextureSampler, i.baseTexCoord.xy ); |
|
#else |
|
baseColor = tex2D( BaseTextureSampler, i.baseTexCoord.xy ); |
|
|
|
#if SRGB_INPUT_ADAPTER |
|
baseColor.rgb = GammaToLinear( baseColor.rgb ); |
|
#endif |
|
|
|
#endif // !SEAMLESS_BASE |
|
|
|
|
|
#if DISTANCEALPHA && (DISTANCEALPHAFROMDETAIL == 0) |
|
float distAlphaMask = baseColor.a; |
|
#endif |
|
|
|
|
|
#if DETAILTEXTURE |
|
#if SEAMLESS_DETAIL |
|
float4 detailColor = |
|
i.SeamlessWeights.x * tex2D( DetailSampler, i.detailTexCoord.yz )+ |
|
i.SeamlessWeights.y * tex2D( DetailSampler, i.detailTexCoord.zx )+ |
|
i.SeamlessWeights.z * tex2D( DetailSampler, i.detailTexCoord.xy ); |
|
#else |
|
float4 detailColor = tex2D( DetailSampler, i.detailTexCoord.xy ); |
|
#endif |
|
detailColor.rgb *= g_DetailTint; |
|
|
|
#if DISTANCEALPHA && (DISTANCEALPHAFROMDETAIL == 1) |
|
float distAlphaMask = detailColor.a; |
|
detailColor.a = 1.0; // make tcombine treat as 1.0 |
|
#endif |
|
baseColor = |
|
TextureCombine( baseColor, detailColor, DETAIL_BLEND_MODE, g_DetailBlendFactor ); |
|
#endif |
|
|
|
#if DISTANCEALPHA |
|
// now, do all distance alpha effects |
|
//if ( OUTLINE && ( distAlphaMask >= OUTLINE_MIN_VALUE0 ) && ( distAlphaMask <= OUTLINE_MAX_VALUE1 ) ) |
|
//{ |
|
// float oFactor=1.0; |
|
// if ( distAlphaMask <= OUTLINE_MIN_VALUE1 ) |
|
// { |
|
// oFactor=smoothstep( OUTLINE_MIN_VALUE0, OUTLINE_MIN_VALUE1, distAlphaMask ); |
|
// } |
|
// else |
|
// { |
|
// oFactor=smoothstep( OUTLINE_MAX_VALUE1, OUTLINE_MAX_VALUE0, distAlphaMask ); |
|
// } |
|
// baseColor = lerp( baseColor, OUTLINE_COLOR, oFactor ); |
|
//} |
|
if ( OUTLINE ) |
|
{ |
|
float4 oFactors = smoothstep(g_OutlineParams.xyzw, g_OutlineParams.wzyx, distAlphaMask ); |
|
baseColor = lerp( baseColor, g_OutlineColor, oFactors.x * oFactors.y ); |
|
} |
|
|
|
float mskUsed; |
|
if ( SOFT_MASK ) |
|
{ |
|
mskUsed = smoothstep( SOFT_MASK_MIN, SOFT_MASK_MAX, distAlphaMask ); |
|
baseColor.a *= mskUsed; |
|
} |
|
else |
|
{ |
|
mskUsed = distAlphaMask >= 0.5; |
|
if (DETAILTEXTURE ) |
|
baseColor.a *= mskUsed; |
|
else |
|
baseColor.a = mskUsed; |
|
} |
|
|
|
|
|
if ( OUTER_GLOW ) |
|
{ |
|
#if DISTANCEALPHAFROMDETAIL |
|
float4 glowTexel = tex2D( DetailSampler, i.detailTexCoord.xy+GLOW_UV_OFFSET ); |
|
#else |
|
float4 glowTexel = tex2D( BaseTextureSampler, i.baseTexCoord.xy+GLOW_UV_OFFSET ); |
|
#endif |
|
float4 glowc = OUTER_GLOW_COLOR*smoothstep( OUTER_GLOW_MIN_DVALUE, OUTER_GLOW_MAX_DVALUE, glowTexel.a ); |
|
baseColor = lerp( glowc, baseColor, mskUsed ); |
|
} |
|
|
|
#endif // DISTANCEALPHA |
|
|
|
float3 specularFactor = 1.0f; |
|
float4 envmapMaskTexel; |
|
if( bEnvmapMask ) |
|
{ |
|
envmapMaskTexel = tex2D( EnvmapMaskSampler, i.baseTexCoord.xy ); |
|
specularFactor *= envmapMaskTexel.xyz; |
|
} |
|
|
|
if( bBaseAlphaEnvmapMask ) |
|
{ |
|
specularFactor *= 1.0 - baseColor.a; // this blows! |
|
} |
|
|
|
float3 diffuseLighting = float3( 1.0f, 1.0f, 1.0f ); |
|
if( bDiffuseLighting || bVertexColor ) |
|
{ |
|
diffuseLighting = i.color.rgb; |
|
} |
|
|
|
#if STATIC_LIGHT_LIGHTMAP |
|
// This matches the behavior of vertex lighting, which multiplies by cOverbright (which is not accessible here) |
|
// And converts from Gamma space to Linear space before being used. |
|
float2 lightmapTexCoords = i.baseTexCoord.xy; |
|
#if DEBUG_LUXELS |
|
lightmapTexCoords.xy *= g_LuxelScale.xy; |
|
#endif |
|
float3 f3LightmapColor = GammaToLinear( 2.0f * tex2D( LightMapSampler, lightmapTexCoords ).rgb ); |
|
diffuseLighting = f3LightmapColor; |
|
#endif |
|
|
|
float3 albedo = baseColor; |
|
|
|
if (bBlendTintByBaseAlpha) |
|
{ |
|
float3 tintedColor = albedo * g_DiffuseModulation.rgb; |
|
tintedColor = lerp(tintedColor, g_DiffuseModulation.rgb, g_EnvmapTint_TintReplaceFactor.w); |
|
albedo = lerp(albedo, tintedColor, baseColor.a); |
|
} |
|
else |
|
{ |
|
albedo = albedo * g_DiffuseModulation.rgb; |
|
} |
|
|
|
float alpha = g_DiffuseModulation.a; |
|
if ( !bBaseAlphaEnvmapMask && !bSelfIllum && !bBlendTintByBaseAlpha ) |
|
{ |
|
alpha *= baseColor.a; |
|
} |
|
|
|
|
|
if( bFlashlight ) |
|
{ |
|
int nShadowSampleLevel = 0; |
|
bool bDoShadows = false; |
|
// On ps_2_b, we can do shadow mapping |
|
#if ( FLASHLIGHTSHADOWS && (defined(SHADER_MODEL_PS_2_B) || defined(SHADER_MODEL_PS_3_0) ) ) |
|
nShadowSampleLevel = FLASHLIGHTDEPTHFILTERMODE; |
|
bDoShadows = true; |
|
#endif |
|
|
|
#if defined ( _X360 ) |
|
float4 flashlightSpacePosition = i.flashlightSpacePos; |
|
#else |
|
float4 flashlightSpacePosition = mul( float4( i.worldPos_projPosZ.xyz, 1.0f ), g_FlashlightWorldToTexture ); |
|
#endif |
|
|
|
// We want the N.L to happen on the flashlight pass, but can't afford it on ps20 |
|
bool bUseWorldNormal = true; |
|
#if ( defined( SHADER_MODEL_PS_2_0 ) && ( DETAILTEXTURE ) ) |
|
bUseWorldNormal = false; |
|
#endif |
|
float3 flashlightColor = DoFlashlight( g_FlashlightPos, i.worldPos_projPosZ.xyz, flashlightSpacePosition, |
|
i.worldSpaceNormal, g_FlashlightAttenuationFactors.xyz, |
|
g_FlashlightAttenuationFactors.w, FlashlightSampler, ShadowDepthSampler, |
|
RandRotSampler, nShadowSampleLevel, bDoShadows, false, i.projPos.xy / i.projPos.w, false, g_EnvmapContrast_ShadowTweaks, bUseWorldNormal ); |
|
|
|
#if defined ( _X360 ) |
|
diffuseLighting += flashlightColor; |
|
#else |
|
diffuseLighting = flashlightColor; |
|
#endif |
|
} |
|
|
|
if( bVertexColor && bDiffuseLighting ) |
|
{ |
|
albedo *= i.color.rgb; |
|
} |
|
|
|
alpha = lerp( alpha, alpha * i.color.a, g_fVertexAlpha ); |
|
|
|
float3 diffuseComponent = albedo * diffuseLighting; |
|
|
|
#if DETAILTEXTURE |
|
diffuseComponent = |
|
TextureCombinePostLighting( diffuseComponent, detailColor, DETAIL_BLEND_MODE, g_DetailBlendFactor ); |
|
#endif |
|
|
|
HALF3 specularLighting = HALF3( 0.0f, 0.0f, 0.0f ); |
|
|
|
#if !FLASHLIGHT || defined ( _X360 ) |
|
#if SELFILLUM_ENVMAPMASK_ALPHA |
|
// range of alpha: |
|
// 0 - 0.125 = lerp(diffuse,selfillum,alpha*8) |
|
// 0.125-1.0 = selfillum*(1+alpha-0.125)*8 (over bright glows) |
|
HALF3 selfIllumComponent = g_SelfIllumTint * albedo; |
|
half Adj_Alpha=8*envmapMaskTexel.a; |
|
diffuseComponent=( max( 0, 1-Adj_Alpha ) * diffuseComponent) + Adj_Alpha * selfIllumComponent; |
|
#else |
|
if ( bSelfIllum ) |
|
{ |
|
float3 vSelfIllumMask = tex2D( SelfIllumMaskSampler, i.baseTexCoord.xy ); |
|
vSelfIllumMask = lerp( baseColor.aaa, vSelfIllumMask, g_SelfIllumMaskControl ); |
|
diffuseComponent = lerp( diffuseComponent, g_SelfIllumTint * albedo, vSelfIllumMask ); |
|
} |
|
#endif |
|
|
|
if( bCubemap ) |
|
{ |
|
#if CUBEMAP_SPHERE_LEGACY |
|
HALF3 reflectVect = normalize(CalcReflectionVectorUnnormalized( i.worldSpaceNormal, i.worldVertToEyeVector.xyz )); |
|
|
|
specularLighting = 0.5 * tex2D( EnvmapSampler, float2(reflectVect.x, reflectVect.y) ) * g_DiffuseModulation.rgb * diffuseLighting; |
|
#else |
|
HALF3 reflectVect = CalcReflectionVectorUnnormalized( i.worldSpaceNormal, i.worldVertToEyeVector.xyz ); |
|
|
|
specularLighting = ENV_MAP_SCALE * texCUBE( EnvmapSampler, reflectVect ); |
|
specularLighting *= specularFactor; |
|
specularLighting *= g_EnvmapTint_TintReplaceFactor.rgb; |
|
HALF3 specularLightingSquared = specularLighting * specularLighting; |
|
specularLighting = lerp( specularLighting, specularLightingSquared, g_EnvmapContrast_ShadowTweaks ); |
|
HALF3 greyScale = dot( specularLighting, HALF3( 0.299f, 0.587f, 0.114f ) ); |
|
specularLighting = lerp( greyScale, specularLighting, g_EnvmapSaturation ); |
|
#endif |
|
} |
|
#endif |
|
|
|
HALF3 result = diffuseComponent + specularLighting; |
|
|
|
#if LIGHTING_PREVIEW |
|
# if LIGHTING_PREVIEW == 1 |
|
float dotprod=0.7+0.25*dot(i.worldSpaceNormal,normalize(float3(1,2,-.5))); |
|
return FinalOutput( float4( dotprod*albedo.xyz, alpha ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_LINEAR ); |
|
# else |
|
LPREVIEW_PS_OUT ret; |
|
ret.flags=float4(1,1,1,1); |
|
ret.color=float4( albedo.xyz, alpha ); |
|
ret.normal=float4(i.worldSpaceNormal,alpha); |
|
ret.position=float4(i.worldPos_projPosZ.xyz, alpha); |
|
return FinalOutput( ret, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE ); |
|
# endif |
|
#else |
|
|
|
# if (DEPTHBLEND == 1) |
|
{ |
|
float2 vScreenPos; |
|
vScreenPos.x = i.projPos.x; |
|
vScreenPos.y = -i.projPos.y; |
|
vScreenPos = (vScreenPos + i.projPos.w) * 0.5f; |
|
alpha *= DepthFeathering( DepthSampler, vScreenPos / i.projPos.w, i.projPos.w - i.projPos.z, i.projPos.w, g_DepthFeatheringConstants ); |
|
} |
|
# endif |
|
|
|
#if defined( SHADER_MODEL_PS_2_0 ) |
|
float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos.z, i.worldPos_projPosZ.z, i.projPos.z ); |
|
#if (PIXELFOGTYPE == PIXEL_FOG_TYPE_HEIGHT) |
|
alpha = lerp( alpha, fogFactor, g_fWriteWaterFogToDestAlpha ); |
|
#endif |
|
return FinalOutput( float4( result.rgb, alpha ), fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR, false, i.projPos.z ); |
|
#else // 2b or higher |
|
float fogFactor = CalcPixelFogFactorConst( g_fPixelFogType, g_FogParams, g_EyePos.z, i.worldPos_projPosZ.z, i.projPos.z ); |
|
alpha = lerp( alpha, fogFactor, g_fWriteWaterFogToDestAlpha ); // Use the fog factor if it's height fog |
|
return FinalOutputConst( float4( result.rgb, alpha ), fogFactor, g_fPixelFogType, TONEMAP_SCALE_LINEAR, g_fWriteDepthToAlpha, i.projPos.z ); |
|
#endif |
|
|
|
#endif |
|
} |
|
|
|
|