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224 lines
10 KiB
224 lines
10 KiB
//========= Copyright © 1996-2007, Valve Corporation, All rights reserved. ============// |
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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: "STAGE" "0..2" |
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// STATIC: "SHADER_SRGB_READ" "0..1" [ps20b] |
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// DYNAMIC: "PIXELFOGTYPE" "0..1" [ps20b] |
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#if defined(SHADER_MODEL_PS_2_0) |
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#define PIXELFOGTYPE PIXEL_FOG_TYPE_NONE |
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#endif |
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// Includes ======================================================================================= |
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#include "common_vertexlitgeneric_dx9.h" |
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// Texture Samplers =============================================================================== |
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sampler g_tRefractionSampler : register( s0 ); |
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sampler g_tPortalNoiseSampler : register( s1 ); |
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sampler g_tPortalColorSampler : register( s2 ); |
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// Shaders Constants and Globals ================================================================== |
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const float4 g_mViewProj0 : register( c0 ); // 1st row of matrix |
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const float4 g_mViewProj1 : register( c1 ); // 2nd row of matrix |
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const float4 g_mViewProj2 : register( c2 ); // 3rd row of matrix |
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const float4 g_mViewProj3 : register( c3 ); // 4th row of matrix |
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const float3 g_vConst4 : register( c4 ); |
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#define g_flPortalOpenAmount g_vConst4.x |
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#define g_flPortalActive g_vConst4.y |
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#define g_flPortalColorScale g_vConst4.z |
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const float4 g_vCameraPosition : register( c5 ); |
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const float4 g_vFogParams : register( c6 ); |
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// Interpolated values ============================================================================ |
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struct PS_INPUT |
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{ |
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float2 vUv0 : TEXCOORD0; |
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float3 vWorldTangent : TEXCOORD1; |
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float3 vWorldBinormal : TEXCOORD2; |
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float4 vWorldPosition : TEXCOORD3; // Proj pos z in w |
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float3 vProjPosForRefract : TEXCOORD4; |
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float4 vNoiseTexCoord : TEXCOORD5; |
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}; |
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// This is the equilavent of smoothstep built into HLSL but linear |
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float linearstep( float iMin, float iMax, float iValue ) |
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{ |
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return saturate( ( iValue - iMin ) / ( iMax - iMin ) ); |
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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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float kFlPortalOuterBorder = 0.075f; // Must match VS! |
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float kFlPortalInnerBorder = kFlPortalOuterBorder * 4.0f; |
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// Add a slight border around the portal opening (Do this in the VS?) |
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//i.vUv0.xy = i.vUv0.xy * ( 1.0f + kFlPortalOuterBorder ) - ( kFlPortalOuterBorder * 0.5f ); |
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// Portal open time |
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float flPortalOpenAmount = smoothstep( 0.0f, 1.0f, saturate( g_flPortalOpenAmount ) ); |
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//float flPortalOpenAmount = saturate( g_flPortalOpenAmount ); |
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float flPortalOpenAmountSquared = flPortalOpenAmount * flPortalOpenAmount; |
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// Stretch values |
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float2 vStretchVector = ( i.vUv0.xy * 2.0f ) - 1.0f; |
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float flDistFromCenter = length( vStretchVector ); |
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float2 vStretchVectorNormalized = normalize( vStretchVector ); |
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// Stencil cutout (1.0 in hole) |
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float flStencilCutout = step( flDistFromCenter, flPortalOpenAmountSquared ); |
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//==================================// |
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// Stage 0: Warp pixels around hole // |
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//==================================// |
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#if ( STAGE == 0 ) |
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{ |
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// Unrefracted tex coords |
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float2 vRefractTexCoordNoWarp = i.vProjPosForRefract.xy / i.vProjPosForRefract.z; |
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// Projected screen-space tangent |
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float3 vProjTangent; |
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vProjTangent.x = dot( float4( i.vWorldTangent.xyz, 1.0f ), g_mViewProj0.xyzw ); // 1st row |
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vProjTangent.y = -dot( float4( i.vWorldTangent.xyz, 1.0f ), g_mViewProj1.xyzw ); // 2nd row |
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vProjTangent.z = dot( float4( i.vWorldTangent.xyz, 1.0f ), g_mViewProj3.xyzw ); // 4th row |
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vProjTangent.xy += vProjTangent.z; |
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vProjTangent.xy *= 0.5f; |
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vProjTangent.xy /= vProjTangent.z; |
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vProjTangent.xy -= vRefractTexCoordNoWarp.xy; |
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// Projected screen-space binormal |
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float3 vProjBinormal; |
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vProjBinormal.x = dot( float4( i.vWorldBinormal.xyz, 1.0f ), g_mViewProj0.xyzw ); // 1st row |
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vProjBinormal.y = -dot( float4( i.vWorldBinormal.xyz, 1.0f ), g_mViewProj1.xyzw ); // 2nd row |
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vProjBinormal.z = dot( float4( i.vWorldBinormal.xyz, 1.0f ), g_mViewProj3.xyzw ); // 4th row |
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vProjBinormal.xy += vProjBinormal.z; |
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vProjBinormal.xy *= 0.5f; |
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vProjBinormal.xy /= vProjBinormal.z; |
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vProjBinormal.xy -= vRefractTexCoordNoWarp.xy; |
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// Tangent-space uv offset |
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float2 vTangentRefract = -vStretchVectorNormalized * flPortalOpenAmountSquared * ( 1.0f - pow( saturate( flDistFromCenter ), 64.0f ) ); |
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vTangentRefract.xy *= smoothstep( ( flPortalOpenAmount * 1.5f ), flPortalOpenAmount, flDistFromCenter ); |
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// Note: This works well perpendicular to the surface, but because the projection is non-linear, it's refracty very edge on |
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float2 kPortalRadius = { 32.0f, 32.0f }; // Should be 32, 54 but this reduces the artifacts from the comment above |
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vTangentRefract.xy *= kPortalRadius.xy; |
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// Generate refracteds screen-space uv |
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float2 vRefractTexCoord = vRefractTexCoordNoWarp.xy; |
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vRefractTexCoord.xy += vTangentRefract.x * vProjTangent.xy; |
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vRefractTexCoord.xy -= vTangentRefract.y * vProjBinormal.xy; |
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// Fetch color from texture |
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float3 cRefract = tex2D( g_tRefractionSampler, vRefractTexCoord.xy ); |
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// In some cases, we have to convert this render target from sRGB to Linear ourselves here |
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#if ( SHADER_SRGB_READ == 1 ) |
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{ |
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cRefract = GammaToLinear( cRefract ); |
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} |
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#endif |
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// Darken the ring around the portal as it's opening to help it stand out on plain walls |
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float flHoleEdge = flPortalOpenAmountSquared; |
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float flDimEdge = saturate( flPortalOpenAmount * 2.0f ); |
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float flDarkeningRing = linearstep( flHoleEdge - 0.01f, flDimEdge, flDistFromCenter ); |
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flDarkeningRing = ( abs( flDarkeningRing * 2.0f - 1.0f ) * 0.15f ) + 0.85f; |
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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 = cRefract.rgb; |
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result.rgb *= flDarkeningRing; |
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// Alpha test away outside the portal oval |
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result.a = step( flDistFromCenter, 1.0f ); |
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return FinalOutput( result, 0.0f, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE ); |
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} |
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#endif |
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//============================================================================// |
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// Stage 1: Cut a hole in the stencil buffer (only render pixels in the hole) // |
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//============================================================================// |
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#if ( STAGE == 1 ) |
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{ |
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float4 result; |
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result.rgb = 0.0f; |
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result.a = flStencilCutout; |
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//result = 0.0f; // Disable the hole for debugging |
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return result; |
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} |
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#endif |
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//============================================// |
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// Stage 2: Fire effect around rim of opening // |
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//============================================// |
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#if ( STAGE == 2 ) |
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{ |
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// Outer effect mask |
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float flOuterEffectMask = ( 1.0f - linearstep( flPortalOpenAmountSquared, flPortalOpenAmountSquared + kFlPortalOuterBorder, flDistFromCenter ) ) * ( 1.0f - flStencilCutout ); |
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// Inner effect mask |
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float flInnerEffectMask = ( linearstep( flPortalOpenAmountSquared - kFlPortalInnerBorder, flPortalOpenAmountSquared, flDistFromCenter ) ) * ( flStencilCutout ); |
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// Fade it in as the portal is opening |
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//float flPortalActive = smoothstep( 0.0f, 1.0f, saturate( g_flPortalActive ) ); |
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float flPortalActive = saturate( g_flPortalActive ); // This is good enough...smoothstep above is not necessary |
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//flPortalActive = linearstep( 0.0f, saturate( flDistFromCenter ), saturate( flPortalActive ) ); // Experiment to fade from center out |
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float flEffectFadeIn = max( saturate( flPortalOpenAmount * 2.5f ), ( 1.0f - flPortalActive ) ); |
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// Combine mask terms |
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float flEffectMask = ( flInnerEffectMask + flOuterEffectMask ) * flEffectFadeIn; |
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//flEffectMask = pow( flEffectMask, 0.75f ); // This will thicken the border but also darken the alpha blend in ugly ways. Leaving this here for experiments later. |
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float4 cNoiseTexel1 = tex2D( g_tPortalNoiseSampler, i.vNoiseTexCoord.xy ); |
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float4 cNoiseTexel2 = tex2D( g_tPortalNoiseSampler, i.vNoiseTexCoord.wz - cNoiseTexel1.rg*0.02 ); |
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cNoiseTexel1.rgba = tex2D( g_tPortalNoiseSampler, i.vNoiseTexCoord.xy - cNoiseTexel2.rg*0.02 ); |
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//float flNoise = ( ( cNoiseTexel1.g * cNoiseTexel2.g ) * 2.0f ); // More broken up flames and crazier |
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float flNoise = ( ( cNoiseTexel1.g + cNoiseTexel2.g ) * 0.5f ); // More solid flames and calmer |
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float flPortalActiveWithNoise = smoothstep( 0.0f, flNoise, flPortalActive ); |
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float kFlBorderSoftness = 0.875f; // Larger numbers give more color in the middle when portal is inactive |
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float flBorderMaskWithNoise = ( 1.0f - smoothstep( flEffectMask - kFlBorderSoftness, flEffectMask + kFlBorderSoftness, flNoise ) ); |
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flNoise = flBorderMaskWithNoise; |
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flEffectMask *= flBorderMaskWithNoise; |
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// This will get stuffed in alpha |
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float flTransparancy = saturate( flEffectMask + ( flStencilCutout * ( 1.0f - flPortalActiveWithNoise ) ) ) * 1.5f; // Magic number at the end will make the flames thicker with larger numbers |
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// This will make the portals shift in color from bottom to top (Set to 1.0f to disable) |
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//float flBottomToTopBrightnessShift = ( pow( abs(i.vUv0.y), 1.5f ) * 0.9f ) + 0.1f; // More extreme |
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//float flBottomToTopBrightnessShift = ( pow( abs(i.vUv0.y), 1.5f ) * 0.85f ) + 0.15f; |
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float flBottomToTopBrightnessShift = ( pow( abs(i.vUv0.y), 1.5f ) * 0.8f ) + 0.2f; |
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//float flBottomToTopBrightnessShift = ( pow( abs(i.vUv0.y), 1.5f ) * 0.75f ) + 0.25f; // More subtle (needs higher color scale below) |
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//float flBottomToTopBrightnessShift = 1.0f; // Disabled |
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// Fetch color from 1D texture |
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float4 cFlameColor = tex1D( g_tPortalColorSampler, pow( flNoise, 0.5f ) * flBottomToTopBrightnessShift * flTransparancy ); |
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cFlameColor.rgb *= g_flPortalColorScale; // Brighten colors to make it look more emissive |
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// Generate final color result |
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float4 result; |
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result.rgb = cFlameColor.rgb; |
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result.a = flTransparancy; |
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//result.rgb *= result.a; // This will give better definition to the flames but also darkens the outer rim |
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//result.rgb = pow( result.rgb, 1.5f ); |
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//result.rgb *= result.rgb; // Make it look hotter |
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// Debugging |
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//result.rgba = flBorderMaskWithNoise; |
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//result.rgba = flEffectMask; |
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//result.rgba = flTransparancy; |
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//result.rgba = flPortalActive * flStencilCutout; |
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// Apply fog and deal with HDR |
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float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_vFogParams, g_vCameraPosition.z, i.vWorldPosition.z, i.vWorldPosition.w ); |
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return FinalOutput( result, fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR ); |
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} |
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#endif |
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}
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