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