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583 lines
18 KiB
583 lines
18 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// SKIP: $BUMPMAP2 && $WARPLIGHTING |
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// SKIP: $WARPLIGHTING && $DETAILTEXTURE |
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// SKIP: $ENVMAPMASK && $BUMPMAP |
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// SKIP: $NORMALMAPALPHAENVMAPMASK && $BASEALPHAENVMAPMASK |
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// SKIP: $NORMALMAPALPHAENVMAPMASK && $ENVMAPMASK |
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// SKIP: $BASEALPHAENVMAPMASK && $ENVMAPMASK |
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// SKIP: $BASEALPHAENVMAPMASK && $SELFILLUM |
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// SKIP: !$FASTPATH && $FASTPATHENVMAPCONTRAST |
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// SKIP: !$FASTPATH && $FASTPATHENVMAPTINT |
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// SKIP: !$BUMPMAP && $DIFFUSEBUMPMAP |
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// SKIP: !$BUMPMAP && $BUMPMAP2 |
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// SKIP: $ENVMAPMASK && $BUMPMAP2 |
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// SKIP: $BASETEXTURENOENVMAP && ( !$BASETEXTURE2 || !$CUBEMAP ) |
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// SKIP: $BASETEXTURE2NOENVMAP && ( !$BASETEXTURE2 || !$CUBEMAP ) |
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// SKIP: $BASEALPHAENVMAPMASK && $BUMPMAP |
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// SKIP: $PARALLAXMAP && $DETAILTEXTURE |
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// SKIP: $SEAMLESS && $RELIEF_MAPPING |
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// SKIP: $SEAMLESS && $DETAILTEXTURE |
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// SKIP: $SEAMLESS && $MASKEDBLENDING |
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// SKIP: $BUMPMASK && ( $SEAMLESS || $DETAILTEXTURE || $SELFILLUM || $BASETEXTURENOENVMAP || $BASETEXTURE2 ) |
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// SKIP: !$BUMPMAP && ($NORMAL_DECODE_MODE == 1) |
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// SKIP: !$BUMPMAP && ($NORMAL_DECODE_MODE == 2) |
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// SKIP: !$BUMPMAP && ($NORMALMASK_DECODE_MODE == 1) |
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// SKIP: !$BUMPMAP && ($NORMALMASK_DECODE_MODE == 2) |
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// NOSKIP: $FANCY_BLENDING && (!$FASTPATH) |
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// 360 compiler craps out on some combo in this family. Content doesn't use blendmode 10 anyway |
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// SKIP: $FASTPATH && $PIXELFOGTYPE && $BASETEXTURE2 && $DETAILTEXTURE && $CUBEMAP && ($DETAIL_BLEND_MODE == 10 ) [XBOX] |
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// debug crap: |
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// NOSKIP: $DETAILTEXTURE |
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// NOSKIP: $CUBEMAP |
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// NOSKIP: $ENVMAPMASK |
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// NOSKIP: $BASEALPHAENVMAPMASK |
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// NOSKIP: $SELFILLUM |
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#define USE_32BIT_LIGHTMAPS_ON_360 //uncomment to use 32bit lightmaps, be sure to keep this in sync with the same #define in materialsystem/cmatlightmaps.cpp |
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#include "common_ps_fxc.h" |
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#include "common_flashlight_fxc.h" |
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#include "common_lightmappedgeneric_fxc.h" |
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#if SEAMLESS |
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#define USE_FAST_PATH 1 |
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#else |
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#define USE_FAST_PATH FASTPATH |
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#endif |
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const HALF4 g_EnvmapTint : register( c0 ); |
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#if USE_FAST_PATH == 1 |
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# if FASTPATHENVMAPCONTRAST == 0 |
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static const HALF3 g_EnvmapContrast = { 0.0f, 0.0f, 0.0f }; |
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# else |
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static const HALF3 g_EnvmapContrast = { 1.0f, 1.0f, 1.0f }; |
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# endif |
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static const HALF3 g_EnvmapSaturation = { 1.0f, 1.0f, 1.0f }; |
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static const HALF g_FresnelReflection = 1.0f; |
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static const HALF g_OneMinusFresnelReflection = 0.0f; |
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static const HALF4 g_SelfIllumTint = { 1.0f, 1.0f, 1.0f, 1.0f }; |
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# if OUTLINE |
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const float4 g_OutlineParams : register( c2 ); |
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#define OUTLINE_MIN_VALUE0 g_OutlineParams.x |
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#define OUTLINE_MIN_VALUE1 g_OutlineParams.y |
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#define OUTLINE_MAX_VALUE0 g_OutlineParams.z |
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#define OUTLINE_MAX_VALUE1 g_OutlineParams.w |
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const float4 g_OutlineColor : register( c3 ); |
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#define OUTLINE_COLOR g_OutlineColor |
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# endif |
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# if SOFTEDGES |
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const float4 g_EdgeSoftnessParms : register( c4 ); |
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#define SOFT_MASK_MIN g_EdgeSoftnessParms.x |
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#define SOFT_MASK_MAX g_EdgeSoftnessParms.y |
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# endif |
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#else |
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const HALF3 g_EnvmapContrast : register( c2 ); |
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const HALF3 g_EnvmapSaturation : register( c3 ); |
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const HALF4 g_FresnelReflectionReg : register( c4 ); |
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#define g_FresnelReflection g_FresnelReflectionReg.a |
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#define g_OneMinusFresnelReflection g_FresnelReflectionReg.b |
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const HALF4 g_SelfIllumTint : register( c7 ); |
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#endif |
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const float4 g_DetailTint_and_BlendFactor : register( c8 ); |
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#define g_DetailTint (g_DetailTint_and_BlendFactor.rgb) |
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#define g_DetailBlendFactor (g_DetailTint_and_BlendFactor.w) |
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const HALF3 g_EyePos : register( c10 ); |
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const HALF4 g_FogParams : register( c11 ); |
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const float4 g_TintValuesAndLightmapScale : register( c12 ); |
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#define g_flAlpha2 g_TintValuesAndLightmapScale.w |
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const float4 g_FlashlightAttenuationFactors : register( c13 ); |
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const float3 g_FlashlightPos : register( c14 ); |
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const float4x4 g_FlashlightWorldToTexture : register( c15 ); // through c18 |
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const float4 g_ShadowTweaks : register( c19 ); |
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sampler BaseTextureSampler : register( s0 ); |
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sampler LightmapSampler : register( s1 ); |
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sampler EnvmapSampler : register( s2 ); |
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#if FANCY_BLENDING |
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sampler BlendModulationSampler : register( s3 ); |
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#endif |
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#if DETAILTEXTURE |
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sampler DetailSampler : register( s12 ); |
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#endif |
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sampler BumpmapSampler : register( s4 ); |
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#if NORMAL_DECODE_MODE == NORM_DECODE_ATI2N_ALPHA |
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sampler AlphaMapSampler : register( s9 ); // alpha |
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#else |
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#define AlphaMapSampler BumpmapSampler |
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#endif |
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#if BUMPMAP2 == 1 |
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sampler BumpmapSampler2 : register( s5 ); |
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#if NORMAL_DECODE_MODE == NORM_DECODE_ATI2N_ALPHA |
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sampler AlphaMapSampler2 : register( s10 ); // alpha |
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#else |
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#define AlphaMapSampler2 BumpmapSampler2 |
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#endif |
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#else |
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sampler EnvmapMaskSampler : register( s5 ); |
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#endif |
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#if WARPLIGHTING |
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sampler WarpLightingSampler : register( s6 ); |
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#endif |
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sampler BaseTextureSampler2 : register( s7 ); |
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#if BUMPMASK == 1 |
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sampler BumpMaskSampler : register( s8 ); |
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#if NORMALMASK_DECODE_MODE == NORM_DECODE_ATI2N_ALPHA |
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sampler AlphaMaskSampler : register( s11 ); // alpha |
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#else |
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#define AlphaMaskSampler BumpMaskSampler |
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#endif |
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#endif |
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#if defined( _X360 ) && FLASHLIGHT |
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sampler FlashlightSampler : register( s13 ); |
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sampler ShadowDepthSampler : register( s14 ); |
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sampler RandRotSampler : register( s15 ); |
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#endif |
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struct PS_INPUT |
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{ |
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#if SEAMLESS |
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float3 SeamlessTexCoord : TEXCOORD0; // zy xz |
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float4 detailOrBumpAndEnvmapMaskTexCoord : TEXCOORD1; // envmap mask |
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#else |
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HALF2 baseTexCoord : TEXCOORD0; |
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// detail textures and bumpmaps are mutually exclusive so that we have enough texcoords. |
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#if ( RELIEF_MAPPING == 0 ) |
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HALF4 detailOrBumpAndEnvmapMaskTexCoord : TEXCOORD1; |
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#endif |
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#endif |
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// CENTROID: TEXCOORD2 |
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HALF4 lightmapTexCoord1And2 : TEXCOORD2; |
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// CENTROID: TEXCOORD3 |
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HALF4 lightmapTexCoord3 : TEXCOORD3; |
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HALF4 worldPos_projPosZ : TEXCOORD4; |
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HALF3x3 tangentSpaceTranspose : TEXCOORD5; |
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// tangentSpaceTranspose : TEXCOORD6 |
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// tangentSpaceTranspose : TEXCOORD7 |
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HALF4 vertexColor : COLOR; |
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float4 vertexBlendX_fogFactorW : COLOR1; |
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// Extra iterators on 360, used in flashlight combo |
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#if defined( _X360 ) && FLASHLIGHT |
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float4 flashlightSpacePos : TEXCOORD8; |
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float4 vProjPos : TEXCOORD9; |
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#endif |
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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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HALF4 main( PS_INPUT i ) : COLOR |
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#endif |
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{ |
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bool bBaseTexture2 = BASETEXTURE2 ? true : false; |
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bool bDetailTexture = DETAILTEXTURE ? true : false; |
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bool bBumpmap = BUMPMAP ? true : false; |
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bool bDiffuseBumpmap = DIFFUSEBUMPMAP ? true : false; |
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bool bCubemap = CUBEMAP ? true : false; |
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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 bNormalMapAlphaEnvmapMask = NORMALMAPALPHAENVMAPMASK ? true : false; |
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bool bBaseTextureNoEnvmap = BASETEXTURENOENVMAP ? true : false; |
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bool bBaseTexture2NoEnvmap = BASETEXTURE2NOENVMAP ? true : false; |
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float4 baseColor = 0.0f; |
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float4 baseColor2 = 0.0f; |
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float4 vNormal = float4(0, 0, 1, 1); |
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float3 baseTexCoords = float3(0,0,0); |
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#if SEAMLESS |
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baseTexCoords = i.SeamlessTexCoord.xyz; |
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#else |
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baseTexCoords.xy = i.baseTexCoord.xy; |
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#endif |
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GetBaseTextureAndNormal( BaseTextureSampler, BaseTextureSampler2, BumpmapSampler, bBaseTexture2, bBumpmap || bNormalMapAlphaEnvmapMask, |
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baseTexCoords, i.vertexColor.rgb, baseColor, baseColor2, vNormal ); |
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#if BUMPMAP == 1 // not ssbump |
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vNormal.xyz = vNormal.xyz * 2.0f - 1.0f; // make signed if we're not ssbump |
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#endif |
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HALF3 lightmapColor1 = HALF3( 1.0f, 1.0f, 1.0f ); |
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HALF3 lightmapColor2 = HALF3( 1.0f, 1.0f, 1.0f ); |
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HALF3 lightmapColor3 = HALF3( 1.0f, 1.0f, 1.0f ); |
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#if LIGHTING_PREVIEW == 0 |
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if( bBumpmap && bDiffuseBumpmap ) |
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{ |
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HALF2 bumpCoord1; |
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HALF2 bumpCoord2; |
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HALF2 bumpCoord3; |
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ComputeBumpedLightmapCoordinates( i.lightmapTexCoord1And2, i.lightmapTexCoord3.xy, |
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bumpCoord1, bumpCoord2, bumpCoord3 ); |
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lightmapColor1 = LightMapSample( LightmapSampler, bumpCoord1 ); |
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lightmapColor2 = LightMapSample( LightmapSampler, bumpCoord2 ); |
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lightmapColor3 = LightMapSample( LightmapSampler, bumpCoord3 ); |
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} |
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else |
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{ |
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HALF2 bumpCoord1 = ComputeLightmapCoordinates( i.lightmapTexCoord1And2, i.lightmapTexCoord3.xy ); |
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lightmapColor1 = LightMapSample( LightmapSampler, bumpCoord1 ); |
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} |
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#endif |
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#if RELIEF_MAPPING |
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// in the parallax case, all texcoords must be the same in order to free |
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// up an iterator for the tangent space view vector |
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HALF2 detailTexCoord = i.baseTexCoord.xy; |
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HALF2 bumpmapTexCoord = i.baseTexCoord.xy; |
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HALF2 envmapMaskTexCoord = i.baseTexCoord.xy; |
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#else |
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#if ( DETAILTEXTURE == 1 ) |
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HALF2 detailTexCoord = i.detailOrBumpAndEnvmapMaskTexCoord.xy; |
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HALF2 bumpmapTexCoord = i.baseTexCoord.xy; |
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#elif ( BUMPMASK == 1 ) |
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HALF2 detailTexCoord = 0.0f; |
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HALF2 bumpmapTexCoord = i.detailOrBumpAndEnvmapMaskTexCoord.xy; |
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HALF2 bumpmap2TexCoord = i.detailOrBumpAndEnvmapMaskTexCoord.wz; |
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#else |
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HALF2 detailTexCoord = 0.0f; |
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HALF2 bumpmapTexCoord = i.detailOrBumpAndEnvmapMaskTexCoord.xy; |
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#endif |
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HALF2 envmapMaskTexCoord = i.detailOrBumpAndEnvmapMaskTexCoord.wz; |
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#endif // !RELIEF_MAPPING |
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HALF4 detailColor = HALF4( 1.0f, 1.0f, 1.0f, 1.0f ); |
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#if DETAILTEXTURE |
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#if SHADER_MODEL_PS_2_0 |
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detailColor = tex2D( DetailSampler, detailTexCoord ); |
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#else |
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detailColor = float4( g_DetailTint, 1.0f ) * tex2D( DetailSampler, detailTexCoord ); |
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#endif |
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#endif |
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#if ( OUTLINE || SOFTEDGES ) |
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float distAlphaMask = baseColor.a; |
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# if OUTLINE |
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if ( ( distAlphaMask >= OUTLINE_MIN_VALUE0 ) && |
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( 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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# endif |
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# if SOFTEDGES |
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baseColor.a *= smoothstep( SOFT_MASK_MAX, SOFT_MASK_MIN, distAlphaMask ); |
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# else |
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baseColor.a *= distAlphaMask >= 0.5; |
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# endif |
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#endif |
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#if LIGHTING_PREVIEW == 2 |
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baseColor.xyz=GammaToLinear(baseColor.xyz); |
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#endif |
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float blendedAlpha = baseColor.a; |
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#if MASKEDBLENDING |
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float blendfactor=0.5; |
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#else |
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float blendfactor=i.vertexBlendX_fogFactorW.r; |
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#endif |
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if( bBaseTexture2 ) |
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{ |
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#if (SELFILLUM == 0) && (PIXELFOGTYPE != PIXEL_FOG_TYPE_HEIGHT) && (FANCY_BLENDING) |
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float4 modt=tex2D(BlendModulationSampler,i.lightmapTexCoord3.zw); |
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#if MASKEDBLENDING |
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// FXC is unable to optimize this, despite blendfactor=0.5 above |
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//float minb=modt.g-modt.r; |
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//float maxb=modt.g+modt.r; |
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//blendfactor=smoothstep(minb,maxb,blendfactor); |
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blendfactor=modt.g; |
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#else |
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float minb=saturate(modt.g-modt.r); |
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float maxb=saturate(modt.g+modt.r); |
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blendfactor=smoothstep(minb,maxb,blendfactor); |
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#endif |
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#endif |
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baseColor.rgb = lerp( baseColor, baseColor2.rgb, blendfactor ); |
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blendedAlpha = lerp( baseColor.a, baseColor2.a, blendfactor ); |
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} |
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HALF3 specularFactor = 1.0f; |
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float4 vNormalMask = float4(0, 0, 1, 1); |
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if( bBumpmap ) |
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{ |
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if( bBaseTextureNoEnvmap ) |
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{ |
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vNormal.a = 0.0f; |
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} |
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#if ( BUMPMAP2 == 1 ) |
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{ |
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#if ( BUMPMASK == 1 ) |
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HALF2 b2TexCoord = bumpmap2TexCoord; |
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#else |
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HALF2 b2TexCoord = bumpmapTexCoord; |
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#endif |
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HALF4 vNormal2; |
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if ( BUMPMAP == 2 ) |
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vNormal2 = tex2D( BumpmapSampler2, b2TexCoord ); |
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else |
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vNormal2 = DecompressNormal( BumpmapSampler2, b2TexCoord, NORMAL_DECODE_MODE, AlphaMapSampler2 ); // Bump 2 coords |
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if( bBaseTexture2NoEnvmap ) |
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{ |
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vNormal2.a = 0.0f; |
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} |
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#if ( BUMPMASK == 1 ) |
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float3 vNormal1 = DecompressNormal( BumpmapSampler, i.detailOrBumpAndEnvmapMaskTexCoord.xy, NORMALMASK_DECODE_MODE, AlphaMapSampler ); |
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vNormal.xyz = normalize( vNormal1.xyz + vNormal2.xyz ); |
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// Third normal map...same coords as base |
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vNormalMask = DecompressNormal( BumpMaskSampler, i.baseTexCoord.xy, NORMALMASK_DECODE_MODE, AlphaMaskSampler ); |
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vNormal.xyz = lerp( vNormalMask.xyz, vNormal.xyz, vNormalMask.a ); // Mask out normals from vNormal |
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specularFactor = vNormalMask.a; |
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#else // BUMPMASK == 0 |
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if ( FANCY_BLENDING && bNormalMapAlphaEnvmapMask ) |
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{ |
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vNormal = lerp( vNormal, vNormal2, blendfactor); |
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} |
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else |
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{ |
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vNormal.xyz = lerp( vNormal.xyz, vNormal2.xyz, blendfactor); |
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} |
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#endif |
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} |
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#endif // BUMPMAP2 == 1 |
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if( bNormalMapAlphaEnvmapMask ) |
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{ |
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specularFactor *= vNormal.a; |
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} |
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} |
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else if ( bNormalMapAlphaEnvmapMask ) |
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{ |
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specularFactor *= vNormal.a; |
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} |
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#if ( BUMPMAP2 == 0 ) |
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if( bEnvmapMask ) |
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{ |
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specularFactor *= tex2D( EnvmapMaskSampler, envmapMaskTexCoord ).xyz; |
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} |
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#endif |
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if( bBaseAlphaEnvmapMask ) |
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{ |
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specularFactor *= 1.0 - blendedAlpha; // Reversing alpha blows! |
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} |
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float4 albedo = float4( 1.0f, 1.0f, 1.0f, 1.0f ); |
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float alpha = 1.0f; |
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albedo *= baseColor; |
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if( !bBaseAlphaEnvmapMask && !bSelfIllum ) |
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{ |
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alpha *= baseColor.a; |
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} |
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if( bDetailTexture ) |
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{ |
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albedo = TextureCombine( albedo, detailColor, DETAIL_BLEND_MODE, g_DetailBlendFactor ); |
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} |
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// The vertex color contains the modulation color + vertex color combined |
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#if ( SEAMLESS == 0 ) |
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albedo.xyz *= i.vertexColor; |
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#endif |
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alpha *= i.vertexColor.a * g_flAlpha2; // not sure about this one |
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// Save this off for single-pass flashlight, since we'll still need the SSBump vector, not a real normal |
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float3 vSSBumpVector = vNormal.xyz; |
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HALF3 diffuseLighting; |
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if( bBumpmap && bDiffuseBumpmap ) |
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{ |
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// ssbump |
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#if ( BUMPMAP == 2 ) |
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diffuseLighting = vNormal.x * lightmapColor1 + |
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vNormal.y * lightmapColor2 + |
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vNormal.z * lightmapColor3; |
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diffuseLighting *= g_TintValuesAndLightmapScale.rgb; |
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// now, calculate vNormal for reflection purposes. if vNormal isn't needed, hopefully |
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// the compiler will eliminate these calculations |
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vNormal.xyz = normalize( bumpBasis[0]*vNormal.x + bumpBasis[1]*vNormal.y + bumpBasis[2]*vNormal.z); |
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#else |
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float3 dp; |
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dp.x = saturate( dot( vNormal, bumpBasis[0] ) ); |
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dp.y = saturate( dot( vNormal, bumpBasis[1] ) ); |
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dp.z = saturate( dot( vNormal, bumpBasis[2] ) ); |
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dp *= dp; |
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#if ( DETAIL_BLEND_MODE == TCOMBINE_SSBUMP_BUMP ) |
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dp *= 2*detailColor; |
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#endif |
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diffuseLighting = dp.x * lightmapColor1 + |
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dp.y * lightmapColor2 + |
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dp.z * lightmapColor3; |
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float sum = dot( dp, float3( 1.0f, 1.0f, 1.0f ) ); |
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diffuseLighting *= g_TintValuesAndLightmapScale.rgb / sum; |
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#endif |
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} |
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else |
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{ |
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diffuseLighting = lightmapColor1 * g_TintValuesAndLightmapScale.rgb; |
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} |
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#if WARPLIGHTING && ( SEAMLESS == 0 ) |
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float len=0.5*length(diffuseLighting); |
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// FIXME: 8-bit lookup textures like this need a "nice filtering" VTF option, which converts |
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// them to 16-bit on load or does filtering in the shader (since most hardware - 360 |
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// included - interpolates 8-bit textures at 8-bit precision, which causes banding) |
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diffuseLighting *= 2.0*tex2D(WarpLightingSampler,float2(len,0)); |
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#endif |
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#if CUBEMAP || LIGHTING_PREVIEW || ( defined( _X360 ) && FLASHLIGHT ) |
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float3 worldSpaceNormal = mul( vNormal, i.tangentSpaceTranspose ); |
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#endif |
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float3 diffuseComponent = albedo.xyz * diffuseLighting; |
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#if defined( _X360 ) && FLASHLIGHT |
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// ssbump doesn't pass a normal to the flashlight...it computes shadowing a different way |
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#if ( BUMPMAP == 2 ) |
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bool bHasNormal = false; |
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float3 worldPosToLightVector = g_FlashlightPos - i.worldPos_projPosZ.xyz; |
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float3 tangentPosToLightVector; |
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tangentPosToLightVector.x = dot( worldPosToLightVector, i.tangentSpaceTranspose[0] ); |
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tangentPosToLightVector.y = dot( worldPosToLightVector, i.tangentSpaceTranspose[1] ); |
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tangentPosToLightVector.z = dot( worldPosToLightVector, i.tangentSpaceTranspose[2] ); |
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|
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tangentPosToLightVector = normalize( tangentPosToLightVector ); |
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|
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float nDotL = saturate( vSSBumpVector.x*dot( tangentPosToLightVector, bumpBasis[0]) + |
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vSSBumpVector.y*dot( tangentPosToLightVector, bumpBasis[1]) + |
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vSSBumpVector.z*dot( tangentPosToLightVector, bumpBasis[2]) ); |
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#else |
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bool bHasNormal = true; |
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float nDotL = 1.0f; |
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#endif |
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|
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float fFlashlight = DoFlashlight( g_FlashlightPos, i.worldPos_projPosZ.xyz, i.flashlightSpacePos, |
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worldSpaceNormal, g_FlashlightAttenuationFactors.xyz, |
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g_FlashlightAttenuationFactors.w, FlashlightSampler, ShadowDepthSampler, |
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RandRotSampler, 0, true, false, i.vProjPos.xy / i.vProjPos.w, false, g_ShadowTweaks, bHasNormal ); |
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|
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diffuseComponent = albedo.xyz * ( diffuseLighting + ( fFlashlight * nDotL ) ); |
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#endif |
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|
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if( bSelfIllum ) |
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{ |
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float3 selfIllumComponent = g_SelfIllumTint * albedo.xyz; |
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diffuseComponent = lerp( diffuseComponent, selfIllumComponent, baseColor.a ); |
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} |
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|
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HALF3 specularLighting = HALF3( 0.0f, 0.0f, 0.0f ); |
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#if CUBEMAP |
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if( bCubemap ) |
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{ |
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float3 worldVertToEyeVector = g_EyePos - i.worldPos_projPosZ.xyz; |
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float3 reflectVect = CalcReflectionVectorUnnormalized( worldSpaceNormal, worldVertToEyeVector ); |
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|
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// Calc Fresnel factor |
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half3 eyeVect = normalize(worldVertToEyeVector); |
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HALF fresnel = 1.0 - dot( worldSpaceNormal, eyeVect ); |
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fresnel = pow( fresnel, 5.0 ); |
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fresnel = fresnel * g_OneMinusFresnelReflection + g_FresnelReflection; |
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|
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specularLighting = ENV_MAP_SCALE * texCUBE( EnvmapSampler, reflectVect ); |
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specularLighting *= specularFactor; |
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|
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specularLighting *= g_EnvmapTint; |
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#if FANCY_BLENDING == 0 |
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HALF3 specularLightingSquared = specularLighting * specularLighting; |
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specularLighting = lerp( specularLighting, specularLightingSquared, g_EnvmapContrast ); |
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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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specularLighting *= fresnel; |
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} |
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#endif |
|
|
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HALF3 result = diffuseComponent + specularLighting; |
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|
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#if LIGHTING_PREVIEW |
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worldSpaceNormal = mul( vNormal, i.tangentSpaceTranspose ); |
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# if LIGHTING_PREVIEW == 1 |
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float dotprod = 0.7+0.25 * dot( worldSpaceNormal, normalize( float3( 1, 2, -.5 ) ) ); |
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return FinalOutput( HALF4( dotprod*albedo.xyz, alpha ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE ); |
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# else |
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LPREVIEW_PS_OUT ret; |
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ret.color = float4( albedo.xyz,alpha ); |
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ret.normal = float4( worldSpaceNormal,alpha ); |
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ret.position = float4( i.worldPos_projPosZ.xyz, alpha ); |
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ret.flags = float4( 1, 1, 1, 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 // == end LIGHTING_PREVIEW == |
|
|
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bool bWriteDepthToAlpha = false; |
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|
|
// ps_2_b and beyond |
|
#if !(defined(SHADER_MODEL_PS_1_1) || defined(SHADER_MODEL_PS_1_4) || defined(SHADER_MODEL_PS_2_0)) |
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bWriteDepthToAlpha = ( WRITE_DEPTH_TO_DESTALPHA != 0 ) && ( WRITEWATERFOGTODESTALPHA == 0 ); |
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#endif |
|
|
|
float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos.z, i.worldPos_projPosZ.z, i.worldPos_projPosZ.w ); |
|
|
|
#if WRITEWATERFOGTODESTALPHA && (PIXELFOGTYPE == PIXEL_FOG_TYPE_HEIGHT) |
|
alpha = fogFactor; |
|
#endif |
|
|
|
return FinalOutput( float4( result.rgb, alpha ), fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR, bWriteDepthToAlpha, i.worldPos_projPosZ.w ); |
|
|
|
#endif |
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} |
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