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199 lines
6.4 KiB
199 lines
6.4 KiB
//========= Copyright © 1996-2006, 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..1" [ps30][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC] |
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// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX] |
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// STATIC: "BUMPMAP" "0..1" |
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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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#if BUMPMAP |
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sampler g_tBumpSampler : register( s1 ); |
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#endif |
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sampler EnvmapSampler : register( s2 ); |
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sampler EnvmapMaskSampler : register( s3 ); |
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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_vCameraPosition : register( c5 ); |
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const float4 g_vPackedConst6 : register( c6 ); |
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const float4 g_vPackedConst7 : register( c7 ); |
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const float4 g_cCloakColorTint : register( c8 ); |
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#define g_flSheenMapMaskScaleX g_vPackedConst6.x // Default = 1.0f |
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#define g_flSheenMapMaskScaleY g_vPackedConst6.y // Default = 1.0f |
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#define g_flSheenMapMaskOffsetX g_vPackedConst6.z // Default = 0.0f |
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#define g_flSheenMapMaskOffsetY g_vPackedConst6.w // Default = 0.0f |
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#define g_flSheenDirection g_vPackedConst7.x // 0,1,2 -> XYZ |
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#define g_flEffectIndex g_vPackedConst7.y // W |
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// 8 2D Poisson offsets (designed to use .xy and .wz swizzles (not .zw) |
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static const float4 g_vPoissonOffset[4] = { float4 (-0.0876f, 0.9703f, 0.5651f, 0.4802f ), |
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float4 ( 0.1851f, 0.1580f, -0.0617f, -0.2616f ), |
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float4 (-0.5477f, -0.6603f, 0.0711f, -0.5325f ), |
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float4 (-0.0751f, -0.8954f, 0.4054f, 0.6384f ) }; |
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// Interpolated values ============================================================================ |
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struct PS_INPUT |
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{ |
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float3 vWorldNormal : TEXCOORD0; // World-space normal |
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float3 vProjPosForRefract : TEXCOORD1; |
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float3 vWorldViewVector : TEXCOORD2; |
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float3x3 mTangentSpaceTranspose : TEXCOORD3; |
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// second row : TEXCOORD4; |
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// third row : TEXCOORD5; |
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float2 vTexCoord0 : TEXCOORD6; |
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float4 vModelSpacePos : TEXCOORD7; |
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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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float3 vWorldNormal = normalize( i.vWorldNormal.xyz ); |
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#if BUMPMAP |
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float4 vBumpTexel = tex2D( g_tBumpSampler, i.vTexCoord0.xy ); |
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float3 vTangentNormal = ( 2.0f * vBumpTexel ) - 1.0f; |
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vWorldNormal.xyz = mul( i.mTangentSpaceTranspose, vTangentNormal.xyz ); |
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#endif |
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float4 result; |
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// Staging test for weapon patterns |
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if ( g_flEffectIndex == 2 ) |
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{ |
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float3 ppos = i.vModelSpacePos; |
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float2 temp = 0; |
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// 'Scaling' of texture to get it to map to the weapons |
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// No Skewing, just move left to right |
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if ( g_flSheenDirection == 0 ) |
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{ |
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temp.x = ppos.z; |
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temp.y = ppos.y; |
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} |
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else if ( g_flSheenDirection == 1 ) |
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{ |
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temp.x = ppos.z; |
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temp.y = ppos.x; |
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} |
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else |
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{ |
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temp.x = ppos.y; |
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temp.y = ppos.x; |
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} |
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temp.x -= ( g_flSheenMapMaskOffsetX ); // offset |
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temp.y -= ( g_flSheenMapMaskOffsetY ); // offset |
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temp.x /= g_flSheenMapMaskScaleX; // scale |
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temp.y /= g_flSheenMapMaskScaleY; |
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temp.y = 1.0 - temp.y; |
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// Sample Texture |
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// Sample Mask |
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//float4 patternTexel = tex2D( EnvmapSampler, temp ); |
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float4 patternTexel = tex2D( EnvmapSampler, i.vTexCoord0.xy ); |
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float4 maskTexel = tex2D( EnvmapMaskSampler, i.vTexCoord0.xy ); |
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//result.rgba = float4( patternTexel.xyz * 1.0, maskTexel.x * 1.0); // 0.3 is a hack to preserve rimlight |
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//result.rgba = float4( patternTexel.xyz, 1.0); // 0.3 is a hack to preserve rimlight |
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result.rgba = float4( 0.0,0.0,0.0,0.0); // 0.3 is a hack to preserve rimlight |
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} |
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else |
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{ |
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// generate a hard reflection in to the cube map |
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float3 vEyeDir = -normalize(i.vWorldViewVector.xyz); |
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float3 worldSpaceNormal, tangentSpaceNormal; |
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tangentSpaceNormal = float3(0, 0, 1); |
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worldSpaceNormal = normalize( mul( i.mTangentSpaceTranspose, tangentSpaceNormal ) ); |
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float3 vReflect = 2 * worldSpaceNormal * dot(worldSpaceNormal, vEyeDir) - vEyeDir; |
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float3 envMapColor = float3( 0.0f, 0.0f, 0.0f ); |
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envMapColor = ENV_MAP_SCALE * texCUBE( EnvmapSampler, vReflect ) * g_cCloakColorTint.xyz; |
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envMapColor *= 10.0f; |
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// Sample the Mask |
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float4 envmapMaskTexel; |
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float2 temp = 0; |
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float3 ppos = i.vModelSpacePos; |
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// |
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// skew the sampling based on sheen direction |
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//if ( g_flSheenDirection == 0 ) |
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//{ |
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// temp.x = ppos.z - ppos.y; |
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// temp.y = (ppos.x + ppos.y); |
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//} |
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//else if ( g_flSheenDirection == 1 ) |
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//{ |
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// temp.x = ppos.x - ppos.z; |
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// temp.y = (ppos.y + ppos.z); |
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//} |
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//else |
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//{ |
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// temp.x = ppos.y - ppos.x; |
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// temp.y = (ppos.z + ppos.x); |
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//} |
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// No Skewing, just move left to right |
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if ( g_flSheenDirection == 0 ) |
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{ |
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temp.x = ppos.z; |
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temp.y = ppos.y; |
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} |
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else if ( g_flSheenDirection == 1 ) |
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{ |
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temp.x = ppos.z; |
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temp.y = ppos.x; |
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} |
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else |
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{ |
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temp.x = ppos.y; |
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temp.y = ppos.x; |
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} |
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temp.x -= ( g_flSheenMapMaskOffsetX ); // offset |
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temp.y -= ( g_flSheenMapMaskOffsetY ); // offset |
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temp.x /= g_flSheenMapMaskScaleX; // scale |
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temp.y /= g_flSheenMapMaskScaleY; |
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temp.y = 1.0 - temp.y; |
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envmapMaskTexel = tex2D( EnvmapMaskSampler, temp ); |
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// Build result, only have alpha if there was value in the mask. |
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// High alpha (white) will override the underlying texture while low to none will show model underneath |
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//float4 result; |
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//result.rgba = float4( envMapColor, envmapMaskTexel.x * g_cCloakColorTint.w ); |
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if ( g_flEffectIndex == 1 ) |
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{ |
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//float alpha = max( max( envmapMaskTexel.x, envmapMaskTexel.y), envmapMaskTexel.z ); |
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//result.rgba = float4( envMapColor.xyz * envmapMaskTexel.xyz, alpha ); |
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float alpha = max( max( envMapColor.x, envMapColor.y), envMapColor.z ); |
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result.rgba = float4( envMapColor.xyz * envmapMaskTexel.xyz, alpha * envmapMaskTexel.x ); |
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result.rgba = result.rgba * 1.8f; |
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} |
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else |
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{ |
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float alpha = max( max( envMapColor.x, envMapColor.y), envMapColor.z ); |
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result.rgba = float4( envMapColor.xyz * envmapMaskTexel.xyz, alpha * envmapMaskTexel.x ); |
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} |
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} |
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return FinalOutput( result, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE ); |
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}
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