283 lines
6.9 KiB
C
283 lines
6.9 KiB
C
#if defined( _X360 )
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void GetBaseTextureAndNormal( sampler base, sampler base2, sampler bump, bool bBase2, bool bBump,
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float3 coords, float2 bumpcoords,
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float3 vWeights,
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out float4 vResultBase, out float4 vResultBase2, out float4 vResultBump )
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{
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vResultBase = 0;
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vResultBase2 = 0;
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vResultBump = 0;
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if ( !bBump )
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{
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vResultBump = float4(0, 0, 1, 1);
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}
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#if SEAMLESS
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vWeights = max( vWeights - 0.3, 0 );
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vWeights *= 1.0f / dot( vWeights, float3(1,1,1) );
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[branch]
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if (vWeights.x > 0)
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{
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vResultBase += vWeights.x * tex2D( base, coords.zy );
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if ( bBase2 )
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{
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vResultBase2 += vWeights.x * tex2D( base2, coords.zy );
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}
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if ( bBump )
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{
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vResultBump += vWeights.x * tex2D( bump, coords.zy );
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}
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}
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[branch]
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if (vWeights.y > 0)
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{
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vResultBase += vWeights.y * tex2D( base, coords.xz );
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if ( bBase2 )
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{
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vResultBase2 += vWeights.y * tex2D( base2, coords.xz );
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}
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if ( bBump )
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{
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vResultBump += vWeights.y * tex2D( bump, coords.xz );
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}
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}
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[branch]
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if (vWeights.z > 0)
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{
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vResultBase += vWeights.z * tex2D( base, coords.xy );
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if ( bBase2 )
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{
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vResultBase2 += vWeights.z * tex2D( base2, coords.xy );
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}
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if ( bBump )
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{
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vResultBump += vWeights.z * tex2D( bump, coords.xy );
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}
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}
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#if ( SHADER_SRGB_READ == 1 )
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// Do this after the blending to save shader ops
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vResultBase.rgb = X360GammaToLinear( vResultBase.rgb );
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vResultBase2.rgb = X360GammaToLinear( vResultBase2.rgb );
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#endif
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#else // not seamless
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vResultBase = tex2Dsrgb( base, coords.xy );
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if ( bBase2 )
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{
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vResultBase2 = tex2Dsrgb( base2, coords.xy );
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}
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if ( bBump )
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{
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vResultBump = tex2D( bump, bumpcoords.xy );
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}
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#endif
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}
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#else // PC
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void GetBaseTextureAndNormal( sampler base, sampler base2, sampler bump, bool bBase2, bool bBump,
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float3 coords, float2 bumpcoords, float3 vWeights,
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out float4 vResultBase, out float4 vResultBase2, out float4 vResultBump )
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{
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vResultBase = 0;
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vResultBase2 = 0;
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vResultBump = 0;
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if ( !bBump )
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{
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vResultBump = float4(0, 0, 1, 1);
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}
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#if SEAMLESS
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vResultBase += vWeights.x * tex2D( base, coords.zy );
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if ( bBase2 )
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{
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vResultBase2 += vWeights.x * tex2D( base2, coords.zy );
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}
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if ( bBump )
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{
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vResultBump += vWeights.x * tex2D( bump, coords.zy );
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}
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vResultBase += vWeights.y * tex2D( base, coords.xz );
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if ( bBase2 )
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{
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vResultBase2 += vWeights.y * tex2D( base2, coords.xz );
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}
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if ( bBump )
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{
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vResultBump += vWeights.y * tex2D( bump, coords.xz );
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}
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vResultBase += vWeights.z * tex2D( base, coords.xy );
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if ( bBase2 )
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{
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vResultBase2 += vWeights.z * tex2D( base2, coords.xy );
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}
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if ( bBump )
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{
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vResultBump += vWeights.z * tex2D( bump, coords.xy );
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}
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#else // not seamless
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vResultBase = tex2D( base, coords.xy );
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if ( bBase2 )
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{
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vResultBase2 = tex2D( base2, coords.xy );
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}
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if ( bBump )
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{
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vResultBump = tex2D( bump, bumpcoords.xy );
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}
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#endif
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}
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#endif
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float3 LightMapSample( sampler LightmapSampler, float2 vTexCoord )
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{
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#if ( !defined( _X360 ) || !defined( USE_32BIT_LIGHTMAPS_ON_360 ) )
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{
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float3 sample = tex2D( LightmapSampler, vTexCoord );
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return sample;
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}
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#else
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{
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#if 0 //1 for cheap sampling, 0 for accurate scaling from the individual samples
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{
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float4 sample = tex2D( LightmapSampler, vTexCoord );
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return sample.rgb * sample.a;
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}
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#else
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{
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float4 Weights;
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float4 samples_0; //no arrays allowed in inline assembly
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float4 samples_1;
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float4 samples_2;
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float4 samples_3;
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asm {
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tfetch2D samples_0, vTexCoord.xy, LightmapSampler, OffsetX = -0.5, OffsetY = -0.5, MinFilter=point, MagFilter=point, MipFilter=keep, UseComputedLOD=false
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tfetch2D samples_1, vTexCoord.xy, LightmapSampler, OffsetX = 0.5, OffsetY = -0.5, MinFilter=point, MagFilter=point, MipFilter=keep, UseComputedLOD=false
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tfetch2D samples_2, vTexCoord.xy, LightmapSampler, OffsetX = -0.5, OffsetY = 0.5, MinFilter=point, MagFilter=point, MipFilter=keep, UseComputedLOD=false
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tfetch2D samples_3, vTexCoord.xy, LightmapSampler, OffsetX = 0.5, OffsetY = 0.5, MinFilter=point, MagFilter=point, MipFilter=keep, UseComputedLOD=false
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getWeights2D Weights, vTexCoord.xy, LightmapSampler
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};
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Weights = float4( (1-Weights.x)*(1-Weights.y), Weights.x*(1-Weights.y), (1-Weights.x)*Weights.y, Weights.x*Weights.y );
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float3 result;
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result.rgb = samples_0.rgb * (samples_0.a * Weights.x);
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result.rgb += samples_1.rgb * (samples_1.a * Weights.y);
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result.rgb += samples_2.rgb * (samples_2.a * Weights.z);
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result.rgb += samples_3.rgb * (samples_3.a * Weights.w);
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return result;
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}
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#endif
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}
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#endif
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}
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#ifdef PIXELSHADER
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#define VS_OUTPUT PS_INPUT
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#endif
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struct VS_OUTPUT
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{
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#ifndef PIXELSHADER
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float4 projPos : POSITION;
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# if !defined( _X360 ) && !defined( SHADER_MODEL_VS_3_0 )
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float fog : FOG;
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# endif
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#endif
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#if SEAMLESS
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#if HARDWAREFOGBLEND || DOPIXELFOG
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float3 SeamlessTexCoord_fogFactorW : TEXCOORD0; // zy xz
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#else
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float4 SeamlessTexCoord_fogFactorW : TEXCOORD0; // zy xz
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#endif
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#else
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#if HARDWAREFOGBLEND || DOPIXELFOG
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float2 baseTexCoord_fogFactorZ : TEXCOORD0;
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#else
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float3 baseTexCoord_fogFactorZ : TEXCOORD0;
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#endif
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// detail textures and bumpmaps are mutually exclusive so that we have enough texcoords.
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#endif
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float4 detailOrBumpAndEnvmapMaskTexCoord : TEXCOORD1; // envmap mask
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// CENTROID: TEXCOORD2
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#if defined( _X360 )
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float4 lightmapTexCoord1And2 : TEXCOORD2_centroid;
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#else
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float4 lightmapTexCoord1And2 : TEXCOORD2;
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#endif
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// CENTROID: TEXCOORD3
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#if defined( _X360 )
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float4 lightmapTexCoord3 : TEXCOORD3_centroid;
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#else
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float4 lightmapTexCoord3 : TEXCOORD3;
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#endif
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float4 worldPos_projPosZ : TEXCOORD4;
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float3x3 tangentSpaceTranspose : TEXCOORD5;
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// tangentSpaceTranspose : TEXCOORD6
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// tangentSpaceTranspose : TEXCOORD7
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float4 vertexColor : COLOR0;
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float vertexBlendX : 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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#define DETAILCOORDS detailOrBumpAndEnvmapMaskTexCoord.xy
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#define DETAILORBUMPCOORDS DETAILCOORDS
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#define ENVMAPMASKCOORDS detailOrBumpAndEnvmapMaskTexCoord.wz
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#if DETAILTEXTURE && BUMPMAP && !SELFILLUM && !FANCY_BLENDING
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#define BUMPCOORDS lightmapTexCoord3.wz
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#elif DETAILTEXTURE
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#define BUMPCOORDS baseTexCoord_fogFactorZ.xy
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#else
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// This is the SEAMLESS case too since we skip SEAMLESS && DETAILTEXTURE
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#define BUMPCOORDS detailOrBumpAndEnvmapMaskTexCoord.xy
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#endif
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#if FANCY_BLENDING
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#define FANCYBLENDMASKCOORDS lightmapTexCoord3.wz
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#endif
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#if SEAMLESS
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// don't use BASETEXCOORD in the SEAMLESS case
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#else
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#define BASETEXCOORD baseTexCoord_fogFactorZ.xy
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#endif
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