185 lines
6.0 KiB
Plaintext
185 lines
6.0 KiB
Plaintext
//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
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// STATIC: "BASETEXTURE" "0..1"
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// STATIC: "REFLECT" "0..1"
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// STATIC: "REFRACT" "0..1"
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// STATIC: "ENVMAPMASK" "0..1"
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#include "common_fog_ps_fxc.h"
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// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1" [ps20b] [PC]
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// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..0" [ps20b] [XBOX]
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#if defined( SHADER_MODEL_PS_2_0 )
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#define WRITE_DEPTH_TO_DESTALPHA 0
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#endif
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#include "common_ps_fxc.h"
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#include "shader_constant_register_map.h"
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sampler RefractSampler : register( s0 );
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sampler BaseTextureSampler : register( s1 );
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sampler ReflectSampler : register( s2 );
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#if BASETEXTURE
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sampler LightmapSampler : register( s3 );
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#endif
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#if ENVMAPMASK
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sampler EnvMapMaskSampler : register( s6 );
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#endif
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sampler NormalSampler : register( s4 );
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const float4 g_vRefractTint : register( c1 );
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const float g_flReflectance : register( c3 );
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const float4 g_vReflectTint : register( c4 );
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const float4 g_ReflectRefractScale : register( c5 ); // xy - reflect scale, zw - refract scale
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const float4 g_PixelFogParams : register( PSREG_FOG_PARAMS );
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const float4 g_EyePos : register( PSREG_EYEPOS_SPEC_EXPONENT );
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static const bool g_bReflect = REFLECT ? true : false;
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static const bool g_bRefract = REFRACT ? true : false;
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struct PS_INPUT
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{
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float4 vBumpTexCoordXY_vTexCoordXY : TEXCOORD0;
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float4 vPositionToCameraRayTs_projW : TEXCOORD1;
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float4 vReflectXY_vRefractYX : TEXCOORD2;
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float4 vProjPos : TEXCOORD4;
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float3 worldPos : TEXCOORD5;
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#if BASETEXTURE
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// CENTROID: TEXCOORD6
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float4 lightmapTexCoord1And2 : TEXCOORD6;
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// CENTROID: TEXCOORD7
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float4 lightmapTexCoord3 : TEXCOORD7;
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#endif
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};
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float4 main( PS_INPUT i ) : COLOR
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{
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// Load normal and expand range
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float4 vNormalTexel = tex2D( NormalSampler, i.vBumpTexCoordXY_vTexCoordXY.xy );
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float3 vNormalTs = normalize( ( vNormalTexel.xyz * 2.0 ) - 1.0 );
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// Perform division by W only once
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float ooW = 1.0f / i.vPositionToCameraRayTs_projW.w;
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//float2 unwarpedRefractTexCoord = i.vReflectXY_vRefractYX.wz * ooW;
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// Vectorize the dependent UV calculations (reflect = .xy, refract = .wz)
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#ifdef NV3X
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float4 vDependentTexCoords = vNormalTs.xyxy * vNormalTexel.a * g_ReflectRefractScale.xyzw;
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#else
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float4 vN;
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vN.xy = vNormalTs.xy;
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vN.w = vNormalTs.x;
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vN.z = vNormalTs.y;
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float4 vDependentTexCoords = vN * vNormalTexel.a * g_ReflectRefractScale.xyzw;
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#endif
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vDependentTexCoords.xyzw += i.vReflectXY_vRefractYX.xyzw * ooW;
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float2 vReflectTexCoord = vDependentTexCoords.xy;
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float2 vRefractTexCoord = vDependentTexCoords.wz;
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// Sample reflection
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float3 vReflectColor = float3( 0.0f, 0.0f, 0.0f );
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#if ( REFLECT )
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{
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vReflectColor.rgb = tex2D( ReflectSampler, vReflectTexCoord ).rgb;
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vReflectColor.rgb *= g_vReflectTint.rgb;
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}
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#endif
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// Sample refraction
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float3 vRefractColor = float3( 0.0f, 0.0f, 0.0f );
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#if ( REFRACT )
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{
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vRefractColor = tex2D( RefractSampler, vRefractTexCoord );
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vRefractColor.rgb *= g_vRefractTint.rgb;
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}
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#endif
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// Schlick Fresnel
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float3 vPositionToCameraDirTs = normalize( i.vPositionToCameraRayTs_projW.xyz );
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float flNdotV = saturate( dot( vPositionToCameraDirTs.xyz, vNormalTs.xyz ) );
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float flFresnel = g_flReflectance + ( ( 1.0f - g_flReflectance ) * pow( 1.0f - flNdotV, 5.0f ) );
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//flFresnel = 1.0f - flFresnel;
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//return flFresnel;
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float flRefractMask = 0.0f;
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#if BASETEXTURE
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float4 baseSample = tex2D( BaseTextureSampler, i.vBumpTexCoordXY_vTexCoordXY.zw );
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flRefractMask = baseSample.a;
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float2 bumpCoord1;
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float2 bumpCoord2;
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float2 bumpCoord3;
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ComputeBumpedLightmapCoordinates( i.lightmapTexCoord1And2, i.lightmapTexCoord3.xy,
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bumpCoord1, bumpCoord2, bumpCoord3 );
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float4 lightmapSample1 = tex2D( LightmapSampler, bumpCoord1 );
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float3 lightmapColor1 = lightmapSample1.rgb;
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float3 lightmapColor2 = tex2D( LightmapSampler, bumpCoord2 );
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float3 lightmapColor3 = tex2D( LightmapSampler, bumpCoord3 );
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float3 dp;
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dp.x = saturate( dot( vNormalTs, bumpBasis[0] ) );
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dp.y = saturate( dot( vNormalTs, bumpBasis[1] ) );
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dp.z = saturate( dot( vNormalTs, bumpBasis[2] ) );
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dp *= dp;
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float3 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 *= LIGHT_MAP_SCALE / sum;
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float3 diffuseComponent = baseSample.rgb * diffuseLighting;
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#endif
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// Mask
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float3 vSpecMask = float3( 1.0f, 1.0f, 1.0f );
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#if ( REFLECT && ENVMAPMASK )
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{
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vSpecMask.rgb = tex2D( EnvMapMaskSampler, i.vBumpTexCoordXY_vTexCoordXY.zw ).rgb;
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}
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#endif
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// NOTE: the BASETEXTURE path hasn't been tested (or really written for that matter, just copied from water)
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// What I think should happen is that the alpha of base texture should be its 'translucency'
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// which should indicate how much refraction to use.
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// We should add an envmapmask to deal with how much reflection to use
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// along with all the focus, etc. features
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float4 result = float4( 0.0f, 0.0f, 0.0f, 1.0f );
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#if ( REFLECT || REFRACT )
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{
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// Refraction
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result.rgb = vRefractColor.rgb * ( 1.0f - flFresnel );
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// Add in diffuse component applying fresnel to pixels with no spec mask
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#if ( BASETEXTURE )
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{
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result.rgb += lerp( diffuseComponent.rgb, diffuseComponent.rgb * ( 1.0f - flFresnel ), vSpecMask.rgb );
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}
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#endif
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// Add reflection
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result.rgb += ( vReflectColor.rgb * flFresnel ) * vSpecMask.rgb;
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}
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#else // No reflect or refract
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{
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#if ( BASETEXTURE )
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{
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result.rgba = float4( diffuseComponent.rgb, flRefractMask );
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}
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#endif
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}
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#endif
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float fogFactor = 0.0f;
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#if ( PIXELFOGTYPE == PIXEL_FOG_TYPE_RANGE )
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{
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fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_PixelFogParams, g_EyePos.xyz, i.worldPos.xyz, i.vProjPos.z );
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}
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#endif
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return FinalOutput( result.rgba, fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_NONE, ( WRITE_DEPTH_TO_DESTALPHA != 0 ), i.vProjPos.z );
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}
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