//========= Copyright © 1996-2006, Valve Corporation, All rights reserved. ============// // STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC] // STATIC: "CONVERT_TO_SRGB" "0..1" [ps30][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC] // STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX] // STATIC: "BUMPMAP" "0..1" // Includes ======================================================================================= #include "common_vertexlitgeneric_dx9.h" // Texture Samplers =============================================================================== sampler g_tRefractionSampler : register( s0 ); #if BUMPMAP sampler g_tBumpSampler : register( s1 ); #endif // Shaders Constants and Globals ================================================================== const float4 g_mViewProj0 : register( c0 ); // 1st row of matrix const float4 g_mViewProj1 : register( c1 ); // 2nd row of matrix const float4 g_vCameraPosition : register( c5 ); const float4 g_vPackedConst6 : register( c6 ); #define g_flCloakFactor g_vPackedConst6.x // Default = 1.0f #define g_flRefractAmount g_vPackedConst6.y // Default = 1.0f const float4 g_cCloakColorTint : register( c7 ); // 8 2D Poisson offsets (designed to use .xy and .wz swizzles (not .zw) static const float4 g_vPoissonOffset[4] = { float4 (-0.0876f, 0.9703f, 0.5651f, 0.4802f ), float4 ( 0.1851f, 0.1580f, -0.0617f, -0.2616f ), float4 (-0.5477f, -0.6603f, 0.0711f, -0.5325f ), float4 (-0.0751f, -0.8954f, 0.4054f, 0.6384f ) }; // Interpolated values ============================================================================ struct PS_INPUT { float3 vWorldNormal : TEXCOORD0; // World-space normal float3 vProjPosForRefract : TEXCOORD1; float3 vWorldViewVector : TEXCOORD2; #if BUMPMAP float3x3 mTangentSpaceTranspose : TEXCOORD3; // second row : TEXCOORD4; // third row : TEXCOORD5; float2 vTexCoord0 : TEXCOORD6; #endif }; // Main =========================================================================================== float4 main( PS_INPUT i ) : COLOR { float3 vWorldNormal = normalize( i.vWorldNormal.xyz ); #if BUMPMAP float4 vBumpTexel = tex2D( g_tBumpSampler, i.vTexCoord0.xy ); float3 vTangentNormal = ( 2.0f * vBumpTexel ) - 1.0f; vWorldNormal.xyz = mul( i.mTangentSpaceTranspose, vTangentNormal.xyz ); #endif // Transform world space normal into clip space and project float3 vProjNormal; vProjNormal.x = dot( vWorldNormal.xyz, g_mViewProj0.xyz ); // 1st row vProjNormal.y = dot( vWorldNormal.xyz, g_mViewProj1.xyz ); // 2nd row // Compute coordinates for sampling refraction float2 vRefractTexCoordNoWarp = i.vProjPosForRefract.xy / i.vProjPosForRefract.z; float2 vRefractTexCoord = vProjNormal.xy; float scale = lerp( g_flRefractAmount, 0.0f, saturate( g_flCloakFactor ) ); vRefractTexCoord.xy *= scale; vRefractTexCoord.xy += vRefractTexCoordNoWarp.xy; // Blur by scalable Poisson filter float flBlurAmount = lerp( 0.05f, 0.0f, saturate( g_flCloakFactor ) ); float3 cRefract = tex2D( g_tRefractionSampler, vRefractTexCoord.xy ); cRefract += tex2D( g_tRefractionSampler, vRefractTexCoord.xy + ( g_vPoissonOffset[0].xy * flBlurAmount ) ); cRefract += tex2D( g_tRefractionSampler, vRefractTexCoord.xy + ( g_vPoissonOffset[0].wz * flBlurAmount ) ); cRefract += tex2D( g_tRefractionSampler, vRefractTexCoord.xy + ( g_vPoissonOffset[1].xy * flBlurAmount ) ); cRefract += tex2D( g_tRefractionSampler, vRefractTexCoord.xy + ( g_vPoissonOffset[1].wz * flBlurAmount ) ); cRefract += tex2D( g_tRefractionSampler, vRefractTexCoord.xy + ( g_vPoissonOffset[2].xy * flBlurAmount ) ); cRefract += tex2D( g_tRefractionSampler, vRefractTexCoord.xy + ( g_vPoissonOffset[2].wz * flBlurAmount ) ); cRefract += tex2D( g_tRefractionSampler, vRefractTexCoord.xy + ( g_vPoissonOffset[3].xy * flBlurAmount ) ); cRefract += tex2D( g_tRefractionSampler, vRefractTexCoord.xy + ( g_vPoissonOffset[3].wz * flBlurAmount ) ); cRefract /= 9.0f; // 1-(N.V) for Fresnel term (NOTE: If this math changes, you need to update the C code that mimics this on the CPU) float flFresnel = 1.0f - saturate( dot( i.vWorldNormal.xyz, normalize( -i.vWorldViewVector.xyz ) ) ); float flCloakLerpFactor = saturate( lerp( 1.0f, flFresnel - 1.35f, saturate( g_flCloakFactor ) ) ); flCloakLerpFactor = 1.0f - smoothstep( 0.4f, 0.425f, flCloakLerpFactor ); // Slightly dim the facing pixels and brighten the silhouette pixels cRefract.rgb *= lerp( flFresnel * 0.4 + 0.8, 1.0f, saturate( g_flCloakFactor ) * saturate( g_flCloakFactor ) ); // This gives a scalar in the range [0.8 1.2] // Refract color tint float fColorTintStrength = saturate( ( saturate( g_flCloakFactor ) - 0.75f ) * 4.0f ); cRefract.rgb *= lerp( g_cCloakColorTint, 1.0f, fColorTintStrength ); //===============// // Combine terms // //===============// float4 result; result.rgb = cRefract.rgb; // Set alpha to cloak mask result.a = flCloakLerpFactor; return FinalOutput( result, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE ); }