//====== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======= // // Purpose: // //============================================================================= // STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC] // STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX] // STATIC: "CUBEMAP" "0..1" // STATIC: "FLOWMAP" "0..1" // STATIC: "CORECOLORTEXTURE" "0..1" // STATIC: "REFRACT" "0..1" // DYNAMIC: "PIXELFOGTYPE" "0..1" // SKIP: ( $REFRACT || $CORECOLORTEXTURE ) && $CUBEMAP #include "common_ps_fxc.h" sampler RefractSampler : register( s2 ); sampler NormalSampler : register( s3 ); #if CUBEMAP sampler EnvmapSampler : register( s4 ); #endif #if FLOWMAP sampler FlowmapSampler : register( s6 ); #endif #if CORECOLORTEXTURE sampler CoreColorSampler : register( s7 ); #endif const HALF3 g_EnvmapTint : register( c0 ); const HALF3 g_RefractTint : register( c1 ); const HALF3 g_EnvmapContrast : register( c2 ); const HALF3 g_EnvmapSaturation : register( c3 ); const HALF2 g_RefractScale : register( c5 ); #if FLOWMAP const float g_Time : register( c6 ); const float2 g_FlowScrollRate : register( c7 ); //const float3 g_SphereCenter : register( c9 ); //const float3 g_SphereRadius : register( c10 ); const float g_CoreColorTexCoordOffset : register( c9 ); #endif const float3 g_EyePos : register( c8 ); const float4 g_FogParams : register( c11 ); float LengthThroughSphere( float3 vecRayOrigin, float3 vecRayDelta, float3 vecSphereCenter, float flRadius, out float alpha ) { // Solve using the ray equation + the sphere equation // P = o + dt // (x - xc)^2 + (y - yc)^2 + (z - zc)^2 = r^2 // (ox + dx * t - xc)^2 + (oy + dy * t - yc)^2 + (oz + dz * t - zc)^2 = r^2 // (ox - xc)^2 + 2 * (ox-xc) * dx * t + dx^2 * t^2 + // (oy - yc)^2 + 2 * (oy-yc) * dy * t + dy^2 * t^2 + // (oz - zc)^2 + 2 * (oz-zc) * dz * t + dz^2 * t^2 = r^2 // (dx^2 + dy^2 + dz^2) * t^2 + 2 * ((ox-xc)dx + (oy-yc)dy + (oz-zc)dz) t + // (ox-xc)^2 + (oy-yc)^2 + (oz-zc)^2 - r^2 = 0 // or, t = (-b +/- sqrt( b^2 - 4ac)) / 2a // a = DotProduct( vecRayDelta, vecRayDelta ); // b = 2 * DotProduct( vecRayOrigin - vecCenter, vecRayDelta ) // c = DotProduct(vecRayOrigin - vecCenter, vecRayOrigin - vecCenter) - flRadius * flRadius; float3 vecSphereToRay; vecSphereToRay = vecRayOrigin - vecSphereCenter; float a = dot( vecRayDelta, vecRayDelta ); // This would occur in the case of a zero-length ray // if ( a == 0.0f ) // { // *pT1 = *pT2 = 0.0f; // return vecSphereToRay.LengthSqr() <= flRadius * flRadius; // } float b = 2 * dot( vecSphereToRay, vecRayDelta ); float c = dot( vecSphereToRay, vecSphereToRay ) - flRadius * flRadius; float flDiscrim = b * b - 4 * a * c; // if ( flDiscrim < 0.0f ) // return 0.0f; float hack = flDiscrim; flDiscrim = sqrt( flDiscrim ); float oo2a = 0.5f / a; //if( hack < 0.0f ) //{ // alpha = 0.0f; // return 0.0f; //} //else //{ // alpha = 1.0f; // return abs( flDiscrim ) * 2 * oo2a; //} //replacing the if's above because if's in hlsl are bad..... float fHackGreaterThanZero = step( 0.0f, hack ); alpha = fHackGreaterThanZero; return (fHackGreaterThanZero * (abs( flDiscrim ) * 2 * oo2a)); // *pT1 = ( - b - flDiscrim ) * oo2a; // *pT2 = ( - b + flDiscrim ) * oo2a; // return true; } struct PS_INPUT { float2 vBumpTexCoord : TEXCOORD0; // dudvMapAndNormalMapTexCoord HALF3 vWorldVertToEyeVector : TEXCOORD1; HALF3x3 tangentSpaceTranspose : TEXCOORD2; float3 vRefractXYW : TEXCOORD5; float3 projNormal : TEXCOORD6; float4 worldPos_projPosZ : TEXCOORD7; }; float4 main( PS_INPUT i ) : COLOR { HALF3 result = 0.0f; HALF blend = 1.0f; #if FLOWMAP // hack float3 g_SphereCenter = { 2688.0f, 12139.0f, 5170.0f }; float g_SphereDiameter = 430.0f; float g_SphereRadius = g_SphereDiameter * 0.5f; float3 tmp = i.worldPos_projPosZ.xyz - g_SphereCenter; float hackRadius = 1.05f * sqrt( dot( tmp, tmp ) ); float sphereAlpha; float lengthThroughSphere = LengthThroughSphere( g_EyePos, normalize( i.worldPos_projPosZ.xyz - g_EyePos ), g_SphereCenter, /*g_SphereRadius*/ hackRadius, sphereAlpha ); float normalizedLengthThroughSphere = lengthThroughSphere / g_SphereDiameter; float3 hackWorldSpaceNormal = normalize( i.worldPos_projPosZ.xyz - g_SphereCenter ); float3 realFuckingNormal = abs( hackWorldSpaceNormal ); hackWorldSpaceNormal = 0.5f * ( hackWorldSpaceNormal + 1.0f ); // hackWorldSpaceNormal = abs( hackWorldSpaceNormal ); // return float4( hackWorldSpaceNormal.x, 0.0f, 0.0f, 1.0f ); i.vBumpTexCoord.xy = 0.0f; i.vBumpTexCoord.xy = realFuckingNormal.z * tex2D( FlowmapSampler, hackWorldSpaceNormal.xy ); i.vBumpTexCoord.xy += realFuckingNormal.y * tex2D( FlowmapSampler, hackWorldSpaceNormal.xz ); i.vBumpTexCoord.xy += realFuckingNormal.x * tex2D( FlowmapSampler, hackWorldSpaceNormal.yz ); i.vBumpTexCoord.xy += g_Time * g_FlowScrollRate; // return float4( i.vBumpTexCoord.xy, 0.0f, 0.0f ); #endif // Load normal and expand range HALF4 vNormalSample = tex2D( NormalSampler, i.vBumpTexCoord ); // return vNormalSample; HALF3 tangentSpaceNormal = vNormalSample * 2.0 - 1.0; HALF3 refractTintColor = g_RefractTint; // Perform division by W only once float ooW = 1.0f / i.vRefractXYW.z; // Compute coordinates for sampling refraction float2 vRefractTexCoordNoWarp = i.vRefractXYW.xy * ooW; float2 vRefractTexCoord = tangentSpaceNormal.xy; HALF scale = vNormalSample.a * g_RefractScale.x; #if FLOWMAP scale *= normalizedLengthThroughSphere; #endif vRefractTexCoord *= scale; #if FLOWMAP float2 hackOffset = vRefractTexCoord; #endif vRefractTexCoord += vRefractTexCoordNoWarp; float3 colorWarp = tex2D( RefractSampler, vRefractTexCoord.xy ); float3 colorNoWarp = tex2D( RefractSampler, vRefractTexCoordNoWarp.xy ); colorWarp *= refractTintColor; #if REFRACT result = lerp( colorNoWarp, colorWarp, blend ); // return float4( 1.0f, 0.0f, 0.0f, 1.0f ); #endif #if CUBEMAP HALF specularFactor = vNormalSample.a; HALF3 worldSpaceNormal = mul( i.tangentSpaceTranspose, tangentSpaceNormal ); HALF3 reflectVect = CalcReflectionVectorUnnormalized( worldSpaceNormal, i.vWorldVertToEyeVector ); HALF3 specularLighting = texCUBE( EnvmapSampler, reflectVect ); specularLighting *= specularFactor; specularLighting *= g_EnvmapTint; HALF3 specularLightingSquared = specularLighting * specularLighting; specularLighting = lerp( specularLighting, specularLightingSquared, g_EnvmapContrast ); HALF3 greyScale = dot( specularLighting, HALF3( 0.299f, 0.587f, 0.114f ) ); specularLighting = lerp( greyScale, specularLighting, g_EnvmapSaturation ); result += specularLighting; #endif #if CORECOLORTEXTURE && FLOWMAP float4 coreColorTexel = tex2D( CoreColorSampler, hackOffset + float2( normalizedLengthThroughSphere, g_CoreColorTexCoordOffset ) ); HALF4 rgba = HALF4( lerp( result, coreColorTexel, coreColorTexel.a /*normalizedLengthThroughSphere*/ ), sphereAlpha ); #else HALF4 rgba = HALF4( result, vNormalSample.a ); #endif float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos.z, i.worldPos_projPosZ.z, i.worldPos_projPosZ.w ); return FinalOutput( rgba, fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_NONE ); }