//========= Copyright © 1996-2006, Valve Corporation, All rights reserved. ============// // Includes ======================================================================================= // STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC] // STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX] #include "common_vertexlitgeneric_dx9.h" // Texture Samplers =============================================================================== sampler g_tBaseSampler : register( s0 ); sampler g_tNoiseSampler : register( s1 ); sampler g_tBorder1DSampler : register( s2 ); sampler g_tNormalSampler : register( s3 ); sampler g_tSubsurfaceSampler: register( s4 ); sampler g_tCubeSampler : register( s5 ); // Shaders Constants and Globals ================================================================== const float3 g_cSubsurfaceTint : register( c0 ); const float2 g_flBorderWidth : register( c1 ); //{ 1.0f / g_flBorderWidthFromVmt, ( 1.0f / g_flBorderWidthFromVmt ) - 1.0f }; const float g_flBorderSoftness : register( c2 ); const float3 g_cBorderTint : register( c3 ); const float g_flGlobalOpacity : register( c4 ); const float g_flGlossBrightness : register( c5 ); // Interpolated values ============================================================================ struct PS_INPUT { float2 vTexCoord0 : TEXCOORD0; float2 flDistanceToEffectCenter_flFresnelEffect : TEXCOORD1; float4 vNoiseTexCoord : TEXCOORD2; float3 vTangentViewVector : TEXCOORD3; float3 cVertexLight : TEXCOORD4; float3x3 mTangentSpaceTranspose : TEXCOORD5; // second row : TEXCOORD6; // third row : TEXCOORD7; }; // Main =========================================================================================== float4 main( PS_INPUT i ) : COLOR { // Color texture float4 cBaseColor = tex2D( g_tBaseSampler, i.vTexCoord0.xy ); float flFleshMaskFromTexture = cBaseColor.a; // Subsurface colors float4 cSubsurfaceColor = tex2D( g_tSubsurfaceSampler, i.vTexCoord0.xy ); cBaseColor.rgb += cBaseColor.rgb * cSubsurfaceColor.rgb * g_cSubsurfaceTint.rgb; // Scroll noise textures to ripple border of opening float flNoise0 = tex2D( g_tNoiseSampler, i.vNoiseTexCoord.xy ).g; // Use green so we can DXT1 if we want float flNoise1 = tex2D( g_tNoiseSampler, i.vNoiseTexCoord.wz ).g; // Use green so we can DXT1 if we want float flNoise = ( flNoise0 + flNoise1 ) * 0.5f; // Generate 0-1 mask from distance computed in the VS float flClampedInputMask = 0.0f; flClampedInputMask = 1.0f - saturate( i.flDistanceToEffectCenter_flFresnelEffect.x ); flClampedInputMask *= i.flDistanceToEffectCenter_flFresnelEffect.y; flClampedInputMask *= flFleshMaskFromTexture; // Noise mask - Only apply noise around border of sphere float flBorderMask = saturate( ( 1.0f - flClampedInputMask ) * g_flBorderWidth.x - g_flBorderWidth.y ); float flNoiseMask = 1.0f - abs( ( flBorderMask * 2.0f ) - 1.0f ); // This is used to lerp in the 1D border texture over the flesh color float flBorderMaskWithNoise = ( 1.0f - smoothstep( flNoiseMask - g_flBorderSoftness, flNoiseMask + g_flBorderSoftness, flNoise.r ) ) * flNoiseMask; // Border color float vBorderUv = ( sign( flBorderMask - 0.5 ) * (1.0f - pow( flBorderMaskWithNoise, 4.0f )) * 0.5f ) + 0.5f; float4 cBorderColor = 2.0f * tex2D( g_tBorder1DSampler, vBorderUv ); cBorderColor.rgb *= g_cBorderTint; cBorderColor.rgb *= flNoise; // Normal map float4 vNormalMapValue = tex2D( g_tNormalSampler, i.vTexCoord0.xy ); float3 vTangentNormal = ( vNormalMapValue.xyz * 2.0f ) - 1.0f; vTangentNormal.xy += ( flNoise * 1.5f ) - 0.75f; // NOTE: This will denormalize the normal. //float3 vWorldNormal = mul( i.mTangentSpaceTranspose, vTangentNormal.xyz ); // Specular gloss layer float3 vTangentReflectionVector = reflect( i.vTangentViewVector.xyz, vTangentNormal.xyz ); //vTangentReflectionVector.xy += ( flNoise * 1.5f ) - 0.75f; float3 vWorldReflectionVector = mul( i.mTangentSpaceTranspose, vTangentReflectionVector.xyz ); float3 cGlossLayer = ENV_MAP_SCALE * texCUBE( g_tCubeSampler, vWorldReflectionVector.xyz ).rgb; cGlossLayer.rgb *= g_flGlossBrightness; // Gloss mask is just hard-coded fresnel for now float flGlossMask = pow( saturate( dot( vTangentNormal.xyz, -i.vTangentViewVector.xyz ) ), 8.0f ); // Opacity float flOpacity = 1.0f; flOpacity = max( flBorderMaskWithNoise, step( flBorderMask, 0.5f ) ); // Apply global opacity flOpacity *= g_flGlobalOpacity; //===============// // Combine terms // //===============// float4 result; result.rgb = cBaseColor.rgb * i.cVertexLight.rgb; result.rgb += cGlossLayer.rgb * flGlossMask; result.rgb *= pow( 1.0f - flBorderMaskWithNoise, 2.0f ); // Darken near border result.rgb = lerp( result.rgb, cBorderColor.rgb, saturate( vBorderUv * 2.0f ) ); // bring in transition 1D texture //result.rgb = flClampedInputMask; //result.rgb = flBorderMask; //result.rgb = saturate( flClampedInputMask * 2.0f ); //result.rgb = i.flDistanceToEffectCenter_flFresnelEffect.x;// * i.flDistanceToEffectCenter_flFresnelEffect.y; //result.rgb = i.flDistanceToEffectCenter_flFresnelEffect.y * g_flBorderWidth.x - g_flBorderWidth.y; //result.rgb = flNoiseMask; //result.rgb = flBorderMaskWithNoise; //result.rgb = flOpacity; //result.rgb = flBorderUv; //result.rgb = cBorderColor; //result.rgb = -i.vTangentViewVector.z; //result.rgb = vNormalMapValue.xyz; //result.rgb = vTangentNormal.xyz; //result.rgb = flGlossLayer; //result.rgb = i.cVertexLight.rgb; //result.rgb = texCUBE( g_tCubeSampler, vTangentNormal.xyz ).rgb; //result.rgb = i.vTangentViewVector.x; //result.rgb = cGlossLayer.rgb; // Set alpha for blending result.a = flOpacity; //result.a = 1.0f; return FinalOutput( result, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_LINEAR ); }