//======= Copyright © 1996-2007, Valve Corporation, All rights reserved. ====== // STATIC: "CONVERT_TO_SRGB" "0..0" // STATIC: "CUBEMAP" "0..1" // STATIC: "SELFILLUM" "0..1" // STATIC: "SELFILLUMFRESNEL" "0..1" // STATIC: "FLASHLIGHT" "0..1" // STATIC: "LIGHTWARPTEXTURE" "0..1" // STATIC: "PHONGWARPTEXTURE" "0..1" // STATIC: "WRINKLEMAP" "0..1" // STATIC: "DETAIL_BLEND_MODE" "0..6" // STATIC: "DETAILTEXTURE" "0..1" // STATIC: "RIMLIGHT" "0..1" // STATIC: "FLASHLIGHTDEPTHFILTERMODE" "0..2" [ps20b] [PC] // STATIC: "FLASHLIGHTDEPTHFILTERMODE" "0..2" [ps30] [PC] // STATIC: "FLASHLIGHTDEPTHFILTERMODE" "0..0" [ps20b] [XBOX] // STATIC: "FASTPATH_NOBUMP" "0..1" // STATIC: "BLENDTINTBYBASEALPHA" "0..1" // DYNAMIC: "WRITEWATERFOGTODESTALPHA" "0..1" // DYNAMIC: "PIXELFOGTYPE" "0..1" // DYNAMIC: "NUM_LIGHTS" "0..4" // DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1" [ps20b] [PC] // DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..0" [ps20b] [XBOX] // DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1" [ps30] // DYNAMIC: "FLASHLIGHTSHADOWS" "0..1" [ps20b] // DYNAMIC: "FLASHLIGHTSHADOWS" "0..1" [ps30] // DYNAMIC: "PHONG_USE_EXPONENT_FACTOR" "0..0" [ps20] // DYNAMIC: "PHONG_USE_EXPONENT_FACTOR" "0..1" [ps20b] [ps30] [PC] // SKIP: ($PIXELFOGTYPE == 0) && ($WRITEWATERFOGTODESTALPHA != 0) // blend mode doesn't matter if we only have one texture // SKIP: (! $DETAILTEXTURE) && ( $DETAIL_BLEND_MODE != 0 ) // We don't care about flashlight depth unless the flashlight is on // SKIP: ( $FLASHLIGHT == 0 ) && ( $FLASHLIGHTSHADOWS == 1 ) // Flashlight shadow filter mode is irrelevant if there is no flashlight // SKIP: ( $FLASHLIGHT == 0 ) && ( $FLASHLIGHTDEPTHFILTERMODE != 0 ) [ps20b] // SKIP: ( $FLASHLIGHT == 0 ) && ( $FLASHLIGHTDEPTHFILTERMODE != 0 ) [ps30] // Only need self illum fresnel when self illum enabled // SKIP: ( $SELFILLUM == 0 ) && ( $SELFILLUMFRESNEL == 1 ) // SKIP: ( $FLASHLIGHT == 1 ) && ( $SELFILLUMFRESNEL == 1 ) // SKIP: ( $FLASHLIGHT == 1 ) && ( $SELFILLUM == 1 ) // BlendTintByBaseAlpha and self illum and are opposing meanings for alpha channel // SKIP: ( $BLENDTINTBYBASEALPHA ) && ( $SELFILLUM ) // fastpath means: // no bumpmap // basealphaenvmapmask (not inverted) // no spec expmap // no spectint // no specwarp // no rimlight // no selfillum // no detail // no BlendTintByBaseAlpha // SKIP: $FASTPATH_NOBUMP && ( $RIMLIGHT || $DETAILTEXTURE || $PHONGWARPTEXTURE || $SELFILLUM || $BLENDTINTBYBASEALPHA ) #include "common_flashlight_fxc.h" #include "shader_constant_register_map.h" const float4 g_SelfIllumTint_and_DetailBlendFactor : register( PSREG_SELFILLUMTINT ); #if ( SELFILLUMFRESNEL == 1 ) const float4 g_SelfIllumScaleBiasExpBrightness : register( PSREG_SELFILLUM_SCALE_BIAS_EXP ); #endif const float4 g_DiffuseModulation : register( PSREG_DIFFUSE_MODULATION ); const float4 g_EnvmapTint_ShadowTweaks : register( PSREG_ENVMAP_TINT__SHADOW_TWEAKS ); // w controls spec mask const float3 cAmbientCube[6] : register( PSREG_AMBIENT_CUBE ); const float4 g_EnvMapFresnel : register( PSREG_ENVMAP_FRESNEL__SELFILLUMMASK ); // x is envmap fresnel ... w is selfillummask control const float4 g_EyePos_SpecExponent : register( PSREG_EYEPOS_SPEC_EXPONENT ); const float4 g_FogParams : register( PSREG_FOG_PARAMS ); const float4 g_FlashlightAttenuationFactors_RimMask : register( PSREG_FLASHLIGHT_ATTENUATION ); // On non-flashlight pass, x has rim mask control const float4 g_FlashlightPos_RimBoost : register( PSREG_FLASHLIGHT_POSITION_RIM_BOOST ); #if FLASHLIGHT const float4x4 g_FlashlightWorldToTexture : register( PSREG_FLASHLIGHT_TO_WORLD_TEXTURE ); #endif const float4 g_FresnelSpecParams : register( PSREG_FRESNEL_SPEC_PARAMS ); // xyz are fresnel, w is specular boost const float4 g_SpecularRimParams : register( PSREG_SPEC_RIM_PARAMS ); // xyz are specular tint color, w is rim power PixelShaderLightInfo cLightInfo[3] : register( PSREG_LIGHT_INFO_ARRAY ); // 2 registers each - 6 registers total (4th light spread across w's) // TODO: give this a better name. For now, I don't want to touch shader_constant_register_map.h since I don't want to trigger a recompile of everything... const float4 g_ShaderControls : register( PSREG_CONSTANT_27 ); // x is basemap alpgha phong mask, y is 1 - blendtintbybasealpha, z is tint overlay amount, w controls "INVERTPHONGMASK" #define g_FlashlightPos g_FlashlightPos_RimBoost.xyz #define g_fRimBoost g_FlashlightPos_RimBoost.w #define g_FresnelRanges g_FresnelSpecParams.xyz #define g_SpecularBoost g_FresnelSpecParams.w #define g_SpecularTint g_SpecularRimParams.xyz #define g_RimExponent g_SpecularRimParams.w #define g_FlashlightAttenuationFactors g_FlashlightAttenuationFactors_RimMask #define g_RimMaskControl g_FlashlightAttenuationFactors_RimMask.x #define g_SelfIllumMaskControl g_EnvMapFresnel.w #define g_fBaseMapAlphaPhongMask g_ShaderControls.x #define g_fTintReplacementControl g_ShaderControls.z #define g_fInvertPhongMask g_ShaderControls.w sampler BaseTextureSampler : register( s0 ); // Base map, selfillum in alpha sampler SpecularWarpSampler : register( s1 ); // Specular warp sampler (for iridescence etc) sampler DiffuseWarpSampler : register( s2 ); // Lighting warp sampler (1D texture for diffuse lighting modification) sampler NormalMapSampler : register( s3 ); // Normal map, specular mask in alpha sampler ShadowDepthSampler : register( s4 ); // Flashlight shadow depth map sampler sampler NormalizeRandRotSampler : register( s5 ); // Normalization / RandomRotation samplers sampler FlashlightSampler : register( s6 ); // Flashlight cookie sampler SpecExponentSampler : register( s7 ); // Specular exponent map sampler EnvmapSampler : register( s8 ); // Cubic environment map #if WRINKLEMAP sampler WrinkleSampler : register( s9 ); // Compression base sampler StretchSampler : register( s10 ); // Expansion base sampler NormalWrinkleSampler : register( s11 ); // Compression base sampler NormalStretchSampler : register( s12 ); // Expansion base #endif #if DETAILTEXTURE sampler DetailSampler : register( s13 ); // detail texture #endif sampler SelfIllumMaskSampler : register( s14 ); // selfillummask struct PS_INPUT { float4 baseTexCoordDetailTexCoord : TEXCOORD0; // xy=base zw=detail float3 lightAtten : TEXCOORD1; // Scalar light attenuation factors for FOUR lights float3 worldVertToEyeVectorXYZ_tangentSpaceVertToEyeVectorZ : TEXCOORD2; float3x3 tangentSpaceTranspose : TEXCOORD3; // second row : TEXCOORD4; // third row : TEXCOORD5; float4 worldPos_atten3 : TEXCOORD6; float4 projPos_fWrinkleWeight : TEXCOORD7; }; float4 main( PS_INPUT i ) : COLOR { bool bWrinkleMap = WRINKLEMAP ? true : false; bool bDoDiffuseWarp = LIGHTWARPTEXTURE ? true : false; bool bDoSpecularWarp = PHONGWARPTEXTURE ? true : false; bool bDoAmbientOcclusion = false; bool bFlashlight = (FLASHLIGHT!=0) ? true : false; bool bSelfIllum = SELFILLUM ? true : false; bool bDoRimLighting = RIMLIGHT ? true : false; bool bCubemap = CUBEMAP ? true : false; bool bBlendTintByBaseAlpha = BLENDTINTBYBASEALPHA ? true : false; int nNumLights = NUM_LIGHTS; // Unpacking for convenience float fWrinkleWeight = i.projPos_fWrinkleWeight.w; float3 vProjPos = i.projPos_fWrinkleWeight.xyz; float3 vWorldPos = i.worldPos_atten3.xyz; float atten3 = i.worldPos_atten3.w; float4 vLightAtten = float4( i.lightAtten, atten3 ); #if WRINKLEMAP float flWrinkleAmount = saturate( -fWrinkleWeight ); // One of these two is zero float flStretchAmount = saturate( fWrinkleWeight ); // while the other is in the 0..1 range float flTextureAmount = 1.0f - flWrinkleAmount - flStretchAmount; // These should sum to one #endif float4 baseColor = tex2D( BaseTextureSampler, i.baseTexCoordDetailTexCoord.xy ); #if WRINKLEMAP float4 wrinkleColor = tex2D( WrinkleSampler, i.baseTexCoordDetailTexCoord.xy ); float4 stretchColor = tex2D( StretchSampler, i.baseTexCoordDetailTexCoord.xy ); // Apply wrinkle blend to only RGB. Alpha comes from the base texture baseColor.rgb = flTextureAmount * baseColor + flWrinkleAmount * wrinkleColor + flStretchAmount * stretchColor; #endif #if DETAILTEXTURE float4 detailColor = tex2D( DetailSampler, i.baseTexCoordDetailTexCoord.zw ); baseColor = TextureCombine( baseColor, detailColor, DETAIL_BLEND_MODE, g_SelfIllumTint_and_DetailBlendFactor.w ); #endif float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos_SpecExponent.z, vWorldPos.z, vProjPos.z ); float3 vEyeDir = normalize(i.worldVertToEyeVectorXYZ_tangentSpaceVertToEyeVectorZ.xyz); float3 vRimAmbientCubeColor = PixelShaderAmbientLight(vEyeDir, cAmbientCube); float3 worldSpaceNormal, tangentSpaceNormal; float fSpecMask = 1.0f; float4 normalTexel = tex2D( NormalMapSampler, i.baseTexCoordDetailTexCoord.xy ); #if WRINKLEMAP float4 wrinkleNormal = tex2D( NormalWrinkleSampler, i.baseTexCoordDetailTexCoord.xy ); float4 stretchNormal = tex2D( NormalStretchSampler, i.baseTexCoordDetailTexCoord.xy ); normalTexel = flTextureAmount * normalTexel + flWrinkleAmount * wrinkleNormal + flStretchAmount * stretchNormal; #endif #if (FASTPATH_NOBUMP == 0 ) tangentSpaceNormal = lerp( 2.0f * normalTexel.xyz - 1.0f, float3(0, 0, 1), g_fBaseMapAlphaPhongMask ); fSpecMask = lerp( normalTexel.a, baseColor.a, g_fBaseMapAlphaPhongMask ); #else tangentSpaceNormal = float3(0, 0, 1); fSpecMask = baseColor.a; #endif // We need a normal if we're doing any lighting worldSpaceNormal = normalize( mul( i.tangentSpaceTranspose, tangentSpaceNormal ) ); float fFresnelRanges = Fresnel( worldSpaceNormal, vEyeDir, g_FresnelRanges ); float fRimFresnel = Fresnel4( worldSpaceNormal, vEyeDir ); // Break down reflect so that we can share dot(worldSpaceNormal,vEyeDir) with fresnel terms float3 vReflect = 2 * worldSpaceNormal * dot(worldSpaceNormal, vEyeDir) - vEyeDir; float3 diffuseLighting = float3( 1.0f, 1.0f, 1.0f ); float3 envMapColor = float3( 0.0f, 0.0f, 0.0f ); if( !bFlashlight ) { // Summation of diffuse illumination from all local lights diffuseLighting = PixelShaderDoLighting( vWorldPos, worldSpaceNormal, float3( 0.0f, 0.0f, 0.0f ), false, true, vLightAtten, cAmbientCube, NormalizeRandRotSampler, nNumLights, cLightInfo, true, // These parameters aren't passed by generic shaders: false, 1.0f, bDoDiffuseWarp, DiffuseWarpSampler ); if( bCubemap ) { // Mask is either normal map alpha or base map alpha #if ( SELFILLUMFRESNEL == 1 ) // This is to match the 2.0 version of vertexlitgeneric float fEnvMapMask = lerp( baseColor.a, g_fInvertPhongMask, g_EnvmapTint_ShadowTweaks.w ); #else float fEnvMapMask = lerp( baseColor.a, fSpecMask, g_EnvmapTint_ShadowTweaks.w ); #endif envMapColor = (ENV_MAP_SCALE * lerp(1, fFresnelRanges, g_EnvMapFresnel.x) * lerp(fEnvMapMask, 1-fEnvMapMask, g_fInvertPhongMask)) * texCUBE( EnvmapSampler, vReflect ) * g_EnvmapTint_ShadowTweaks.xyz; } } float3 specularLighting = float3( 0.0f, 0.0f, 0.0f ); float3 rimLighting = float3( 0.0f, 0.0f, 0.0f ); float3 vSpecularTint = 1; float fRimMask = 0; float fSpecExp = 1; #if ( FASTPATH_NOBUMP == 0 ) float4 vSpecExpMap = tex2D( SpecExponentSampler, i.baseTexCoordDetailTexCoord.xy ); if ( !bFlashlight ) { fRimMask = lerp( 1.0f, vSpecExpMap.a, g_RimMaskControl ); // Select rim mask } // If the exponent passed in as a constant is zero, use the value from the map as the exponent #if defined( _X360 ) [flatten] #endif #if ( PHONG_USE_EXPONENT_FACTOR ) fSpecExp = ( 1.0f + g_EyePos_SpecExponent.w * vSpecExpMap.r ); #else fSpecExp = (g_EyePos_SpecExponent.w >= 0.0) ? g_EyePos_SpecExponent.w : (1.0f + 149.0f * vSpecExpMap.r); #endif // If constant tint is negative, tint with albedo, based upon scalar tint map #if defined( _X360 ) [flatten] #endif vSpecularTint = lerp( float3(1.0f, 1.0f, 1.0f), baseColor.rgb, vSpecExpMap.g ); vSpecularTint = (g_SpecularTint.r >= 0.0) ? g_SpecularTint.rgb : vSpecularTint; #else fSpecExp = max(g_EyePos_SpecExponent.w, 0); #endif float3 albedo = baseColor.rgb; if ( !bFlashlight ) { // Summation of specular from all local lights besides the flashlight PixelShaderDoSpecularLighting( vWorldPos, worldSpaceNormal, fSpecExp, vEyeDir, vLightAtten, nNumLights, cLightInfo, false, 1.0f, bDoSpecularWarp, SpecularWarpSampler, fFresnelRanges, bDoRimLighting, g_RimExponent, // Outputs specularLighting, rimLighting ); } else { #if FLASHLIGHT float4 flashlightSpacePosition = mul( float4( vWorldPos, 1.0f ), g_FlashlightWorldToTexture ); DoSpecularFlashlight( g_FlashlightPos, vWorldPos, flashlightSpacePosition, worldSpaceNormal, g_FlashlightAttenuationFactors.xyz, g_FlashlightAttenuationFactors.w, FlashlightSampler, ShadowDepthSampler, NormalizeRandRotSampler, FLASHLIGHTDEPTHFILTERMODE, FLASHLIGHTSHADOWS, true, vProjPos.xy / vProjPos.z, fSpecExp, vEyeDir, bDoSpecularWarp, SpecularWarpSampler, fFresnelRanges, g_EnvmapTint_ShadowTweaks, // These two values are output diffuseLighting, specularLighting ); #endif } // If we didn't already apply Fresnel to specular warp, modulate the specular if ( !bDoSpecularWarp ) fSpecMask *= fFresnelRanges; // Modulate with spec mask, boost and tint specularLighting *= fSpecMask * g_SpecularBoost; if (bBlendTintByBaseAlpha) { float3 tintedColor = albedo * g_DiffuseModulation.rgb; tintedColor = lerp(tintedColor, g_DiffuseModulation.rgb, g_fTintReplacementControl); albedo = lerp(albedo, tintedColor, baseColor.a); } else { albedo = albedo * g_DiffuseModulation.rgb; } float3 diffuseComponent = albedo * diffuseLighting; if ( bSelfIllum && !bFlashlight ) { #if ( SELFILLUMFRESNEL == 1 ) // To free up the constant register...see top of file // This will apply a Fresnel term based on the vertex normal (not the per-pixel normal!) to help fake and internal glow look float3 vVertexNormal = normalize( float3( i.tangentSpaceTranspose[0].z, i.tangentSpaceTranspose[1].z, i.tangentSpaceTranspose[2].z ) ); float flSelfIllumFresnel = ( pow( saturate( dot( vVertexNormal.xyz, vEyeDir.xyz ) ), g_SelfIllumScaleBiasExpBrightness.z ) * g_SelfIllumScaleBiasExpBrightness.x ) + g_SelfIllumScaleBiasExpBrightness.y; diffuseComponent = lerp( diffuseComponent, g_SelfIllumTint_and_DetailBlendFactor.rgb * albedo * g_SelfIllumScaleBiasExpBrightness.w, baseColor.a * saturate( flSelfIllumFresnel ) ); #else float3 vSelfIllumMask = tex2D( SelfIllumMaskSampler, i.baseTexCoordDetailTexCoord.xy ); vSelfIllumMask = lerp( baseColor.aaa, vSelfIllumMask, g_SelfIllumMaskControl ); diffuseComponent = lerp( diffuseComponent, g_SelfIllumTint_and_DetailBlendFactor.rgb * albedo, vSelfIllumMask ); #endif diffuseComponent = max( 0.0f, diffuseComponent ); } #if DETAILTEXTURE diffuseComponent = TextureCombinePostLighting( diffuseComponent, detailColor, DETAIL_BLEND_MODE, g_SelfIllumTint_and_DetailBlendFactor.w ); #endif if ( bDoRimLighting && !bFlashlight ) { float fRimMultiply = fRimMask * fRimFresnel; // both unit range: [0, 1] // Add in rim light modulated with tint, mask and traditional Fresnel (not using Fresnel ranges) rimLighting *= fRimMultiply; // Fold rim lighting into specular term by using the max so that we don't really add light twice... specularLighting = max( specularLighting, rimLighting ); // Add in view-ray lookup from ambient cube specularLighting += (vRimAmbientCubeColor * g_fRimBoost) * saturate(fRimMultiply * worldSpaceNormal.z); } float3 result = specularLighting*vSpecularTint + envMapColor + diffuseComponent; #if WRITEWATERFOGTODESTALPHA && ( PIXELFOGTYPE == PIXEL_FOG_TYPE_HEIGHT ) float alpha = fogFactor; #else float alpha = g_DiffuseModulation.a; if ( !bSelfIllum && !bBlendTintByBaseAlpha ) { alpha = lerp( baseColor.a * alpha, alpha, g_fBaseMapAlphaPhongMask ); } #endif bool bWriteDepthToAlpha = ( WRITE_DEPTH_TO_DESTALPHA != 0 ) && ( WRITEWATERFOGTODESTALPHA == 0 ); //FIXME: need to take dowaterfog into consideration return FinalOutput( float4( result, alpha ), fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR, bWriteDepthToAlpha, vProjPos.z ); }