hl2_src-leak-2017/src/materialsystem/stdshaders/flesh_interior_blended_pass...

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//========= 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 );
}