hl2_src-leak-2017/src/materialsystem/stdshaders/skin_ps20b.fxc

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