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

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//======= Copyright © 1996-2008, Valve Corporation, All rights reserved. ======
// STATIC: "CUBEMAP" "0..1"
// STATIC: "DIFFUSELIGHTING" "0..1"
// STATIC: "LIGHTWARPTEXTURE" "0..1"
// STATIC: "SELFILLUM" "0..1"
// STATIC: "SELFILLUMFRESNEL" "0..1"
// STATIC: "NORMALMAPALPHAENVMAPMASK" "0..1"
// STATIC: "HALFLAMBERT" "0..1"
// STATIC: "FLASHLIGHT" "0..1"
// STATIC: "DETAILTEXTURE" "0..1"
// STATIC: "DETAIL_BLEND_MODE" "0..6"
// STATIC: "FLASHLIGHTDEPTHFILTERMODE" "0..2" [ps20b] [PC]
// STATIC: "FLASHLIGHTDEPTHFILTERMODE" "0..2" [ps30] [PC]
// STATIC: "FLASHLIGHTDEPTHFILTERMODE" "0..0" [ps20b] [XBOX]
// STATIC: "BLENDTINTBYBASEALPHA" "0..1"
// DYNAMIC: "PIXELFOGTYPE" "0..1" [ps20]
// DYNAMIC: "WRITEWATERFOGTODESTALPHA" "0..1" [ps20]
// DYNAMIC: "NUM_LIGHTS" "0..2" [ps20]
// DYNAMIC: "NUM_LIGHTS" "0..4" [ps20b]
// DYNAMIC: "NUM_LIGHTS" "0..4" [ps30]
// DYNAMIC: "AMBIENT_LIGHT" "0..1"
// DYNAMIC: "FLASHLIGHTSHADOWS" "0..1" [ps20b]
// DYNAMIC: "FLASHLIGHTSHADOWS" "0..1" [ps30] [PC]
// We don't use light combos when doing the flashlight
// SKIP: ( $FLASHLIGHT != 0 ) && ( $NUM_LIGHTS > 0 ) [PC]
// We don't care about flashlight depth unless the flashlight is on
// SKIP: ( $FLASHLIGHT == 0 ) && ( $FLASHLIGHTSHADOWS == 1 ) [ps20b]
// SKIP: ( $FLASHLIGHT == 0 ) && ( $FLASHLIGHTSHADOWS == 1 ) [ps30]
// Flashlight shadow filter mode is irrelevant if there is no flashlight
// SKIP: ( $FLASHLIGHT == 0 ) && ( $FLASHLIGHTDEPTHFILTERMODE != 0 ) [ps20b]
// SKIP: ( $FLASHLIGHT == 0 ) && ( $FLASHLIGHTDEPTHFILTERMODE != 0 ) [ps30]
// SKIP: (! $DETAILTEXTURE) && ( $DETAIL_BLEND_MODE != 0 )
// Don't do diffuse warp on flashlight
// SKIP: ( $FLASHLIGHT == 1 ) && ( $LIGHTWARPTEXTURE == 1 ) [PC]
// Only warp diffuse if we have it at all
// SKIP: ( $DIFFUSELIGHTING == 0 ) && ( $LIGHTWARPTEXTURE == 1 )
// Skip this since it blows ps20 instruction limits
// SKIP: ( $SELFILLUMFRESNEL == 1 ) && ( $LIGHTWARPTEXTURE == 1 )
// Only need self illum fresnel when self illum enabled
// SKIP: ( $SELFILLUM == 0 ) && ( $SELFILLUMFRESNEL == 1 )
// SKIP: ( $FLASHLIGHT == 1 ) && ( $SELFILLUMFRESNEL == 1 ) [PC]
// SKIP: ( $FLASHLIGHT == 1 ) && ( $SELFILLUM == 1 ) [PC]
// SKIP: ( $SELFILLUMFRESNEL == 1 ) && ( $DETAILTEXTURE == 1 )
// SKIP: ( $SELFILLUMFRESNEL == 1 ) && ( $NORMALMAPALPHAENVMAPMASK == 1 )
// BlendTintByBaseAlpha is incompatible with other interpretations of alpha
// SKIP: ($BLENDTINTBYBASEALPHA) && ($SELFILLUM)
// Only _XBOX allows flashlight and cubemap in the current implementation
// SKIP: $FLASHLIGHT && $CUBEMAP [PC]
// Meaningless combinations
// SKIP: $NORMALMAPALPHAENVMAPMASK && !$CUBEMAP
#include "common_flashlight_fxc.h"
#include "common_vertexlitgeneric_dx9.h"
const float4 g_EnvmapTint_TintReplaceFactor : register( c0 );
const float4 g_DiffuseModulation : register( c1 );
const float4 g_EnvmapContrast_ShadowTweaks : register( c2 );
const float3 g_EnvmapSaturation : register( c3 );
const float4 g_SelfIllumTint_and_BlendFactor : register( c4 );
#define g_SelfIllumTint ( g_SelfIllumTint_and_BlendFactor.rgb)
#define g_DetailBlendFactor (g_SelfIllumTint_and_BlendFactor.w)
const float3 cAmbientCube[6] : register( c5 );
// 11, 12 not used?
#if ( SELFILLUMFRESNEL == 1 )
const float4 g_SelfIllumScaleBiasExpBrightness : register( c11 );
#endif
const float4 g_ShaderControls : register( c12 );
#define g_fPixelFogType g_ShaderControls.x
#define g_fWriteDepthToAlpha g_ShaderControls.y
#define g_fWriteWaterFogToDestAlpha g_ShaderControls.z
// 2 registers each - 6 registers total
PixelShaderLightInfo cLightInfo[3] : register( c13 ); // through c18
const float3 g_EyePos : register( c20 );
const float4 g_FogParams : register( c21 );
const float4 g_FlashlightAttenuationFactors : register( c22 );
const float3 g_FlashlightPos : register( c23 );
const float4x4 g_FlashlightWorldToTexture : register( c24 ); // through c27
sampler BaseTextureSampler : register( s0 );
sampler EnvmapSampler : register( s1 );
sampler DetailSampler : register( s2 );
sampler BumpmapSampler : register( s3 );
sampler EnvmapMaskSampler : register( s4 );
sampler NormalizeSampler : register( s5 );
sampler RandRotSampler : register( s6 ); // RandomRotation sampler
sampler FlashlightSampler : register( s7 );
sampler ShadowDepthSampler : register( s8 ); // Flashlight shadow depth map sampler
sampler DiffuseWarpSampler : register( s9 ); // Lighting warp sampler (1D texture for diffuse lighting modification)
struct PS_INPUT
{
float4 baseTexCoord2_tangentSpaceVertToEyeVectorXY : TEXCOORD0;
float3 lightAtten : TEXCOORD1;
float4 worldVertToEyeVectorXYZ_tangentSpaceVertToEyeVectorZ : TEXCOORD2;
float3 vWorldNormal : TEXCOORD3; // World-space normal
float4 vWorldTangent : TEXCOORD4;
#if ((defined(SHADER_MODEL_PS_2_B) || defined(SHADER_MODEL_PS_3_0)))
float4 vProjPos : TEXCOORD5;
#else
float3 vWorldBinormal : TEXCOORD5;
#endif
float4 worldPos_projPosZ : TEXCOORD6;
float3 detailTexCoord_atten3 : TEXCOORD7;
float4 fogFactorW : COLOR1;
#if defined( _X360 )
#if FLASHLIGHT
float4 flashlightSpacePos : TEXCOORD8;
#endif
#endif
};
// Calculate both types of Fog and lerp to get result
float CalcPixelFogFactorConst( float fPixelFogType, const float4 fogParams, const float flEyePosZ, const float flWorldPosZ, const float flProjPosZ )
{
float fRangeFog = CalcRangeFog( flProjPosZ, fogParams.x, fogParams.z, fogParams.w );
float fHeightFog = CalcWaterFogAlpha( fogParams.y, flEyePosZ, flWorldPosZ, flProjPosZ, fogParams.w );
return lerp( fRangeFog, fHeightFog, fPixelFogType );
}
// Blend both types of Fog and lerp to get result
float3 BlendPixelFogConst( const float3 vShaderColor, float pixelFogFactor, const float3 vFogColor, float fPixelFogType )
{
pixelFogFactor = saturate( pixelFogFactor );
float3 fRangeResult = lerp( vShaderColor.rgb, vFogColor.rgb, pixelFogFactor * pixelFogFactor ); //squaring the factor will get the middle range mixing closer to hardware fog
float3 fHeightResult = lerp( vShaderColor.rgb, vFogColor.rgb, saturate( pixelFogFactor ) );
return lerp( fRangeResult, fHeightResult, fPixelFogType );
}
float4 FinalOutputConst( const float4 vShaderColor, float pixelFogFactor, float fPixelFogType, const int iTONEMAP_SCALE_TYPE, float fWriteDepthToDestAlpha, const float flProjZ )
{
float4 result = vShaderColor;
if( iTONEMAP_SCALE_TYPE == TONEMAP_SCALE_LINEAR )
{
result.rgb *= LINEAR_LIGHT_SCALE;
}
else if( iTONEMAP_SCALE_TYPE == TONEMAP_SCALE_GAMMA )
{
result.rgb *= GAMMA_LIGHT_SCALE;
}
result.a = lerp( result.a, DepthToDestAlpha( flProjZ ), fWriteDepthToDestAlpha );
result.rgb = BlendPixelFogConst( result.rgb, pixelFogFactor, g_LinearFogColor.rgb, fPixelFogType );
result.rgb = SRGBOutput( result.rgb ); //SRGB in pixel shader conversion
return result;
}
float4 main( PS_INPUT i ) : COLOR
{
bool bCubemap = CUBEMAP ? true : false;
bool bDiffuseLighting = DIFFUSELIGHTING ? true : false;
bool bDoDiffuseWarp = LIGHTWARPTEXTURE ? true : false;
bool bSelfIllum = SELFILLUM ? true : false;
bool bSelfIllumFresnel = SELFILLUMFRESNEL ? true : false;
bool bNormalMapAlphaEnvmapMask = NORMALMAPALPHAENVMAPMASK ? true : false;
bool bHalfLambert = HALFLAMBERT ? true : false;
bool bFlashlight = (FLASHLIGHT!=0) ? true : false;
bool bAmbientLight = AMBIENT_LIGHT ? true : false;
bool bDetailTexture = DETAILTEXTURE ? true : false;
bool bBlendTintByBaseAlpha = BLENDTINTBYBASEALPHA ? true : false;
int nNumLights = NUM_LIGHTS;
#if ((defined(SHADER_MODEL_PS_2_B) || defined(SHADER_MODEL_PS_3_0)))
float3 vWorldBinormal = cross( i.vWorldNormal.xyz, i.vWorldTangent.xyz ) * i.vWorldTangent.w;
#else
float3 vWorldBinormal = i.vWorldBinormal;
#endif
// Unpack four light attenuations
float4 vLightAtten = float4( i.lightAtten, i.detailTexCoord_atten3.z );
float4 baseColor = float4( 1.0f, 1.0f, 1.0f, 1.0f );
baseColor = tex2D( BaseTextureSampler, i.baseTexCoord2_tangentSpaceVertToEyeVectorXY.xy );
#if DETAILTEXTURE
float4 detailColor = tex2D( DetailSampler, i.detailTexCoord_atten3.xy );
baseColor = TextureCombine( baseColor, detailColor, DETAIL_BLEND_MODE, g_DetailBlendFactor );
#endif
float specularFactor = 1.0f;
float4 normalTexel = tex2D( BumpmapSampler, i.baseTexCoord2_tangentSpaceVertToEyeVectorXY.xy );
float3 tangentSpaceNormal = normalTexel * 2.0f - 1.0f;
if ( bNormalMapAlphaEnvmapMask )
specularFactor = normalTexel.a;
float3 diffuseLighting = float3( 1.0f, 1.0f, 1.0f );
float3 worldSpaceNormal = float3( 0.0f, 0.0f, 1.0f );
if ( bDiffuseLighting || bFlashlight || bCubemap || bSelfIllumFresnel )
{
worldSpaceNormal = Vec3TangentToWorld( tangentSpaceNormal, i.vWorldNormal, i.vWorldTangent, vWorldBinormal );
#if ( defined(SHADER_MODEL_PS_2_B) || defined(SHADER_MODEL_PS_3_0) )
worldSpaceNormal = normalize( worldSpaceNormal );
#else
worldSpaceNormal = NormalizeWithCubemap( NormalizeSampler, worldSpaceNormal );
#endif
}
if ( bDiffuseLighting )
{
diffuseLighting = PixelShaderDoLighting( i.worldPos_projPosZ.xyz, worldSpaceNormal,
float3( 0.0f, 0.0f, 0.0f ), false, bAmbientLight, vLightAtten,
cAmbientCube, NormalizeSampler, nNumLights, cLightInfo, bHalfLambert,
false, 1.0f, bDoDiffuseWarp, DiffuseWarpSampler );
}
float3 albedo = baseColor;
if (bBlendTintByBaseAlpha)
{
float3 tintedColor = albedo * g_DiffuseModulation.rgb;
tintedColor = lerp(tintedColor, g_DiffuseModulation.rgb, g_EnvmapTint_TintReplaceFactor.w);
albedo = lerp(albedo, tintedColor, baseColor.a);
}
else
{
albedo = albedo * g_DiffuseModulation.rgb;
}
float alpha = g_DiffuseModulation.a;
if ( !bSelfIllum && !bBlendTintByBaseAlpha )
{
alpha *= baseColor.a;
}
#if FLASHLIGHT
if( bFlashlight )
{
int nShadowSampleLevel = 0;
bool bDoShadows = false;
float2 vProjPos = float2(0, 0);
// On ps_2_b, we can do shadow mapping
#if ( FLASHLIGHTSHADOWS && (defined(SHADER_MODEL_PS_2_B) || defined(SHADER_MODEL_PS_3_0) ) )
nShadowSampleLevel = FLASHLIGHTDEPTHFILTERMODE;
bDoShadows = FLASHLIGHTSHADOWS;
vProjPos = i.vProjPos.xy / i.vProjPos.w; // Screen-space position for shadow map noise
#endif
#if defined ( _X360 )
float4 flashlightSpacePosition = i.flashlightSpacePos;
#else
float4 flashlightSpacePosition = mul( float4( i.worldPos_projPosZ.xyz, 1.0f ), g_FlashlightWorldToTexture );
#endif
float3 flashlightColor = DoFlashlight( g_FlashlightPos, i.worldPos_projPosZ.xyz, flashlightSpacePosition,
worldSpaceNormal, g_FlashlightAttenuationFactors.xyz,
g_FlashlightAttenuationFactors.w, FlashlightSampler, ShadowDepthSampler,
RandRotSampler, nShadowSampleLevel, bDoShadows, false, vProjPos, false, g_EnvmapContrast_ShadowTweaks );
#if defined ( _X360 )
diffuseLighting += flashlightColor;
#else
diffuseLighting = flashlightColor;
#endif
}
#endif
float3 diffuseComponent = albedo * diffuseLighting;
#if !FLASHLIGHT || defined ( _X360 )
if ( bSelfIllum )
{
#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
#if ((defined(SHADER_MODEL_PS_2_B) || defined(SHADER_MODEL_PS_3_0)))
float3 vVertexNormal = normalize( i.vWorldNormal.xyz );
float flSelfIllumFresnel = ( pow( saturate( dot( vVertexNormal.xyz, normalize( i.worldVertToEyeVectorXYZ_tangentSpaceVertToEyeVectorZ.xyz ) ) ), g_SelfIllumScaleBiasExpBrightness.z ) * g_SelfIllumScaleBiasExpBrightness.x ) + g_SelfIllumScaleBiasExpBrightness.y;
float3 selfIllumComponent = g_SelfIllumTint * albedo * g_SelfIllumScaleBiasExpBrightness.w;
diffuseComponent = lerp( diffuseComponent, selfIllumComponent, baseColor.a * saturate( flSelfIllumFresnel ) );
#else
float3 vVertexNormal = i.vWorldNormal.xyz;
float flSelfIllumFresnel = ( pow( saturate( dot( vVertexNormal.xyz, ( i.worldVertToEyeVectorXYZ_tangentSpaceVertToEyeVectorZ.xyz ) ) ), g_SelfIllumScaleBiasExpBrightness.z ) * g_SelfIllumScaleBiasExpBrightness.x ) + g_SelfIllumScaleBiasExpBrightness.y;
float3 selfIllumComponent = g_SelfIllumTint * albedo * g_SelfIllumScaleBiasExpBrightness.w;
diffuseComponent = lerp( diffuseComponent, selfIllumComponent, baseColor.a * saturate( flSelfIllumFresnel ) );
#endif
#else
float3 selfIllumComponent = g_SelfIllumTint * albedo;
diffuseComponent = lerp( diffuseComponent, selfIllumComponent, baseColor.a );
#endif
}
#endif
float3 specularLighting = float3( 0.0f, 0.0f, 0.0f );
#if !FLASHLIGHT || defined ( _X360 )
if( bCubemap )
{
float3 reflectVect = CalcReflectionVectorUnnormalized( worldSpaceNormal, i.worldVertToEyeVectorXYZ_tangentSpaceVertToEyeVectorZ.xyz );
specularLighting = ENV_MAP_SCALE * texCUBE( EnvmapSampler, reflectVect );
specularLighting *= specularFactor;
specularLighting *= g_EnvmapTint_TintReplaceFactor.rgb;
float3 specularLightingSquared = specularLighting * specularLighting;
specularLighting = lerp( specularLighting, specularLightingSquared, g_EnvmapContrast_ShadowTweaks );
float3 greyScale = dot( specularLighting, float3( 0.299f, 0.587f, 0.114f ) );
specularLighting = lerp( greyScale, specularLighting, g_EnvmapSaturation );
}
#endif
float3 result = diffuseComponent + specularLighting;
#if defined(SHADER_MODEL_PS_2_0)
float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos.z, i.worldPos_projPosZ.z, i.worldPos_projPosZ.w );
#else
float fogFactor = CalcPixelFogFactorConst( g_fPixelFogType, g_FogParams, g_EyePos.z, i.worldPos_projPosZ.z, i.worldPos_projPosZ.w );
#endif
#if defined( SHADER_MODEL_PS_2_0 )
#if WRITEWATERFOGTODESTALPHA && (PIXELFOGTYPE == PIXEL_FOG_TYPE_HEIGHT)
alpha = fogFactor;
#endif
#else // 2b or higher
alpha = lerp( alpha, fogFactor, g_fPixelFogType * g_fWriteWaterFogToDestAlpha ); // Use the fog factor if it's height fog
#endif
#if defined( SHADER_MODEL_PS_2_0 )
return FinalOutput( float4( result.rgb, alpha ), fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR, false, i.worldPos_projPosZ.w );
#else
return FinalOutputConst( float4( result.rgb, alpha ), fogFactor, g_fPixelFogType, TONEMAP_SCALE_LINEAR, g_fWriteDepthToAlpha, i.worldPos_projPosZ.w );
#endif
}