hl2_src-leak-2017/src/materialsystem/stdshaders/vortwarp_ps2x.fxc

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//======= Copyright © 1996-2006, Valve Corporation, All rights reserved. ======
// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
// STATIC: "CONVERT_TO_SRGB" "0..1" [ps30][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
// STATIC: "BASETEXTURE" "0..1"
// STATIC: "CUBEMAP" "0..1"
// STATIC: "DIFFUSELIGHTING" "0..1"
// STATIC: "NORMALMAPALPHAENVMAPMASK" "0..1"
// STATIC: "HALFLAMBERT" "0..1"
// STATIC: "FLASHLIGHT" "0..1"
// STATIC: "TRANSLUCENT" "0..1"
// DYNAMIC: "WRITEWATERFOGTODESTALPHA" "0..1"
// DYNAMIC: "PIXELFOGTYPE" "0..1"
// DYNAMIC: "WARPINGIN" "0..1"
// DYNAMIC: "AMBIENT_LIGHT" "0..1"
// DYNAMIC: "NUM_LIGHTS" "0..2" [ps20]
// DYNAMIC: "NUM_LIGHTS" "0..4" [ps20b]
// DYNAMIC: "NUM_LIGHTS" "0..4" [ps30]
// We don't use other lights when doing the flashlight, so just skip that
// SKIP: ( $FLASHLIGHT != 0 ) && ( $NUM_LIGHTS > 0 ) [PC]
#include "common_flashlight_fxc.h"
#include "common_vertexlitgeneric_dx9.h"
const HALF4 g_EnvmapTint : register( c0 );
const HALF4 g_DiffuseModulation : register( c1 );
#if !FLASHLIGHT
const HALF3 g_EnvmapContrast : register( c2 );
const HALF3 g_EnvmapSaturation : register( c3 );
#endif
const HALF4 g_SelfIllumTint : register( c4 );
const float3 cAmbientCube[6] : register( c5 );
// 2 registers each - 6 register total
PixelShaderLightInfo cLightInfo[3] : register( c13 ); // through c18
const HALF3 g_EyePos : register( c20 );
const HALF4 g_FogParams : register( c21 );
#if FLASHLIGHT
const float4 g_FlashlightAttenuationFactors : register( c22 );
const HALF3 g_FlashlightPos : register( c23 );
const float4x4 g_FlashlightWorldToTexture : register( c24 ); // through c27
#else
const float g_Time : register( c22 );
#endif
sampler BaseTextureSampler : register( s0 );
sampler EnvmapSampler : register( s1 );
sampler FlowMapSampler : register( s2 );
sampler BumpmapSampler : register( s3 );
sampler EnvmapMaskSampler : register( s4 );
sampler NormalizeSampler : register( s5 );
sampler SelfIllumMapSampler : register( s6 );
sampler FlashlightSampler : register( s7 );
struct PS_INPUT
{
HALF4 baseTexCoord2_tangentSpaceVertToEyeVectorXY : TEXCOORD0;
// bump mapping and a separate envmap mask texture are mutually exclusive.
float4 lightAtten : TEXCOORD1;
float4 worldVertToEyeVectorXYZ_tangentSpaceVertToEyeVectorZ : TEXCOORD2;
float3x3 tangentSpaceTranspose : TEXCOORD3;
// second row : TEXCOORD4;
// third row : TEXCOORD5;
float4 worldPos_projPosZ : TEXCOORD6;
float4 fogFactorW : COLOR1;
};
float4 main( PS_INPUT i ) : COLOR
{
bool bBaseTexture = BASETEXTURE ? true : false;
bool bCubemap = CUBEMAP ? true : false;
bool bDiffuseLighting = DIFFUSELIGHTING ? true : false;
bool bNormalMapAlphaEnvmapMask = NORMALMAPALPHAENVMAPMASK ? true : false;
bool bHalfLambert = HALFLAMBERT ? true : false;
bool bFlashlight = (FLASHLIGHT!=0) ? true : false;
bool bAmbientLight = AMBIENT_LIGHT ? true : false;
int nNumLights = NUM_LIGHTS;
HALF4 baseColor = HALF4( 1.0f, 1.0f, 1.0f, 1.0f );
if( bBaseTexture )
baseColor = tex2D( BaseTextureSampler, i.baseTexCoord2_tangentSpaceVertToEyeVectorXY.xy );
float specularFactor = 1.0f;
HALF4 normalTexel = tex2D( BumpmapSampler, i.baseTexCoord2_tangentSpaceVertToEyeVectorXY.xy );
HALF3 tangentSpaceNormal = 2.0f * normalTexel - 1.0f;
if( bNormalMapAlphaEnvmapMask )
specularFactor = normalTexel.a;
HALF3 diffuseLighting = HALF3( 1.0f, 1.0f, 1.0f );
if( bDiffuseLighting )
{
float3 worldSpaceNormal = mul( i.tangentSpaceTranspose, tangentSpaceNormal );
worldSpaceNormal = NormalizeWithCubemap( NormalizeSampler, worldSpaceNormal );
diffuseLighting = PixelShaderDoLighting( i.worldPos_projPosZ.xyz, worldSpaceNormal,
float3( 0.0f, 0.0f, 0.0f ), false, bAmbientLight, i.lightAtten,
cAmbientCube, NormalizeSampler, nNumLights, cLightInfo, bHalfLambert,
false, 0, false, NormalizeSampler );
}
HALF3 albedo = HALF3( 1.0f, 1.0f, 1.0f );
HALF alpha = 1.0f;
if( bBaseTexture )
{
albedo *= baseColor;
alpha *= baseColor.a;
}
// If we only have specularity, assume that we want a black diffuse component, and
// get alpha from the envmapmask
if( !bBaseTexture && bCubemap )
{
diffuseLighting = HALF3( 0.0f, 0.0f, 0.0f );
if( bNormalMapAlphaEnvmapMask )
{
alpha *= specularFactor;
}
}
#if FLASHLIGHT
if( bFlashlight )
{
float3 worldSpaceNormal = mul( i.tangentSpaceTranspose, tangentSpaceNormal );
float4 flashlightSpacePosition = mul( float4( i.worldPos_projPosZ.xyz, 1.0f ), g_FlashlightWorldToTexture );
diffuseLighting = DoFlashlight( g_FlashlightPos, i.worldPos_projPosZ.xyz, flashlightSpacePosition,
worldSpaceNormal, g_FlashlightAttenuationFactors.xyz,
g_FlashlightAttenuationFactors.w, FlashlightSampler,
EnvmapMaskSampler, EnvmapMaskSampler, 0, false, false, float2(0, 0), true );
}
#endif
diffuseLighting *= g_DiffuseModulation.rgb;
alpha *= g_DiffuseModulation.a;
HALF3 diffuseComponent = albedo * diffuseLighting;
HALF4 flowmapSample = tex2D( FlowMapSampler, i.baseTexCoord2_tangentSpaceVertToEyeVectorXY.xy );
#if !FLASHLIGHT
flowmapSample.xy += float2( .11, .124 ) * g_Time.xx;
#endif
HALF4 selfIllumSample = tex2D( SelfIllumMapSampler, flowmapSample.xy );
// float thing = ( 0.5f * ( cos( g_Time * 3 ) + 1.0f ) );
// diffuseComponent.xyz += albedo * 10.0f * pow( selfIllumSample.xyz, thing );
diffuseComponent.xyz += albedo * g_SelfIllumTint.xyz * selfIllumSample.xyz;
HALF3 specularLighting = HALF3( 0.0f, 0.0f, 0.0f );
#if !FLASHLIGHT
if( bCubemap )
{
// If we've *only* specified a cubemap, blow off the diffuse component
if ( !bBaseTexture && !bDiffuseLighting && !bFlashlight )
{
diffuseComponent = HALF3( 0.0f, 0.0f, 0.0f );
}
HALF3 worldSpaceNormal = mul( i.tangentSpaceTranspose, tangentSpaceNormal );
HALF3 reflectVect = CalcReflectionVectorUnnormalized( worldSpaceNormal, i.worldVertToEyeVectorXYZ_tangentSpaceVertToEyeVectorZ.xyz );
specularLighting = ENV_MAP_SCALE * texCUBE( EnvmapSampler, reflectVect );
specularLighting *= specularFactor;
specularLighting *= g_EnvmapTint;
HALF3 specularLightingSquared = specularLighting * specularLighting;
specularLighting = lerp( specularLighting, specularLightingSquared, g_EnvmapContrast );
HALF3 greyScale = dot( specularLighting, HALF3( 0.299f, 0.587f, 0.114f ) );
specularLighting = lerp( greyScale, specularLighting, g_EnvmapSaturation );
}
#endif
HALF3 result = diffuseComponent + specularLighting;
float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos.z, i.worldPos_projPosZ.z, i.worldPos_projPosZ.w );
#if WRITEWATERFOGTODESTALPHA && (PIXELFOGTYPE == PIXEL_FOG_TYPE_HEIGHT)
alpha = fogFactor;
#endif
// result.xyz = float3( 1.0f, 1.0f, 1.0f );
#if TRANSLUCENT==0
# if WARPINGIN
alpha = 0.0f; // write alpha where the vortigaunt is so that we can selectivly draw pixels when refracting
#else
alpha = 1.0f; // write alpha where the vortigaunt is so that we can selectivly draw pixels when refracting
# endif
#endif
//FIXME: need to take dowaterfog into consideration
return FinalOutput( float4( result, alpha ), fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR );
}