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//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
// STATIC: "SELF_ILLUM_FRESNEL" "0..1" // STATIC: "PRE_PASS" "0..1" // STATIC: "NORMALMAP" "0..1" // STATIC: "MOVING_PULSES" "0..1"
#include "common_ps_fxc.h" #include "common_vertexlitgeneric_dx9.h" #include "shader_constant_register_map.h"
// SAMPLERS sampler g_tBase : register( s0 ); sampler g_tNormal : register( s1 );
// SHADER CONSTANTS const float4 g_cArmColor : register( c19 ); const float3 g_vLightCube[6] : register( PSREG_AMBIENT_CUBE );
const float4 g_vSelfIllumFresnelParams : register( c26 ); #define g_flSelfIllumScale g_vSelfIllumFresnelParams.x #define g_flSelfIllumBias g_vSelfIllumFresnelParams.y #define g_flSelfIllumExp g_vSelfIllumFresnelParams.z #define g_flSelfIllumBrightness g_vSelfIllumFresnelParams.w
const float4 g_cSelfIllumTint : register( c27 ); const float3 g_vEyePos : register( PSREG_EYEPOS_SPEC_EXPONENT );
// INPUT STRUCT struct PS_INPUT { float4 vWorldNormal : TEXCOORD0; // w is proj. z coord (for depth stuff) float3 vWorldTangent : TEXCOORD1; float3 vWorldBinormal : TEXCOORD2; float3 vWorldPos : TEXCOORD3; float2 vUV : TEXCOORD4; float4 vColor : TEXCOORD5; };
float4 main( PS_INPUT i ) : COLOR { float4 cBase = tex2D( g_tBase, i.vUV ); float4 cOut;
#if PRE_PASS == 1 return cBase; // First pass: output texture to alpha so that we can fill depth using alpha-to-coverage or alpha test #endif
// The 2nd pass does full shading and can output depth using the destalpha channel.
#if NORMALMAP == 1 float3 vNormalTS = tex2D( g_tNormal, i.vUV ); //return vNormalTS.rgbb; #else // make up some tubey looking normal float3 vNormalTS = float3( 0, (2*i.vUV.y-1) * 3.0, 1.0 ); #endif
float3x3 mTan; mTan[0] = i.vWorldTangent; mTan[1] = i.vWorldBinormal; mTan[2] = i.vWorldNormal; float3 vNormal = normalize( mul( vNormalTS, mTan ) ); float3 vView = normalize( g_vEyePos.xyz - i.vWorldPos.xyz );
// diffuse lighting using baked light cube float3 cDiffuse = PixelShaderAmbientLight( vNormal, g_vLightCube );
// selfillum #if SELF_ILLUM_FRESNEL == 1 float flSelfIllumFresnel = ( pow( saturate( dot( vView.xyz, vNormal.xyz ) ), g_flSelfIllumExp ) * g_flSelfIllumScale ) + g_flSelfIllumBias; float3 cSelfIllumComponent = g_cSelfIllumTint * g_flSelfIllumBrightness; cDiffuse.rgb = lerp( cDiffuse.rgb, cSelfIllumComponent.rgb, saturate( flSelfIllumFresnel ) ); #endif
// the u coord -- which is 0 at the root and 1 at the tip -- works well as an occlusion factor cOut = float4( i.vUV.x * cDiffuse * g_cArmColor.rgb * cBase.rgb, 1 );
// pulse float flPulseWidth = 0.4; #if MOVING_PULSES == 1 float flPulse = smoothstep( i.vColor.a, i.vColor.a - flPulseWidth, i.vUV.x );// * ( 1 - smoothstep( i.vColor.a + flPulseWidth, i.vColor.a, i.vUV.x ) ); flPulse *= 1 - smoothstep( i.vColor.a, i.vColor.a - flPulseWidth, i.vUV.x );// * ( 1 - smoothstep( i.vColor.a + flPulseWidth, i.vColor.a, i.vUV.x ) ); #else float flPulse = max( 0.0, i.vColor.a ); #endif cOut.rgb = lerp( 1.0 * cOut.rgb, 3 * i.vColor.rgb, flPulse );
//cOut.rgb *= float3( 1.0, 0.1, 0.1 ); //cOut = float4( fmod( i.vUV, 1.0 ), 0, 0 ); //float4 cOut = 0.5 * i.vWorldTangent.xyzz + 0.5;//float4( i.vUV, 0, 0 );
return FinalOutput( cOut, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_LINEAR, true, i.vWorldNormal.w ); }
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