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//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
// STATIC: "BASETEXTURE" "0..1" // STATIC: "REFLECT" "0..1" // STATIC: "REFRACT" "0..1" // STATIC: "ENVMAPMASK" "0..1"
#include "common_fog_ps_fxc.h" // DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1" [ps20b] [PC] // DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..0" [ps20b] [CONSOLE]
#if defined( SHADER_MODEL_PS_2_0 ) #define WRITE_DEPTH_TO_DESTALPHA 0 #endif
#include "common_ps_fxc.h" #include "shader_constant_register_map.h"
sampler RefractSampler : register( s0 ); sampler BaseTextureSampler : register( s1 ); sampler ReflectSampler : register( s2 ); #if BASETEXTURE sampler LightmapSampler : register( s3 ); #endif #if ENVMAPMASK sampler EnvMapMaskSampler : register( s6 ); #endif sampler NormalSampler : register( s4 );
const float4 g_vRefractTint : register( c1 ); const float g_flReflectance : register( c3 ); const float4 g_vReflectTint : register( c4 ); const float4 g_ReflectRefractScale : register( c5 ); // xy - reflect scale, zw - refract scale
const float4 g_PixelFogParams : register( PSREG_FOG_PARAMS ); const float4 g_EyePos : register( PSREG_EYEPOS_SPEC_EXPONENT );
static const bool g_bReflect = REFLECT ? true : false; static const bool g_bRefract = REFRACT ? true : false;
struct PS_INPUT { float4 vBumpTexCoordXY_vTexCoordXY : TEXCOORD0; float4 vPositionToCameraRayTs_projW : TEXCOORD1; float4 vReflectXY_vRefractYX : TEXCOORD2; float4 vProjPos : TEXCOORD4; float3 worldPos : TEXCOORD5;
#if BASETEXTURE float4 lightmapTexCoord1And2 : TEXCOORD6_centroid; float4 lightmapTexCoord3 : TEXCOORD7_centroid; #endif };
float4_color_return_type main( PS_INPUT i ) : COLOR { // Load normal and expand range float4 vNormalTexel = tex2D( NormalSampler, i.vBumpTexCoordXY_vTexCoordXY.xy ); float3 vNormalTs = normalize( ( vNormalTexel.xyz * 2.0 ) - 1.0 );
// Perform division by W only once float ooW = 1.0f / i.vPositionToCameraRayTs_projW.w; //float2 unwarpedRefractTexCoord = i.vReflectXY_vRefractYX.wz * ooW;
// Vectorize the dependent UV calculations (reflect = .xy, refract = .wz) #ifdef NV3X float4 vDependentTexCoords = vNormalTs.xyxy * vNormalTexel.a * g_ReflectRefractScale.xyzw; #else float4 vN; vN.xy = vNormalTs.xy; vN.w = vNormalTs.x; vN.z = vNormalTs.y; float4 vDependentTexCoords = vN * vNormalTexel.a * g_ReflectRefractScale.xyzw; #endif
vDependentTexCoords.xyzw += i.vReflectXY_vRefractYX.xyzw * ooW; float2 vReflectTexCoord = vDependentTexCoords.xy; float2 vRefractTexCoord = vDependentTexCoords.wz;
// Sample reflection float3 vReflectColor = float3( 0.0f, 0.0f, 0.0f ); #if ( REFLECT ) { vReflectColor.rgb = tex2D( ReflectSampler, vReflectTexCoord ).rgb; vReflectColor.rgb *= g_vReflectTint.rgb; } #endif
// Sample refraction float3 vRefractColor = float3( 0.0f, 0.0f, 0.0f ); #if ( REFRACT ) { vRefractColor = tex2D( RefractSampler, vRefractTexCoord ).rgb; vRefractColor.rgb *= g_vRefractTint.rgb; } #endif
// Schlick Fresnel float3 vPositionToCameraDirTs = normalize( i.vPositionToCameraRayTs_projW.xyz ); float flNdotV = saturate( dot( vPositionToCameraDirTs.xyz, vNormalTs.xyz ) ); float flFresnel = g_flReflectance + ( ( 1.0f - g_flReflectance ) * pow( 1.0f - flNdotV, 5.0f ) ); //flFresnel = 1.0f - flFresnel; //return flFresnel;
float flRefractMask = 0.0f; #if BASETEXTURE float4 baseSample = tex2D( BaseTextureSampler, i.vBumpTexCoordXY_vTexCoordXY.zw ); flRefractMask = baseSample.a;
float2 bumpCoord1; float2 bumpCoord2; float2 bumpCoord3; ComputeBumpedLightmapCoordinates( i.lightmapTexCoord1And2, i.lightmapTexCoord3.xy, bumpCoord1, bumpCoord2, bumpCoord3 );
float4 lightmapSample1 = tex2D( LightmapSampler, bumpCoord1 ); float3 lightmapColor1 = lightmapSample1.rgb; float3 lightmapColor2 = tex2D( LightmapSampler, bumpCoord2 ).rgb; float3 lightmapColor3 = tex2D( LightmapSampler, bumpCoord3 ).rgb;
float3 dp; dp.x = saturate( dot( vNormalTs, bumpBasis[0] ) ); dp.y = saturate( dot( vNormalTs, bumpBasis[1] ) ); dp.z = saturate( dot( vNormalTs, bumpBasis[2] ) ); dp *= dp;
float3 diffuseLighting = dp.x * lightmapColor1 + dp.y * lightmapColor2 + dp.z * lightmapColor3; float sum = dot( dp, float3( 1.0f, 1.0f, 1.0f ) ); diffuseLighting *= LIGHT_MAP_SCALE / sum; float3 diffuseComponent = baseSample.rgb * diffuseLighting; #endif
// Mask float3 vSpecMask = float3( 1.0f, 1.0f, 1.0f ); #if ( REFLECT && ENVMAPMASK ) { vSpecMask.rgb = tex2D( EnvMapMaskSampler, i.vBumpTexCoordXY_vTexCoordXY.zw ).rgb; } #endif
// NOTE: the BASETEXTURE path hasn't been tested (or really written for that matter, just copied from water) // What I think should happen is that the alpha of base texture should be its 'translucency' // which should indicate how much refraction to use. // We should add an envmapmask to deal with how much reflection to use // along with all the focus, etc. features float4 result = float4( 0.0f, 0.0f, 0.0f, 1.0f ); #if ( REFLECT || REFRACT ) { // Refraction result.rgb = vRefractColor.rgb * ( 1.0f - flFresnel );
// Add in diffuse component applying fresnel to pixels with no spec mask #if ( BASETEXTURE ) { result.rgb += lerp( diffuseComponent.rgb, diffuseComponent.rgb * ( 1.0f - flFresnel ), vSpecMask.rgb ); } #endif
// Add reflection result.rgb += ( vReflectColor.rgb * flFresnel ) * vSpecMask.rgb; } #else // No reflect or refract { #if ( BASETEXTURE ) { result.rgba = float4( diffuseComponent.rgb, flRefractMask ); } #endif } #endif
float fogFactor = 0.0f; #if ( PIXELFOGTYPE == PIXEL_FOG_TYPE_RANGE ) { fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_PixelFogParams, g_EyePos.xyz, i.worldPos.xyz, i.vProjPos.z ); } #endif
return FinalOutput( result.rgba, fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_NONE, ( WRITE_DEPTH_TO_DESTALPHA != 0 ), i.vProjPos.z ); }
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