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//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
// Includes ======================================================================================= #include "common_vertexlitgeneric_dx9.h"
// Texture Samplers =============================================================================== sampler g_tRefractionSampler : register( s0 ); sampler g_tBumpSampler : register( s1 );
// Shaders Constants and Globals ================================================================== const float4 g_mViewProj0 : register( c0 ); // 1st row of matrix const float4 g_mViewProj1 : register( c1 ); // 2nd row of matrix
const float4 g_vCameraPosition : register( c5 ); const float4 g_vPackedConst6 : register( c6 ); #define g_flBlurAmount g_vPackedConst6.x // 0.01f; #define g_flRefractAmount g_vPackedConst6.y // Default = 1.0f #define g_flTime g_vPackedConst6.w
const float4 g_cColorTint : register( c7 );
const float4 g_vPackedConst8 : register( c8 ); #define g_cSilhouetteColor g_vPackedConst8 //= { 0.3, 0.3, 0.5 }; #define g_flSilhouetteThickness g_vPackedConst8.w //= 0.2f;
const float2 g_vGroundMinMax : register( c9 ); //= { -0.3, -0.1 };
// 8 2D Poisson offsets (designed to use .xy and .wz swizzles (not .zw) static const float4 g_vPoissonOffset[4] = { float4 (-0.0876f, 0.9703f, 0.5651f, 0.4802f ), float4 ( 0.1851f, 0.1580f, -0.0617f, -0.2616f ), float4 (-0.5477f, -0.6603f, 0.0711f, -0.5325f ), float4 (-0.0751f, -0.8954f, 0.4054f, 0.6384f ) };
// Interpolated values ============================================================================ struct PS_INPUT { float3 vWorldNormal : TEXCOORD0; // World-space normal float3 vWorldTangent : TEXCOORD1; float3 vWorldBinormal : TEXCOORD2; float3 vProjPosForRefract : TEXCOORD3; float3 vWorldViewVector : TEXCOORD4; float4 vUv0 : TEXCOORD5; // uv.xy, uvScroll.xy float4 vUv1 : TEXCOORD6; // uv.xy, uvScroll.xy float2 vUvGroundNoise : TEXCOORD7; };
// Main =========================================================================================== float4 main( PS_INPUT i ) : COLOR { /* // Bump layer 0 float2 vUv0 = i.vUv0Uv1.xy; float2 vUv0Scroll = i.vUv0Uv1.xy * 3.0f; vUv0Scroll.y -= g_flTime * 0.1f;
float4 vBumpTexel0 = tex2D( g_tBumpSampler, vUv0Scroll.xy ); vBumpTexel0 = tex2D( g_tBumpSampler, vUv0.xy + (vBumpTexel0.xy*0.03) );
// Bump layer 1 float2 vUv1 = i.vUv0Uv1.xy * 10.0f; float2 vUv1Scroll = i.vUv0Uv1.xy * 32.0f; vUv1Scroll.y -= g_flTime * 0.1f;
float4 vBumpTexel1 = tex2D( g_tBumpSampler, vUv1Scroll.xy ); vBumpTexel1 = tex2D( g_tBumpSampler, vUv1.xy + (vBumpTexel1.xy*0.03) ); //*/
// Bump layer 0 float4 vBumpTexel0 = tex2D( g_tBumpSampler, i.vUv0.wz ); vBumpTexel0 = tex2D( g_tBumpSampler, i.vUv0.xy + ( vBumpTexel0.xy*0.03 ) );
// Bump layer 1 float4 vBumpTexel1 = tex2D( g_tBumpSampler, i.vUv1.wz ); vBumpTexel1 = tex2D( g_tBumpSampler, i.vUv1.xy + ( vBumpTexel1.xy*0.03 ) );
// Combine bump layers into tangetn normal float3 vTangentNormal = ( vBumpTexel0 * 2.0f ) - 1.0f; vTangentNormal.xyz += ( vBumpTexel1 * 2.0f - 1.0f ) * 0.5f; // * 0.5f;
// Transform into world space float3 vWorldNormal = Vec3TangentToWorld( vTangentNormal.xyz, i.vWorldNormal, i.vWorldTangent, i.vWorldBinormal );
// Effect mask //float flEffectMask = saturate( dot( -i.vWorldViewVector.xyz, i.vWorldNormal.xyz ) * lerp( 2.0f, 1.0f, g_flSilhouetteThickness ) ); float flEffectMask = saturate( dot( -i.vWorldViewVector.xyz, i.vWorldNormal.xyz ) * ( (2.0f - g_flSilhouetteThickness) ) );
// Simulate ground intersection flEffectMask *= smoothstep( g_vGroundMinMax.x, g_vGroundMinMax.y, i.vWorldNormal.z );
// Soften mask by squaring term flEffectMask *= flEffectMask;
// Silhouette mask float flSilhouetteHighlightMask = saturate( flEffectMask * ( 1.0f - flEffectMask ) * 4.0f ); flSilhouetteHighlightMask *= flSilhouetteHighlightMask * flSilhouetteHighlightMask;
// Transform world space normal into clip space and project float3 vProjNormal; vProjNormal.x = dot( vWorldNormal.xyz, g_mViewProj0.xyz ); // 1st row vProjNormal.y = dot( vWorldNormal.xyz, g_mViewProj1.xyz ); // 2nd row
// Compute coordinates for sampling refraction float2 vRefractTexCoordNoWarp = i.vProjPosForRefract.xy / i.vProjPosForRefract.z; float2 vRefractTexCoord = vProjNormal.xy; float scale = lerp( 0.0f, g_flRefractAmount, flEffectMask );// * flEffectMask * flEffectMask ); // Using flEffectMask^3 vRefractTexCoord.xy *= scale; vRefractTexCoord.xy += vRefractTexCoordNoWarp.xy;
// Blur by scalable Poisson filter float flBlurAmount = g_flBlurAmount * flEffectMask; float3 cRefract = tex2D( g_tRefractionSampler, vRefractTexCoord.xy ); cRefract += tex2D( g_tRefractionSampler, vRefractTexCoord.xy + ( g_vPoissonOffset[0].xy * flBlurAmount ) ); cRefract += tex2D( g_tRefractionSampler, vRefractTexCoord.xy + ( g_vPoissonOffset[0].wz * flBlurAmount ) ); cRefract += tex2D( g_tRefractionSampler, vRefractTexCoord.xy + ( g_vPoissonOffset[1].xy * flBlurAmount ) ); cRefract += tex2D( g_tRefractionSampler, vRefractTexCoord.xy + ( g_vPoissonOffset[1].wz * flBlurAmount ) ); cRefract += tex2D( g_tRefractionSampler, vRefractTexCoord.xy + ( g_vPoissonOffset[2].xy * flBlurAmount ) ); cRefract += tex2D( g_tRefractionSampler, vRefractTexCoord.xy + ( g_vPoissonOffset[2].wz * flBlurAmount ) ); cRefract += tex2D( g_tRefractionSampler, vRefractTexCoord.xy + ( g_vPoissonOffset[3].xy * flBlurAmount ) ); cRefract += tex2D( g_tRefractionSampler, vRefractTexCoord.xy + ( g_vPoissonOffset[3].wz * flBlurAmount ) ); cRefract /= 9.0f;
// Undo tone mapping cRefract /= LINEAR_LIGHT_SCALE;
// Refract color tint float fColorTintStrength = 1.0f - flEffectMask; float3 cRefractColorTint = lerp( g_cColorTint, 1.0f, fColorTintStrength );
// Ground noise //float flGroundNoise = tex2D( g_tBumpSampler, i.vUvGroundNoise.xy ).g; //flGroundNoise *= smoothstep( g_vGroundMinMax.y, g_vGroundMinMax.y+0.4, -i.vWorldNormal.z ); //flGroundNoise = smoothstep( 0.2, 0.9, flGroundNoise );
//===============// // Combine terms // //===============// float4 result; result.rgb = cRefract.rgb * cRefractColorTint.rgb; result.rgb += result.rgb * ( flSilhouetteHighlightMask * g_cSilhouetteColor.rgb ); //result.rgb += flGroundNoise;
//result.rgb = float3( 0.0, 0.0, 0.0 ); //result.rg = vRefractTexCoord.xy; //result.rg = i.vUv0Uv1.xy; //result.rgb = vBumpTexel0.rgb; //result.rgb = vTangentNormal; //result.rgb = vWorldNormal; //result = flEffectMask; //result = flSilhouetteHighlightMask;
//result = tex2D( g_tBumpSampler, i.vUvGroundNoise.xy ).y; //result.rgb = flGroundNoise;
// Set alpha to... result.a = flEffectMask;
return FinalOutput( result, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_LINEAR ); //go back to final output when it'll fit. }
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