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//========== Copyright (c) Valve Corporation, All rights reserved. ==========// // paired with lightmappedgeneric_vs##
// STATIC: "DETAILTEXTURE" "0..1" // STATIC: "BUMPMAP" "0..1" // STATIC: "VERTEXCOLOR" "0..1" // STATIC: "SELFILLUM" "0..1" // STATIC: "DETAIL_ALPHA_MASK_BASE_TEXTURE" "0..1" // STATIC: "FLASHLIGHT" "0..1" // STATIC: "SEAMLESS" "0..1" // STATIC: "FLASHLIGHTDEPTHFILTERMODE" "0..3" [ps20b] [PC] // STATIC: "FLASHLIGHTDEPTHFILTERMODE" "0..2" [ps30] [PC] // STATIC: "FLASHLIGHTDEPTHFILTERMODE" "0..0" [ps20b] [CONSOLE] // STATIC: "SHADER_SRGB_READ" "0..1" [XBOX] // STATIC: "SHADER_SRGB_READ" "0..0" [PC] // STATIC: "SHADER_SRGB_READ" "0..0" [SONYPS3]
// diffuse bump map is always true when bumpmapping is enabled, so just set it to 1 #define DIFFUSEBUMPMAP 1
// DYNAMIC: "WRITEWATERFOGTODESTALPHA" "0..1" #include "common_fog_ps_fxc.h" // DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1" [ps20b] [ps30] [PC] // DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..0" [ps20b] [CONSOLE] // DYNAMIC: "FLASHLIGHTSHADOWS" "0..1" [ps20b] [ps30] // DYNAMIC: "UBERLIGHT" "0..1" [ps30] [PC]
// SKIP: $DETAILTEXTURE && ( $BUMPMAP && !$DETAIL_ALPHA_MASK_BASE_TEXTURE ) // SKIP: $VERTEXCOLOR && $BUMPMAP // SKIP: $FLASHLIGHT && $SELFILLUM // SKIP: $FLASHLIGHT && $DETAIL_ALPHA_MASK_BASE_TEXTURE // SKIP: $FLASHLIGHT && $BUMPMAP
// We don't care about flashlight depth unless the flashlight is on // SKIP: ( $FLASHLIGHT == 0 ) && ( $FLASHLIGHTSHADOWS == 1 ) [ps20b] [ps30]
// We don't care about uberlight unless the flashlight is on // SKIP: ( $FLASHLIGHT == 0 ) && ( $UBERLIGHT == 1 ) [ps30]
#if defined( SHADER_MODEL_PS_2_0 ) # define WRITE_DEPTH_TO_DESTALPHA 0 #endif
#define HDRTYPE HDR_TYPE_NONE #include "shader_constant_register_map.h" #include "common_flashlight_fxc.h" #include "common_ps_fxc.h"
#define PIXELSHADER #include "common_lightmappedgeneric_fxc.h"
const float4 g_SelfIllumTint : register( c7 ); static const float g_OverbrightFactor = 2.0f;
const float3 g_EyePos : register( c10 ); const float4 g_FogParams : register( c11 );
const float3 g_FlashlightPos : register( c15 ); // flashlightfixme: Move this math into the vertex shader. const float4x4 g_FlashlightWorldToTexture : register( c16 );
const float4 g_FlashlightAttenuationFactors : register( c20 );
#if UBERLIGHT && defined( SHADER_MODEL_PS_3_0 ) const float3 g_vSmoothEdge0 : register( PSREG_UBERLIGHT_SMOOTH_EDGE_0 ); // ps_3_0 and up (over 32 registers) const float3 g_vSmoothEdge1 : register( PSREG_UBERLIGHT_SMOOTH_EDGE_1 ); const float3 g_vSmoothOneOverWidth : register( PSREG_UBERLIGHT_SMOOTH_EDGE_OOW ); const float4 g_vShearRound : register( PSREG_UBERLIGHT_SHEAR_ROUND ); const float4 g_aAbB : register( PSREG_UBERLIGHT_AABB ); const float4x4 g_FlashlightWorldToLight : register( PSREG_UBERLIGHT_WORLD_TO_LIGHT ); #endif
sampler BaseTextureSampler : register( s0 ); sampler LightmapSampler : register( s1 ); sampler FlashlightSampler : register( s2 ); sampler DetailSampler : register( s3 ); sampler BumpmapSampler : register( s4 ); sampler NormalizeSampler : register( s6 ); sampler ShadowDepthSampler : register( s7 );
#if defined(_PS3) // Needed for optimal shadow filter code generation on PS3. #pragma texformat ShadowDepthSampler DEPTH_COMPONENT24 #endif
#if (BUMPMAP == 1) && defined( _PS3 ) // Causes the Cg compiler to automatically produce _bx2 modifier on the texture load instead of producing a MAD to range expand the vector, saving one instruction. #pragma texsign BumpmapSampler #pragma texformat BumpmapSampler RGBA8 #endif
//PS_INPUT defined in common_lightmappedgeneric_fxc.h"
float4_color_return_type main( PS_INPUT i ) : COLOR { bool bDetailTexture = DETAILTEXTURE ? true : false; bool bBumpmap = BUMPMAP ? true : false; bool bDiffuseBumpmap = DIFFUSEBUMPMAP ? true : false; bool bVertexColor = VERTEXCOLOR ? true : false; bool bSelfIllum = SELFILLUM ? true : false; bool bDetailAlphaMaskBaseTexture = DETAIL_ALPHA_MASK_BASE_TEXTURE ? true : false; bool bFlashlight = FLASHLIGHT ? true : false; float2 vBaseTexCoord; #if ( SEAMLESS ) { vBaseTexCoord = i.SeamlessTexCoord.xy; } #else { vBaseTexCoord = i.BASETEXCOORD; } #endif
float3 worldPos = i.worldPos_projPosZ.xyz;
float3 lightmapColor1 = float3( 1.0f, 1.0f, 1.0f ); float3 lightmapColor2 = float3( 1.0f, 1.0f, 1.0f ); float3 lightmapColor3 = float3( 1.0f, 1.0f, 1.0f ); if( bBumpmap && bDiffuseBumpmap ) { float2 bumpCoord1; float2 bumpCoord2; float2 bumpCoord3; ComputeBumpedLightmapCoordinates( i.lightmapTexCoord1And2, i.lightmapTexCoord3_bumpTexCoord.xy, bumpCoord1, bumpCoord2, bumpCoord3 ); float4 lightmapSample1 = tex2D( LightmapSampler, bumpCoord1 ); lightmapColor1 = lightmapSample1.rgb; lightmapColor2 = tex2D( LightmapSampler, bumpCoord2 ).rgb; lightmapColor3 = tex2D( LightmapSampler, bumpCoord3 ).rgb; } else { if( !bFlashlight ) { float2 bumpCoord1 = ComputeLightmapCoordinates( i.lightmapTexCoord1And2, i.lightmapTexCoord3_bumpTexCoord.xy ); float4 lightmapSample1 = tex2D( LightmapSampler, bumpCoord1 ); lightmapColor1 = lightmapSample1.rgb; } }
float4 detailColor = float4( 1.0f, 1.0f, 1.0f, 1.0f ); if( bDetailTexture ) { detailColor = tex2D( DetailSampler, i.DETAILCOORD ); }
float4 baseColor = float4( 1.0f, 1.0f, 1.0f, 1.0f ); baseColor = tex2Dsrgb( BaseTextureSampler, vBaseTexCoord ); if ( bDetailAlphaMaskBaseTexture ) { // This is what WorldTwoTextureBlend_DX6 does. baseColor.rgb = saturate( saturate( baseColor.rgb * 2 ) * detailColor.a + (1 - detailColor.a) ); baseColor.rgb *= detailColor.rgb; } else { baseColor.rgb = lerp( baseColor.rgb, detailColor.rgb, detailColor.a ); } float3 normal = float3( 0.0f, 0.0f, 1.0f ); if( bBumpmap ) { float3 normalTexel; normalTexel = tex2D( BumpmapSampler, i.BUMPCOORD ).xyz; normal = 2.0f * normalTexel - 1.0f; }
float3 albedo = float3( 1.0f, 1.0f, 1.0f ); float alpha = 1.0f; albedo *= baseColor.rgb; if( !bSelfIllum ) { alpha *= baseColor.a; }
// The vertex color contains the modulation color + vertex color combined albedo *= i.vertexColor.rgb; alpha *= i.vertexColor.a; // not sure about this one
float3 diffuseLighting; if( bFlashlight ) { float3 worldSpaceNormal; if ( bBumpmap ) { worldSpaceNormal = mul( normal, float3x3( i.tangentSpaceTranspose0_vertexBlendX.xyz, i.tangentSpaceTranspose1_bumpTexCoord2u.xyz, i.tangentSpaceTranspose2_bumpTexCoord2v.xyz ) ); } else { worldSpaceNormal = i.tangentSpaceTranspose2_bumpTexCoord2v.xyz; }
int nShadowSampleLevel = 0; bool bDoShadows = false; // 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 = true; #endif float4 flashlightSpacePosition = TransformFlashlightWorldToTexture( worldPos, g_FlashlightWorldToTexture );
diffuseLighting = DoFlashlight( g_FlashlightPos, worldPos, flashlightSpacePosition, worldSpaceNormal, g_FlashlightAttenuationFactors.xyz, g_FlashlightAttenuationFactors.w, FlashlightSampler, ShadowDepthSampler, NormalizeSampler, nShadowSampleLevel, bDoShadows, float2(0, 0), false );
#if UBERLIGHT && defined( SHADER_MODEL_PS_3_0 ) float4 uberLightPosition = mul( float4( worldPos, 1.0f ), g_FlashlightWorldToLight ).yzxw; diffuseLighting *= uberlight( uberLightPosition, g_vSmoothEdge0, g_vSmoothEdge1, g_vSmoothOneOverWidth, g_vShearRound.xy, g_aAbB, g_vShearRound.zw ); #endif
} else { if( bBumpmap && bDiffuseBumpmap ) { float dot1 = saturate( dot( normal, bumpBasis[0] ) ); float dot2 = saturate( dot( normal, bumpBasis[1] ) ); float dot3 = saturate( dot( normal, bumpBasis[2] ) );
float sum = dot1 + dot2 + dot3; diffuseLighting = dot1 * lightmapColor1 + dot2 * lightmapColor2 + dot3 * lightmapColor3; diffuseLighting *= 1.0f / sum; } else { diffuseLighting = lightmapColor1; }
// Only scale here since the flashlight will already be scaled properly diffuseLighting *= g_OverbrightFactor; }
float3 diffuseComponent = albedo * diffuseLighting;
if( bSelfIllum ) { float3 selfIllumComponent = g_SelfIllumTint.rgb * albedo; diffuseComponent = lerp( diffuseComponent, selfIllumComponent, baseColor.a ); }
float3 specularLighting = float3( 0.0f, 0.0f, 0.0f ); float3 result = diffuseComponent + specularLighting;
float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos.xyz, worldPos, i.worldPos_projPosZ.w );
#if WRITEWATERFOGTODESTALPHA && (PIXELFOGTYPE == PIXEL_FOG_TYPE_HEIGHT) alpha = fogFactor; #endif
return FinalOutput( float4( result, alpha ), fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR, (WRITE_DEPTH_TO_DESTALPHA != 0), i.worldPos_projPosZ.w ); }
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