Counter Strike : Global Offensive Source Code
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

763 lines
27 KiB

//===================== Copyright (c) Valve Corporation. All Rights Reserved. ======================
// STATIC: "BUMPMAP" "0..2"
// STATIC: "BUMPMAP2" "0..1"
// STATIC: "CUBEMAP" "0..2"
// STATIC: "ENVMAPMASK" "0..1"
// STATIC: "BASEALPHAENVMAPMASK" "0..1"
// STATIC: "SELFILLUM" "0..1"
// STATIC: "SEAMLESS" "0..1"
// STATIC: "ENVMAPANISOTROPY" "0..1"
// STATIC: "TEXTURE3_BLENDMODE" "0..1"
// STATIC: "TEXTURE4_BLENDMODE" "0..1"
// diffuse bump map is always true when bumpmapping is enabled, so just set it to 1
#define DIFFUSEBUMPMAP 1
// STATIC: "DETAIL_BLEND_MODE" "0..12"
// STATIC: "FLASHLIGHT" "0..1" [ps20b] [CONSOLE]
// STATIC: "SHADER_SRGB_READ" "0..1" [XBOX]
// STATIC: "SHADER_SRGB_READ" "0..0" [PC]
// STATIC: "SHADER_SRGB_READ" "0..0" [SONYPS3]
// STATIC: "LIGHTING_PREVIEW" "0..3" [PC]
// STATIC: "LIGHTING_PREVIEW" "0..0" [CONSOLE]
// STATIC: "CASCADED_SHADOW_MAPPING" "0..1" [ = g_pHardwareConfig->SupportsCascadedShadowMapping() ] [CONSOLE]
// STATIC: "CASCADED_SHADOW_MAPPING" "0..0" [ = 0 ] [ps20] [PC]
// STATIC: "CASCADED_SHADOW_MAPPING" "0..1" [ = g_pHardwareConfig->SupportsCascadedShadowMapping() && !ToolsEnabled() ] [ps20b] [ps30] [PC]
// STATIC: "CSM_MODE" "0..0" [ = 0 ] [CONSOLE]
// STATIC: "CSM_MODE" "0..0" [ = 0 ] [ps20] [ps20b] [PC]
// STATIC: "CSM_MODE" "0..3" [ps30] [PC]
// STATIC: "CSM_BLENDING" "0..1" // 0 is old, 1 is for new/fixed blending of CSM and baked shadows
// DYNAMIC: "FASTPATHENVMAPCONTRAST" "0..1"
// DYNAMIC: "FASTPATH" "0..1"
// DYNAMIC: "WRITEWATERFOGTODESTALPHA" "0..1"
// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..0" [ps20b] [CONSOLE]
// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1" [ps20b] [ps30] [PC]
// DYNAMIC: "FLASHLIGHTSHADOWS" "0..1" [ps20b] [CONSOLE]
// DYNAMIC: "FLASHLIGHTSHADOWS" "0..0" [ps20b] [ps30] [PC]
// DYNAMIC: "CASCADE_SIZE" "0..1" [ = ( pShaderAPI->IsCascadedShadowMapping() ) ? 1 : 0 ] [CONSOLE]
// DYNAMIC: "CASCADE_SIZE" "0..1" [ = ( pShaderAPI->IsCascadedShadowMapping() ) ? 1 : 0 ] [ps20b] [PC]
// DYNAMIC: "CASCADE_SIZE" "0..0" [ = 0 ] [ps20] [ps30] [PC]
// we only support detail blend modes 0, 7, 10, 11, and 12
// SKIP: ($DETAIL_BLEND_MODE == 1 )
// SKIP: ($DETAIL_BLEND_MODE == 2 )
// SKIP: ($DETAIL_BLEND_MODE == 3 )
// SKIP: ($DETAIL_BLEND_MODE == 4 )
// SKIP: ($DETAIL_BLEND_MODE == 5 )
// SKIP: ($DETAIL_BLEND_MODE == 6 )
// SKIP: ($DETAIL_BLEND_MODE == 8 )
// SKIP: ($DETAIL_BLEND_MODE == 9 )
// SKIP: ( $FLASHLIGHT == 0 ) && ( $FLASHLIGHTSHADOWS == 1 )
// program too complex for ps20. Don't do darkened cubemaps and 2 bump maps at the same time. Fairly arbitrary pairing just to get the damn thing compiling
// SKIP: ( $CUBEMAP == 2 ) && ( $BUMPMAP2 ) [ps20]
// program slightly more complex on 360 because of shader srgb read. Eliminate coexistance of srgb read, water fog, and darkened cubemaps
// SKIP: ( $CUBEMAP == 2 ) && ( $PIXELFOGTYPE == 1 ) && ( $SHADER_SRGB_READ == 1 ) [CONSOLE]
// SKIP: ( $CASCADED_SHADOW_MAPPING == 0 ) && ( $CASCADE_SIZE != 0 )
// SKIP: ( $CASCADED_SHADOW_MAPPING != 0 ) && ( $SFM != 0 )
// SKIP: ( $CASCADED_SHADOW_MAPPING == 0 ) && ( $CSM_MODE != 0 )
// SKIP: $ENVMAPMASK && $BUMPMAP
// SKIP: $BASEALPHAENVMAPMASK && $ENVMAPMASK
// SKIP: $BASEALPHAENVMAPMASK && $SELFILLUM
// SKIP: !$FASTPATH && $FASTPATHENVMAPCONTRAST
// SKIP: !$FASTPATH && $FASTPATHENVMAPTINT
// SKIP: !$BUMPMAP && $BUMPMAP2
// SKIP: $ENVMAPMASK && $BUMPMAP2
// SKIP: $SEAMLESS && ( $DETAIL_BLEND_MODE != 12 )
// SKIP: $ENVMAPANISOTROPY && !$ENVMAP && ( $BUMPMAP != 1 )
// SKIP: $ENVMAPANISOTROPY && $NORMALMAPALPHAENVMAPMASK
// Turning off 32bit lightmaps on Portal 2 to save shader perf. --Thorsten
//#define USE_32BIT_LIGHTMAPS_ON_360 //uncomment to use 32bit lightmaps, be sure to keep this in sync with the same #define in materialsystem/cmatlightmaps.cpp
// NOTE: This has to be before inclusion of common_multiblend_fxc.h to get the vertex format right!
#if ( DETAIL_BLEND_MODE == 12 )
#define DETAILTEXTURE 0
#else
#define DETAILTEXTURE 1
#endif
#include "common_fog_ps_supportsvertexfog_fxc.h"
#include "common_ps_fxc.h"
#include "common_flashlight_fxc.h"
#define PIXELSHADER
#include "common_4wayblend_fxc.h"
#if SEAMLESS
#define USE_FAST_PATH 1
#else
#define USE_FAST_PATH FASTPATH
#endif
const float4 g_EnvmapTint : register( c0 );
// 4WayBlend specific constants
const float3 g_BumpBlendFactors : register( c1 );
const float4 g_LumStartEnd12 : register( c5 );
const float4 g_LumStartEnd34 : register( c28 );
const float4 g_BlendStartEnd23 : register( c15 );
const float4 g_uvScales23 : register( c16 );
const float4 g_BlendStartEnd4_uvScales4 : register( c17 );
const float3 g_LumBlends : register( c18 );
#if ( USE_FAST_PATH == 1 )
#if FASTPATHENVMAPCONTRAST == 0
static const float3 g_EnvmapContrast = { 0.0f, 0.0f, 0.0f };
#else
static const float3 g_EnvmapContrast = { 1.0f, 1.0f, 1.0f };
#endif
static const float3 g_EnvmapSaturation = { 1.0f, 1.0f, 1.0f };
static const float g_FresnelReflection = 1.0f;
static const float g_OneMinusFresnelReflection = 0.0f;
static const float4 g_SelfIllumTint = { 1.0f, 1.0f, 1.0f, 1.0f };
#else // ( USE_FAST_PATH == 0 )
const float3 g_EnvmapContrast : register( c2 );
const float3 g_EnvmapSaturation : register( c3 );
const float4 g_FresnelReflectionReg : register( c4 );
#define g_FresnelReflection g_FresnelReflectionReg.a
#define g_OneMinusFresnelReflection g_FresnelReflectionReg.b
const float4 g_SelfIllumTint : register( c7 );
#endif
const float3 g_DetailTint : register( c8 );
const float4 g_DetailBlendFactors : register( c9 );
const float3 g_EyePos : register( c10 );
const float4 g_FogParams : register( c11 );
const float4 g_TintValuesTimesLightmapScale : register( c12 );
const float4 g_FlashlightAttenuationFactors : register( c13 );
const float3 g_FlashlightPos : register( c14 );
const float4 g_ShadowTweaks : register( c19 );
#if !defined( SHADER_MODEL_PS_2_0 ) && ( FLASHLIGHT == 0 )
#define g_cAmbientColor cFlashlightScreenScale.rgb
//const float3 g_cAmbientColor : register( c31 );
#endif
#if ( ( CUBEMAP == 2 ) || ( ENVMAPANISOTROPY ) )
const float4 g_envMapParams : register( c20 );
#endif
#if ( CUBEMAP == 2 )
#define g_DiffuseCubemapScale g_envMapParams.y
#define g_fvDiffuseCubemapMin float3( g_envMapParams.z, g_envMapParams.z, g_envMapParams.z )
#define g_fvDiffuseCubemapMax float3( g_envMapParams.w, g_envMapParams.w, g_envMapParams.w )
#endif
#if ( ENVMAPANISOTROPY )
#define g_EnvmapAnisotropyScale g_envMapParams.x
#endif
#if defined( SHADER_MODEL_PS_3_0 )
const float3 g_TintValuesWithoutLightmapScale : register( c21 );
#else
const float4 g_vCSMLightColor : register( c21 );
#endif
// c22 - c27 available
sampler BaseTextureSampler : register( s0 );
sampler LightmapSampler : register( s1 );
samplerCUBE EnvmapSampler : register( s2 );
#if DETAILTEXTURE
sampler DetailSampler : register( s12 );
#endif
sampler BumpmapSampler : register( s4 );
#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
#if BUMPMAP2 == 1
sampler BumpmapSampler2 : register( s5 );
#else
sampler EnvmapMaskSampler : register( s5 );
#endif
sampler BaseTextureSampler2 : register( s7 );
sampler BaseTextureSampler3 : register( s8 );
sampler BaseTextureSampler4 : register( s11 );
#if ( defined( _X360 ) || defined( _PS3 ) ) && FLASHLIGHT
sampler FlashlightSampler : register( s13 );
sampler ShadowDepthSampler : register( s14 );
sampler RandRotSampler : register( s15 );
#if defined(_PS3)
// Needed for optimal shadow filter code generation on PS3.
#pragma texformat ShadowDepthSampler DEPTH_COMPONENT24
#endif
#endif
//const float g_flTime : register( c27 );
float Luminance( float3 cColor )
{
// Formula for calculating luminance based on NTSC standard
return dot( cColor.rgb, float3( 0.2125, 0.7154, 0.0721 ) );
}
//-----------------------------------------------------------------------------------------------------------------------------
#if ( CASCADED_SHADOW_MAPPING ) && !defined( _X360 ) && !defined( _PS3 ) && !defined( SHADER_MODEL_PS_2_B )
const bool g_bCSMEnabled : register(b0);
#undef CASCADE_SIZE
#define CASCADE_SIZE 1
#endif
#if ( CASCADE_SIZE > 0 )
#undef CASCADE_SIZE
#define CASCADE_SIZE 3
#endif
#if ( ( CASCADED_SHADOW_MAPPING ) && ( CASCADE_SIZE > 0 ) )
sampler CSMDepthAtlasSampler : register( s15 );
#if defined(_PS3)
// Needed for optimal shadow filter code generation on PS3.
#pragma texformat CSMDepthAtlasSampler DEPTH_COMPONENT24
#endif
#define CSM_LIGHTMAPPEDGENERIC
#include "csm_common_fxc.h"
#include "csm_blending_fxc.h"
#endif
//-----------------------------------------------------------------------------------------------------------------------------
#if defined( _X360 )
// The compiler runs out of temp registers in certain combos, increase the maximum for now
#if ( (BUMPMAP == 2) && CUBEMAP && DIFFUSEBUMPMAP && FLASHLIGHT && SHADER_SRGB_READ )
[maxtempreg(44)]
#elif ( SHADER_SRGB_READ == 1 )
[maxtempreg(41)]
#else
[maxtempreg(36)]
#endif
#endif
#if LIGHTING_PREVIEW == 2
LPREVIEW_PS_OUT main( PS_INPUT i )
#else
float4_color_return_type main( PS_INPUT i ) : COLOR
#endif
{
bool bDetailTexture = DETAILTEXTURE ? true : false;
bool bBumpmap = BUMPMAP ? true : false;
bool bDiffuseBumpmap = DIFFUSEBUMPMAP ? true : false;
bool bEnvmapMask = ENVMAPMASK ? true : false;
bool bBaseAlphaEnvmapMask = BASEALPHAENVMAPMASK ? true : false;
bool bSelfIllum = SELFILLUM ? true : false;
HALF4 baseColor = 0.0h;
HALF4 baseColor2 = 0.0h;
HALF4 baseColor3 = 0.0h;
HALF4 baseColor4 = 0.0h;
HALF4 vNormal = HALF4(0, 0, 1, 1);
float3 baseTexCoords = float3(0,0,0);
float3 worldPos = i.worldPos_projPosZ.xyz;
HALF3x3 tangenttranspose = (HALF3x3)i.tangentSpaceTranspose;
float3 worldVertToEyeVector = g_EyePos - worldPos;
#if SEAMLESS
baseTexCoords = i.SeamlessTexCoord_fogFactorW.xyz;
#else
baseTexCoords.xy = i.BASETEXCOORD.xy;
#endif
float3 coords = baseTexCoords;
float2 detailTexCoord = 0.0f;
float2 bumpmapTexCoord = 0.0f;
float2 bumpmap2TexCoord = 0.0f;
#if ( DETAILTEXTURE == 1 )
detailTexCoord = i.DETAILCOORDS;
#endif
#if BUMPMAP
bumpmapTexCoord = i.BUMPCOORDS;
#endif
GetBaseTextureAndNormal( BaseTextureSampler, BaseTextureSampler2, BaseTextureSampler3, BaseTextureSampler4, BumpmapSampler,
bBumpmap, coords, bumpmapTexCoord, g_uvScales23, g_BlendStartEnd4_uvScales4.zw,
(HALF3)i.vertexColor.rgb, baseColor, baseColor2, baseColor3, baseColor4, vNormal );
#if ( ENVMAPANISOTROPY )
HALF anisotropyFactor = g_EnvmapAnisotropyScale;
#endif
#if BUMPMAP == 1 // not ssbump
vNormal.xyz = vNormal.xyz * 2.0h - 1.0h; // make signed if we're not ssbump
HALF3 vThisReallyIsANormal = vNormal.xyz;
#if ( ENVMAPANISOTROPY )
anisotropyFactor *= (HALF)vNormal.a;
#endif
#endif
HALF4 lightmapColor1 = HALF4( 1.0, 1.0, 1.0, 1.0 );
HALF4 lightmapColor2 = HALF4( 1.0, 1.0, 1.0, 1.0 );
HALF4 lightmapColor3 = HALF4( 1.0, 1.0, 1.0, 1.0 );
#if LIGHTING_PREVIEW == 0
if ( bBumpmap && bDiffuseBumpmap )
{
float2 bumpCoord1;
float2 bumpCoord2;
float2 bumpCoord3;
ComputeBumpedLightmapCoordinates( i.lightmapTexCoord1And2, i.lightmapTexCoord3.xy,
bumpCoord1, bumpCoord2, bumpCoord3 );
lightmapColor1 = LightMapSample( LightmapSampler, bumpCoord1 );
lightmapColor2 = LightMapSample( LightmapSampler, bumpCoord2 );
lightmapColor3 = LightMapSample( LightmapSampler, bumpCoord3 );
}
else
{
float2 bumpCoord1 = ComputeLightmapCoordinates( i.lightmapTexCoord1And2, i.lightmapTexCoord3.xy );
lightmapColor1 = LightMapSample( LightmapSampler, bumpCoord1 );
}
#endif
float2 envmapMaskTexCoord = i.ENVMAPMASKCOORDS;
HALF4 detailColor = HALF4( 1.0f, 1.0f, 1.0f, 1.0f );
#if DETAILTEXTURE
#if SHADER_MODEL_PS_2_0
detailColor = h4tex2D( DetailSampler, detailTexCoord );
#else
detailColor = HALF4( g_DetailTint, 1.0h ) * h4tex2D( DetailSampler, detailTexCoord );
#endif
#endif
float lum1 = smoothstep( g_LumStartEnd12.x, g_LumStartEnd12.y, Luminance( baseColor.rgb ) );
float lum2 = smoothstep( g_LumStartEnd12.z, g_LumStartEnd12.w, Luminance( baseColor2.rgb ) );
float lum3 = smoothstep( g_LumStartEnd34.x, g_LumStartEnd34.y, Luminance( baseColor3.rgb ) );
float lum4 = smoothstep( g_LumStartEnd34.z, g_LumStartEnd34.w, Luminance( baseColor4.rgb ) );
float lum = lerp( 1-lum1, lum2, g_LumBlends.x );
float blendfactor1 = i.vertexBlend.g * lum + i.vertexBlend.g;
blendfactor1 = smoothstep( g_BlendStartEnd23.x, g_BlendStartEnd23.y, blendfactor1 );
float lums = lerp( lum1, lum2, blendfactor1 );
lum = lerp( 1-lums, lum3, g_LumBlends.y );
float blendfactor2 = i.vertexBlend.b * lum + i.vertexBlend.b;
blendfactor2 = smoothstep( g_BlendStartEnd23.z, g_BlendStartEnd23.w, blendfactor2 );
lums = lerp( lums, lum3, blendfactor2 );
lum = lerp( 1-lums, lum4, g_LumBlends.z );
float blendfactor3 = i.vertexBlend.a * lum + i.vertexBlend.a;
blendfactor3 = smoothstep( g_BlendStartEnd4_uvScales4.x, g_BlendStartEnd4_uvScales4.y, blendfactor3 );
//#if LIGHTING_PREVIEW == 0
// return float4(blendfactor3, blendfactor3, blendfactor3, 1.0f);
//#endif
baseColor = lerp( baseColor, baseColor2, blendfactor1 );
#if ( TEXTURE3_BLENDMODE == 0 ) // blend
baseColor = lerp( baseColor, baseColor3, blendfactor2 );
#endif
#if ( TEXTURE3_BLENDMODE == 1 ) // multiply 2x
baseColor *= lerp( 1, baseColor3 + baseColor3, blendfactor2 );
#endif
#if ( TEXTURE4_BLENDMODE == 0 ) // blend
baseColor = lerp( baseColor, baseColor4, blendfactor3 );
#endif
#if ( TEXTURE4_BLENDMODE == 1 ) // multiply 2x
baseColor *= lerp( 1, baseColor4 + baseColor4, blendfactor3 );
#endif
HALF3 specularFactor = 1.0h;
if ( bBumpmap )
{
float fBumpBlendFactor = 1.0f;
#if ( BUMPMAP2 == 1 )
{
float2 b2TexCoord = bumpmapTexCoord * g_uvScales23.xy;
HALF4 vNormal2;
#if ( BUMPMAP == 2 ) // ssbump mode
{
vNormal2 = h4tex2D( BumpmapSampler2, b2TexCoord );
vNormal.xyz = lerp( vNormal.xyz, vNormal2.xyz, blendfactor1 );
}
#else
{
HALF4 normalTexel = h4tex2D( BumpmapSampler2, b2TexCoord );
vNormal2 = HALF4( normalTexel.xyz * 2.0h - 1.0h, normalTexel.a );
vNormal.xyz = normalize( lerp( vNormal.xyz, vNormal2.xyz, blendfactor1 ) );
}
#endif
}
#else
fBumpBlendFactor = lerp( fBumpBlendFactor, g_BumpBlendFactors.x, blendfactor1 );
#endif // BUMPMAP2 == 1
fBumpBlendFactor = lerp( fBumpBlendFactor, g_BumpBlendFactors.y, blendfactor2 );
fBumpBlendFactor = lerp( fBumpBlendFactor, g_BumpBlendFactors.z, blendfactor3 );
#if ( BUMPMAP == 2 ) // ssbump mode
{
vNormal.xyz = lerp( float3( 0, 0, 0 ), vNormal.xyz, fBumpBlendFactor );
}
#else
{
vNormal.xyz = normalize( lerp( float3( 0, 0, 1 ), vNormal.xyz, fBumpBlendFactor ) );
}
#endif
}
#if ( BUMPMAP2 == 0 )
if ( bEnvmapMask )
{
specularFactor *= h3tex2D( EnvmapMaskSampler, envmapMaskTexCoord ).xyz;
}
#endif
if ( bBaseAlphaEnvmapMask )
{
specularFactor *= 1.0h - baseColor.a; // Reversing alpha blows!
}
HALF4 albedo = HALF4( 1.0f, 1.0f, 1.0f, 1.0f );
HALF alpha = 1.0h;
albedo *= baseColor;
if ( !bBaseAlphaEnvmapMask && !bSelfIllum )
{
alpha *= baseColor.a;
}
float detailBlendFactor = 0.0f;
if ( bDetailTexture )
{
float detailBlendFactor = g_DetailBlendFactors.x;
detailBlendFactor = lerp( detailBlendFactor, g_DetailBlendFactors.y, blendfactor1 );
detailBlendFactor = lerp( detailBlendFactor, g_DetailBlendFactors.z, blendfactor2 );
detailBlendFactor = lerp( detailBlendFactor, g_DetailBlendFactors.w, blendfactor3 );
albedo = TextureCombine( albedo, detailColor, DETAIL_BLEND_MODE, detailBlendFactor );
#if ( ( DETAIL_BLEND_MODE == TCOMBINE_MOD2X_SELECT_TWO_PATTERNS ) && !SELFILLUM )
{
// don't do this in the SELFILLUM case since we don't have enough instructions in ps20
specularFactor *= 2.0h * lerp( detailColor.g, detailColor.b, baseColor.a );
}
#endif
}
// The vertex color contains the modulation color + vertex color combined
#if ( SEAMLESS == 0 )
albedo.rgb *= i.vertexColor.rgb;
#endif
alpha *= i.vertexColor.a;
float flShadowScalar = 0.0;
float flShadow = 1.0;
// Save this off for single-pass flashlight, since we'll still need the SSBump vector, not a real normal
HALF3 vSSBumpVector = vNormal.xyz;
HALF3 diffuseLighting;
if ( bBumpmap && bDiffuseBumpmap )
{
// ssbump
#if ( BUMPMAP == 2 )
#if ( DETAIL_BLEND_MODE == TCOMBINE_SSBUMP_BUMP )
vNormal.xyz *= lerp( HALF3( 1, 1, 1 ), 2 * detailColor.xyz, alpha );
vSSBumpVector = vNormal.xyz;
alpha = 1;
#endif
diffuseLighting = vNormal.x * lightmapColor1.rgb +
vNormal.y * lightmapColor2.rgb +
vNormal.z * lightmapColor3.rgb;
#if ( ( CSM_BLENDING == 1 ) && ( CASCADED_SHADOW_MAPPING ) && ( CASCADE_SIZE > 0 ) && !defined( SHADER_MODEL_PS_2_B ) )
// currently not supporting CSM's with 4wayblend in ps2b/OSX since out of instructions/consts
diffuseLighting = BlendBumpDiffuseLightmapWithCSM( diffuseLighting, lightmapColor1.a, lightmapColor2.a, lightmapColor3.a, vNormal.xyz, worldPos, flShadow, flShadowScalar );
#endif
// SSBump textures are created assuming the shader decodes lighting for each basis vector by taking dot( N, basis )*lightmap.
// But the lightmaps are created assuming that the 3 coeffs sum to 1.0 and are more like barycentric coords than visibility
// along the basis vector...so the lightmap math is really just a weighted average of the 3 directional light maps. So a flat
// normal should have 3 weights each = 0.333. But since ssbump textures are created assuming the other math, a flat normal
// converted into an ssbump texture generates 3 weights each = 0.578, so instead of all 3 weights summing to 1.0, they sum
// to 1.733. To adjust for this, I'm scaling these coefficients by 1 / 1.733 = 0.578. NOTE: I'm not scaling vNormal directly
// since it is used elsewhere for flashlight computations and shouldn't be scaled for that code.
diffuseLighting *= 0.57735025882720947h;
diffuseLighting *= (HALF3)g_TintValuesTimesLightmapScale.rgb;
// now, calculate vNormal for reflection purposes. if vNormal isn't needed, hopefully
// the compiler will eliminate these calculations
vNormal.xyz = normalize( bumpBasis[0]*vNormal.x + bumpBasis[1]*vNormal.y + bumpBasis[2]*vNormal.z);
#else
HALF3 dp;
dp.x = saturate( dot( vNormal.xyz, bumpBasis[0] ) );
dp.y = saturate( dot( vNormal.xyz, bumpBasis[1] ) );
dp.z = saturate( dot( vNormal.xyz, bumpBasis[2] ) );
dp *= dp;
#if ( DETAIL_BLEND_MODE == TCOMBINE_SSBUMP_BUMP )
dp *= 2*detailColor.rgb;
#endif
diffuseLighting = dp.x * lightmapColor1.rgb +
dp.y * lightmapColor2.rgb +
dp.z * lightmapColor3.rgb;
HALF sum = dot( dp, HALF3( 1.0f, 1.0f, 1.0f ) );
#if ( ( CSM_BLENDING == 1 ) && ( CASCADED_SHADOW_MAPPING ) && ( CASCADE_SIZE > 0 ) && !defined( SHADER_MODEL_PS_2_B ) )
// currently not supporting CSM's with 4wayblend in ps2b/OSX since out of instructions/consts
diffuseLighting = BlendBumpDiffuseLightmapWithCSM( diffuseLighting.rgb, lightmapColor1.a, lightmapColor2.a, lightmapColor3.a, dp, worldPos, flShadow, flShadowScalar );
#endif
diffuseLighting *= (HALF3)g_TintValuesTimesLightmapScale.rgb / sum;
#endif
}
else
{
diffuseLighting = lightmapColor1.rgb;
#if ( ( CSM_BLENDING == 1 ) && ( CASCADED_SHADOW_MAPPING ) && ( CASCADE_SIZE > 0 ) && !defined( SHADER_MODEL_PS_2_B ) )
// currently not supporting CSM's with 4wayblend in ps2b/OSX since out of instructions/consts
diffuseLighting = BlendDiffuseLightmapWithCSM( diffuseLighting, lightmapColor1.a, worldPos, flShadow, flShadowScalar );
#endif
diffuseLighting.rgb *= (HALF3)g_TintValuesTimesLightmapScale.rgb;
}
#if ( ( CSM_BLENDING == 0 ) && ( CASCADED_SHADOW_MAPPING ) && ( CASCADE_SIZE > 0 ) && !defined( SHADER_MODEL_PS_2_B ) )
{
#if !defined( _X360 ) && !defined( _PS3 ) && !defined( SHADER_MODEL_PS_2_B )
if ( g_bCSMEnabled )
{
#endif
// Can't enable dynamic jumps around the Fetch4 shader, because it can't use tex2dlod()
#if ( CSM_MODE != CSM_MODE_ATI_FETCH4 ) && !defined( SHADER_MODEL_PS_2_B )
[branch]
#endif
if ( lightmapColor1.a > 0.0f )
{
float flSunPercent;
if ( bBumpmap && bDiffuseBumpmap )
{
flSunPercent = lightmapColor1.a / ( Luminance( lightmapColor1.rgb + lightmapColor2.rgb + lightmapColor3.rgb ) * 0.3333 );
}
else
{
flSunPercent = lightmapColor1.a / Luminance( lightmapColor1.rgb );
}
flShadow = CSMComputeShadowing( worldPos );
flShadowScalar = 1.0 - ( flSunPercent * ( 1.0 - flShadow ) );
/* Debug - blink full shadows
if ( step( frac( g_flTime * 0.5 ), 0.5 ) )
{
flShadowScalar = 1.0 - lightmapColor1.a;
}
//*/
// Apply csm shadows
diffuseLighting.rgb *= flShadowScalar;
// Desaturate shadow color since we only have a grayscale dim factor
diffuseLighting.rgb = lerp( diffuseLighting.bgr, diffuseLighting.rgb, flShadowScalar * 0.5 + 0.5 );
// debug visualization
// diffuseLighting.rgb = lerp( float3(1.0f-flShadowScalar,1.0f-flShadowScalar,1.0f-flShadowScalar), CSMVisualizeSplit( worldPos ), .3f );
// return float4(diffuseLighting.rgb, 1.0f);
}
#if !defined( _X360 ) && !defined( _PS3 )
}
#endif
}
#endif
HALF3 worldSpaceNormal = mul( vNormal.xyz, tangenttranspose );
#if !defined( SHADER_MODEL_PS_2_0 ) && ( FLASHLIGHT == 0 )
diffuseLighting += (HALF3)g_cAmbientColor;
#endif
HALF3 diffuseComponent = albedo.rgb * diffuseLighting;
#if ( defined( _X360 ) || defined( _PS3 ) ) && FLASHLIGHT
// ssbump doesn't pass a normal to the flashlight...it computes shadowing a different way
#if ( BUMPMAP == 2 )
bool bHasNormal = false;
float3 worldPosToLightVector = g_FlashlightPos - worldPos;
HALF3 tangentPosToLightVector;
tangentPosToLightVector.x = dot( worldPosToLightVector, tangenttranspose[0] );
tangentPosToLightVector.y = dot( worldPosToLightVector, tangenttranspose[1] );
tangentPosToLightVector.z = dot( worldPosToLightVector, tangenttranspose[2] );
tangentPosToLightVector = normalize( tangentPosToLightVector );
HALF nDotL = saturate( vSSBumpVector.x*dot( tangentPosToLightVector, bumpBasis[0]) +
vSSBumpVector.y*dot( tangentPosToLightVector, bumpBasis[1]) +
vSSBumpVector.z*dot( tangentPosToLightVector, bumpBasis[2]) );
#else
bool bHasNormal = true;
HALF nDotL = 1.0h;
#endif
bool bShadows = FLASHLIGHTSHADOWS ? true : false;
HALF3 flashlightColor = DoFlashlight( g_FlashlightPos, worldPos, i.flashlightSpacePos,
worldSpaceNormal, g_FlashlightAttenuationFactors.xyz,
g_FlashlightAttenuationFactors.w, FlashlightSampler, ShadowDepthSampler,
RandRotSampler, 0, bShadows, i.vProjPos.xy / i.vProjPos.w, false, g_ShadowTweaks, bHasNormal );
diffuseComponent = albedo.xyz * ( diffuseLighting + ( flashlightColor * nDotL * (HALF3)g_TintValuesWithoutLightmapScale.rgb ) );
#endif
if ( bSelfIllum )
{
HALF3 selfIllumComponent = (HALF3)g_SelfIllumTint.xyz * albedo.xyz;
diffuseComponent = lerp( diffuseComponent, selfIllumComponent, baseColor.a );
}
HALF3 specularLighting = HALF3( 0.0f, 0.0f, 0.0f );
#if ( CUBEMAP )
{
float3 reflectVect = CalcReflectionVectorUnnormalized( worldSpaceNormal, worldVertToEyeVector );
// Calc Fresnel factor
HALF3 eyeVect = normalize(worldVertToEyeVector);
HALF fresnel = 1.0h - dot( worldSpaceNormal, eyeVect );
#if ( ENVMAPANISOTROPY ) // For anisotropic reflections on macroscopically rough sufaces like asphalt
// Orthogonalize the view vector to the surface normal, and use it as the anisotropy direction
reflectVect = normalize( reflectVect );
float3 rvec = cross( -eyeVect.xyz, worldSpaceNormal.xyz );
float3 tang = cross( rvec, worldSpaceNormal.xyz );
rvec = cross( tang, reflectVect );
float3 reflectVectAniso = normalize( cross( rvec, worldSpaceNormal.xyz ) );
// Anisotropy amount is influenced by the view angle to the surface. The more oblique the angle the more anisotropic the surface appears.
anisotropyFactor *= dot( reflectVectAniso, -eyeVect );
anisotropyFactor *= anisotropyFactor;
reflectVect = normalize( lerp( reflectVect, reflectVectAniso, anisotropyFactor ) );
#endif
fresnel = max( 0, fresnel ); // precision issues on RSX cause this value to occasionally go negative, which results in a NaN presumably because of the exp(log(n)) operation
fresnel = pow( fresnel, 4.0h ); //changing this to 4th power to save 2 cycles - visually it's very similar
fresnel = fresnel * (HALF)g_OneMinusFresnelReflection + (HALF)g_FresnelReflection;
specularLighting = (HALF)ENV_MAP_SCALE * h3texCUBE( EnvmapSampler, reflectVect ).rgb;
#if (CUBEMAP == 2) //cubemap darkened by lightmap mode
float3 cubemapLight = saturate( ( diffuseLighting - g_fvDiffuseCubemapMin ) * g_fvDiffuseCubemapMax );
specularLighting = lerp( specularLighting, specularLighting * cubemapLight, (HALF)g_DiffuseCubemapScale ); //reduce the cubemap contribution when the pixel is in shadow
#endif
specularLighting *= specularFactor;
specularLighting *= (HALF3)g_EnvmapTint.rgb;
HALF3 specularLightingSquared = specularLighting * specularLighting;
specularLighting = lerp( specularLighting, specularLightingSquared, (HALF)g_EnvmapContrast );
HALF3 greyScale = dot( specularLighting, HALF3( 0.299f, 0.587f, 0.114f ) );
specularLighting = lerp( greyScale, specularLighting, (HALF)g_EnvmapSaturation );
specularLighting *= fresnel;
}
#endif
if ( bDetailTexture )
{
diffuseComponent = TextureCombinePostLighting( diffuseComponent, detailColor, DETAIL_BLEND_MODE, detailBlendFactor );
}
HALF3 result = diffuseComponent + specularLighting;
#if ( LIGHTING_PREVIEW == 3 )
{
return float4( worldSpaceNormal, i.worldPos_projPosZ.w );
}
#endif
#if ( LIGHTING_PREVIEW == 1 )
{
float dotprod = 0.2 + abs( dot( normalize(worldSpaceNormal), normalize(worldVertToEyeVector) ) );
return FinalOutput( float4( dotprod * albedo.xyz, alpha ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
}
#endif
#if ( LIGHTING_PREVIEW == 2 )
{
LPREVIEW_PS_OUT ret;
ret.color = float4( albedo.xyz,alpha );
ret.normal = float4( worldSpaceNormal, i.worldPos_projPosZ.w );
ret.position = float4( worldPos, alpha );
ret.flags = float4( 1, 1, 1, alpha );
return FinalOutput( ret, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
}
#endif
#if ( LIGHTING_PREVIEW == 0 )
{
bool bWriteDepthToAlpha = false;
// ps_2_b and beyond
#if !(defined(SHADER_MODEL_PS_1_1) || defined(SHADER_MODEL_PS_1_4) || defined(SHADER_MODEL_PS_2_0))
bWriteDepthToAlpha = ( WRITE_DEPTH_TO_DESTALPHA != 0 ) && ( WRITEWATERFOGTODESTALPHA == 0 );
#endif
HALF flVertexFogFactor = 0.0h;
#if !HARDWAREFOGBLEND && !DOPIXELFOG
{
#if ( SEAMLESS )
{
flVertexFogFactor = i.SeamlessTexCoord_fogFactorW.w;
}
#else
{
flVertexFogFactor = i.baseTexCoord_fogFactorZ.z;
}
#endif
}
#endif
HALF fogFactor = CalcPixelFogFactorSupportsVertexFog( PIXELFOGTYPE, g_FogParams, g_EyePos.xyz, worldPos, i.worldPos_projPosZ.w, flVertexFogFactor );
#if WRITEWATERFOGTODESTALPHA && (PIXELFOGTYPE == PIXEL_FOG_TYPE_HEIGHT)
alpha = fogFactor;
#endif
float4_color_return_type vOutput = FinalOutputHalf( HALF4( result.rgb, alpha ), fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR, bWriteDepthToAlpha, i.worldPos_projPosZ.w );
#if ( defined( _X360 ) )
{
vOutput.xyz += ScreenSpaceOrderedDither( i.vScreenPos );
}
#endif
return vOutput;
}
#endif
}