Counter Strike : Global Offensive Source Code
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//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
// STATIC: "MULTITEXTURE" "0..1"
// STATIC: "FRESNEL" "0..1"
// STATIC: "BLEND" "0..1"
// STATIC: "REFRACTALPHA" "0..1"
// STATIC: "HDRTYPE" "0..2"
// STATIC: "FLOWMAP" "0..1"
// STATIC: "FLOW_DEBUG" "0..1"
// DYNAMIC: "HDRENABLED" "0..1"
#include "common_fog_ps_fxc.h"
#include "common_ps_fxc.h"
#include "shader_constant_register_map.h"
// Constants
const float3 g_WaterFogColor : register( c0 );
const float4 g_CheapWaterParams : register( c1 );
#define g_CheapWaterStart g_CheapWaterParams.x
#define g_CheapWaterEnd g_CheapWaterParams.y
#define g_CheapWaterDeltaRecip g_CheapWaterParams.z
#define g_CheapWaterStartDivDelta g_CheapWaterParams.w
const float4 g_ReflectTint : register( c2 );
const float g_flTime : register( c10 );
const float4 g_EyePos : register( PSREG_EYEPOS_SPEC_EXPONENT ); // c11
const float4 g_PixelFogParams : register( PSREG_FOG_PARAMS ); // c12
const float4 g_vFlowParams1 : register( c13 );
#define g_flWorldUvScale ( g_vFlowParams1.x ) // 1.0f / 10.0f
#define g_flNormalUvScale ( g_vFlowParams1.y ) // 1.0f / 1.15f
#define g_flBumpStrength ( g_vFlowParams1.z ) // 3.0f
#define g_flTimeScale ( g_vFlowParams1.w ) // 1.0f
const float3 g_vFlowParams2 : register( c14 );
#define g_flFlowTimeIntervalInSeconds ( g_vFlowParams2.x ) // 0.4f // Number of seconds to lerp from texture 1 to texture 2
#define g_flFlowUvScrollDistance ( g_vFlowParams2.y ) // 0.25f // Distance in uv space to fetch
#define g_flNoiseScale ( g_vFlowParams2.z )
// Textures
samplerCUBE EnvmapSampler : register( s0 );
sampler NormalMapSampler : register( s1 );
#if REFRACTALPHA
sampler RefractSampler : register( s2 );
#endif
sampler FlowSampler : register( s3 );
sampler FlowNoiseSampler : register( s4 );
samplerCUBE NormalizeSampler : register( s6 );
struct PS_INPUT
{
float4 worldSpaceEyeVect_normalMapX : TEXCOORD1;
float3x3 tangentSpaceTranspose : TEXCOORD2;
float4 vRefract_W_ProjZ : TEXCOORD5;
#if MULTITEXTURE
float4 vExtraBumpTexCoord : TEXCOORD6;
#endif
float4 worldPos_normalMapY : TEXCOORD7;
};
float2 UnpackNormal2D( float2 vNormal )
{
return ( ( vNormal.xy * 2.0 ) - 1.0 );
}
float3 UnpackNormal3D( float3 vNormal )
{
return ( ( vNormal.xyz * 2.0 ) - 1.0 );
}
float3 ComputeNormalFromXY( float2 vXY )
{
float3 vNormalTs;
vNormalTs.xy = vXY.xy;
vNormalTs.z = sqrt( saturate( 1.0 - dot( vNormalTs.xy, vNormalTs.xy ) ) );
return vNormalTs.xyz;
}
float3 ComputeNormalFromRGTexture( float2 vRGPixel )
{
float3 vNormalTs;
vNormalTs.xy = UnpackNormal2D( vRGPixel.rg );
vNormalTs.z = sqrt( saturate( 1.0 - dot( vNormalTs.xy, vNormalTs.xy ) ) );
return vNormalTs.xyz;
}
float4_color_return_type main( PS_INPUT i ) : COLOR
{
float2 normalMapTexCoord = float2( i.worldSpaceEyeVect_normalMapX.w, i.worldPos_normalMapY.w );
float3 vNormal;
#if ( FLOWMAP )
{
//*
float flWorldUvScale = g_flWorldUvScale;
float flNormalUvScale = g_flNormalUvScale;
float flFlowTimeIntervalInSeconds = g_flFlowTimeIntervalInSeconds;
float flFlowUvScrollDistance = g_flFlowUvScrollDistance;
float flBumpStrength = g_flBumpStrength;
float flTimeScale = g_flTimeScale;
float flNoiseScale = g_flNoiseScale;
//*/
/* River
float flWorldUvScale = 1.0f / 6.0f;
float flNormalUvScale = 1.0f / 0.5f;
float flFlowTimeIntervalInSeconds = 0.4f; // Number of seconds to lerp from texture 1 to texture 2
float flFlowUvScrollDistance = 0.2f; // Distance in uv space to fetch
float flBumpStrength = 1.0f;
float flTimeScale = 0.75f;
//*/
/* Swamp - Heavy churn
float flWorldUvScale = 1.0f / 10.0f;
float flNormalUvScale = 1.0f / 1.15f;
float flFlowTimeIntervalInSeconds = 0.4f; // Number of seconds to lerp from texture 1 to texture 2
float flFlowUvScrollDistance = 0.25f; // Distance in uv space to fetch
float flBumpStrength = 3.0f;
float flTimeScale = 1.0f;
//*/
/* Swamp - Calmer
float flWorldUvScale = 1.0f / 10.0f;
float flNormalUvScale = 1.0f / 1.15f;
float flFlowTimeIntervalInSeconds = 0.25f; // Number of seconds to lerp from texture 1 to texture 2
float flFlowUvScrollDistance = 0.15f; // Distance in uv space to fetch
float flBumpStrength = 1.05f;
float flTimeScale = 0.35f;
//*/
// Input uv
float2 vWorldUv = normalMapTexCoord.xy * flWorldUvScale;
float2 vUv1 = float2( i.worldPos_normalMapY.x, -i.worldPos_normalMapY.y ) * flNormalUvScale;
float2 vUv2 = vUv1.xy;
// Noise texture is used to offset the time interval different spatially so we don't see pulsing
float flNoise = tex2D( FlowNoiseSampler, float2( i.worldPos_normalMapY.x, -i.worldPos_normalMapY.y ) * flNoiseScale ).g;
// Flow texel has a 2D flow vector in the rg channels of the texture
float4 vFlowTexel = tex2D( FlowSampler, vWorldUv.xy );
#if FLOW_DEBUG
{
return float4( vFlowTexel.rgb, 0 );
}
#endif
// Unpack world flow vector from texture
float2 vFlowVectorTs = ( vFlowTexel.rg * 2.0f ) - 1.0f;
float flTimeInIntervals = ( ( g_flTime * flTimeScale ) + flNoise ) / ( flFlowTimeIntervalInSeconds * 2.0f );
float flScrollTime1 = frac( flTimeInIntervals );
float flScrollTime2 = frac( flTimeInIntervals + 0.5f ); // Half an interval off from texture 1
// Every interval has a unique offset so we don't see the same bump texels repeating continuously
float flOffset1 = floor( flTimeInIntervals ) * 0.311f;
float flOffset2 = floor( flTimeInIntervals + 0.5f ) * 0.311f + 0.5f; // The +0.5 is to match the phase offset
// Final flow uv is originalUv + interval offset + ( flowvector * scroll
float2 vFlowUv1 = vUv1.xy + flOffset1 + ( flScrollTime1 * ( flFlowUvScrollDistance * vFlowVectorTs.xy ) );
float2 vFlowUv2 = vUv2.xy + flOffset2 + ( flScrollTime2 * ( flFlowUvScrollDistance * vFlowVectorTs.xy ) );
// Lerp values to blend between the two layers of bump
float flWeight1 = abs( ( 2.0f * frac( flTimeInIntervals + 0.5f ) ) - 1.0f );
float flWeight2 = abs( ( 2.0f * frac( flTimeInIntervals ) ) - 1.0f );
float4 vNormalTexel1 = tex2D( NormalMapSampler, vFlowUv1.xy );
float4 vNormalTexel2 = tex2D( NormalMapSampler, vFlowUv2.xy );
float3 vNormal1 = ( vNormalTexel1.rgb );
float3 vNormal2 = ( vNormalTexel2.rgb );
// Combine both layers
vNormal.xy = UnpackNormal2D( lerp( vNormal1.xy, vNormal2.xy, flWeight2 ) );
// Change bump strength based on the length of the flow vector
//vNormal.xy *= ( length( vFlowVectorTs.xy ) + 0.05f ) * flBumpStrength;
vNormal.xy *= ( ( vFlowVectorTs.x * vFlowVectorTs.x + vFlowVectorTs.y * vFlowVectorTs.y ) + 0.05f ) * flBumpStrength;
// Generate normal from 2D scaled normal
vNormal.xyz = ComputeNormalFromXY( vNormal.xy );
}
#elif ( MULTITEXTURE )
{
vNormal.xyz = tex2D( NormalMapSampler, normalMapTexCoord ).xyz;
float3 vNormal1 = tex2D( NormalMapSampler, i.vExtraBumpTexCoord.xy ).xyz;
float3 vNormal2 = tex2D( NormalMapSampler, i.vExtraBumpTexCoord.zw ).xyz;
vNormal = 0.33 * ( vNormal + vNormal1 + vNormal2 );
vNormal = 2.0 * vNormal - 1.0;
}
#else
{
vNormal.xyz = DecompressNormal( NormalMapSampler, normalMapTexCoord, NORM_DECODE_NONE ).xyz;
}
#endif
float3 worldSpaceNormal = mul( vNormal, i.tangentSpaceTranspose );
float3 worldSpaceEye;
float flWorldSpaceDist = 1.0f;
#ifdef NV3X
// for some reason, fxc doesn't convert length( half3 v ) into all _pp opcodes.
#if ( BLEND )
{
worldSpaceEye = i.worldSpaceEyeVect_normalMapX.xyz;
float worldSpaceDistSqr = dot( worldSpaceEye, worldSpaceEye );
float rcpWorldSpaceDist = rsqrt( worldSpaceDistSqr );
worldSpaceEye *= rcpWorldSpaceDist;
flWorldSpaceDist = worldSpaceDistSqr * rcpWorldSpaceDist;
}
#else
{
worldSpaceEye = NormalizeWithCubemap( NormalizeSampler, i.worldSpaceEyeVect_normalMapX.xyz );
}
#endif
#else // !NV3X
#if ( BLEND )
{
worldSpaceEye = i.worldSpaceEyeVect_normalMapX.xyz;
flWorldSpaceDist = length( worldSpaceEye );
worldSpaceEye /= flWorldSpaceDist;
}
#else
{
worldSpaceEye = NormalizeWithCubemap( NormalizeSampler, i.worldSpaceEyeVect_normalMapX.xyz );
}
#endif
#endif
float3 reflectVect = CalcReflectionVectorUnnormalized( worldSpaceNormal, worldSpaceEye );
float3 specularLighting = ENV_MAP_SCALE * texCUBE( EnvmapSampler, reflectVect ).rgb;
specularLighting *= g_ReflectTint.rgb;
#if FRESNEL
// FIXME: It's unclear that we want to do this for cheap water
// but the code did this previously and I didn't want to change it
float flDotResult = dot( worldSpaceEye, worldSpaceNormal );
flDotResult = 1.0f - max( 0.0f, flDotResult );
float flFresnelFactor = flDotResult * flDotResult;
flFresnelFactor *= flFresnelFactor;
flFresnelFactor *= flDotResult;
#else
float flFresnelFactor = g_ReflectTint.a;
#endif
float flAlpha;
#if ( BLEND )
{
float flReflectAmount = saturate( flWorldSpaceDist * g_CheapWaterDeltaRecip - g_CheapWaterStartDivDelta );
flAlpha = saturate( flFresnelFactor + flReflectAmount );
#if REFRACTALPHA
// Perform division by W only once
float ooW = 1.0f / i.vRefract_W_ProjZ.z;
float2 unwarpedRefractTexCoord = i.vRefract_W_ProjZ.xy * ooW;
float fogDepthValue = tex2D( RefractSampler, unwarpedRefractTexCoord ).a;
// Fade on the border between the water and land.
flAlpha *= saturate( ( fogDepthValue - .05f ) * 20.0f );
#endif
}
#else
{
flAlpha = 1.0f;
#if HDRTYPE == 0 || HDRENABLED == 0
specularLighting = lerp( g_WaterFogColor, specularLighting, flFresnelFactor );
#else
specularLighting = lerp( GammaToLinear( g_WaterFogColor ), specularLighting, flFresnelFactor );
#endif
}
#endif
// multiply the color by alpha.since we are using alpha blending to blend against dest alpha for borders.
#if (PIXELFOGTYPE == PIXEL_FOG_TYPE_RANGE)
float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_PixelFogParams, g_EyePos.xyz, i.worldPos_normalMapY.xyz, i.vRefract_W_ProjZ.w );
#else
float fogFactor = 0;
#endif
return FinalOutput( float4( specularLighting, flAlpha ), fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR );
}