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302 lines
9.6 KiB
302 lines
9.6 KiB
//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
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//
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// Purpose:
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//
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//===========================================================================//
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// vertexshaders that pair with this pixel shader:
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// lightmappedgeneric_flashlight_vs20
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// vertexlitgeneric_flashlight_vs20
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// STATIC: "SFM" "0..0" [ps20] [ps20b] [PC]
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// STATIC: "SFM" "0..1" [ps30] [PC]
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// STATIC: "SFM" "0..0" [CONSOLE]
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// STATIC: "NORMALMAP" "0..2"
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// STATIC: "NORMALMAP2" "0..1"
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// STATIC: "WORLDVERTEXTRANSITION" "0..1"
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// STATIC: "SEAMLESS" "0..1"
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// STATIC: "DETAILTEXTURE" "0..1"
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// STATIC: "DETAIL_BLEND_MODE" "0..11"
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// STATIC: "FLASHLIGHTDEPTHFILTERMODE" "0..3" [ps20b] [PC]
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// STATIC: "FLASHLIGHTDEPTHFILTERMODE" "0..2" [ps30] [PC]
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// STATIC: "FLASHLIGHTDEPTHFILTERMODE" "0..0" [ps20b] [CONSOLE]
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// DYNAMIC: "FLASHLIGHTSHADOWS" "0..1" [ps20b] [ps30]
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// DYNAMIC: "UBERLIGHT" "0..1" [ps30] [PC]
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// SKIP: ( $SFM == 0 ) && ( $UBERLIGHT == 1 )
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// SKIP: !$WORLDVERTEXTRANSITION && $NORMALMAP2
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// SKIP: !$NORMALMAP && $NORMALMAP2
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// SKIP: !$DETAILTEXTURE && ( $DETAIL_BLEND_MODE != 0 )
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#include "common_fog_ps_supportsvertexfog_fxc.h"
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#include "shader_constant_register_map.h"
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#include "common_flashlight_fxc.h"
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#include "common_lightmappedgeneric_fxc.h"
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const float4 g_DetailConstants : register( c0 );
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const float3 g_DiffuseModulation : register( PSREG_DIFFUSE_MODULATION );
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const float4 g_vShadowTweaks : register( PSREG_ENVMAP_TINT__SHADOW_TWEAKS );
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const float4 g_FogParams : register( PSREG_FOG_PARAMS );
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const float4 g_EyePos : register( PSREG_EYEPOS_SPEC_EXPONENT );
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const float4 g_FlashlightAttenuation : register( PSREG_FLASHLIGHT_ATTENUATION );
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#if !defined( SHADER_MODEL_PS_2_0 )
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const float4 g_FlashlightPos : register( PSREG_FLASHLIGHT_POSITION_RIM_BOOST );
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#else
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// Lock flashlight pos to eye pos in ps_2_0
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#define g_FlashlightPos g_EyePos
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#endif
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#if ( UBERLIGHT )
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const float3 g_vSmoothEdge0 : register( PSREG_UBERLIGHT_SMOOTH_EDGE_0 );
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const float3 g_vSmoothEdge1 : register( PSREG_UBERLIGHT_SMOOTH_EDGE_1 );
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const float3 g_vSmoothOneOverWidth : register( PSREG_UBERLIGHT_SMOOTH_EDGE_OOW );
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const float4 g_vShearRound : register( PSREG_UBERLIGHT_SHEAR_ROUND );
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const float4 g_aAbB : register( PSREG_UBERLIGHT_AABB );
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const float4x4 g_FlashlightWorldToLight : register( PSREG_UBERLIGHT_WORLD_TO_LIGHT );
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#endif
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sampler SpotSampler : register( s0 );
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sampler BaseTextureSampler : register( s1 );
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samplerCUBE NormalizingCubemapSampler : register( s2 );
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// use a normalizing cube map here if we aren't normal mapping
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sampler BumpMapSampler : register( s3 );
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sampler BaseTextureSampler2 : register( s4 );
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#ifdef WORLDVERTEXTRANSITION
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sampler NormalMap2Sampler : register( s6 );
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#endif
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#if DETAILTEXTURE
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sampler DetailSampler : register( s8 );
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#endif
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#if FLASHLIGHTSHADOWS && ( defined( SHADER_MODEL_PS_2_B ) || defined( SHADER_MODEL_PS_3_0 ) )
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sampler RandomRotationSampler : register( s5 ); // Random rotation sampler
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sampler FlashlightDepthSampler : register( s7 );
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#endif
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struct PS_INPUT
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{
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float4 spotTexCoord : TEXCOORD0;
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#if SEAMLESS
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float3 SeamlessTexCoord : TEXCOORD1;
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#else
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float2 baseTexCoord : TEXCOORD1;
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#endif
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#if NORMALMAP
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float3 tangentPosToLightVector : TEXCOORD2;
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float2 normalMapTexCoord : TEXCOORD3;
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#else
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float3 worldPosToLightVector : TEXCOORD2;
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float3 normal : TEXCOORD3;
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#endif
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float2 detailCoords : TEXCOORD4;
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float4 worldPos_worldTransition : TEXCOORD5;
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#if HARDWAREFOGBLEND || DOPIXELFOG
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float3 projPos_fogFactorW : TEXCOORD6;
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#else
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float4 projPos_fogFactorW : TEXCOORD6;
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#endif
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float4 vNormalSqr : COLOR1;
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};
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float4 SampleNormal( sampler s, PS_INPUT i )
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{
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#if SEAMLESS
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float4 szy=tex2D( s, i.SeamlessTexCoord.zy );
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float4 sxz=tex2D( s, i.SeamlessTexCoord.xz );
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float4 syx=tex2D( s, i.SeamlessTexCoord.xy );
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return i.vNormalSqr.r*szy + i.vNormalSqr.g*sxz + i.vNormalSqr.b*syx;
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#else
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#if NORMALMAP
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return tex2D( s, i.normalMapTexCoord.xy);
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#else
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return float4(0,0,1,1);
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#endif
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#endif
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}
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float4_color_return_type main( PS_INPUT i ) : COLOR
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{
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bool bBase2 = WORLDVERTEXTRANSITION ? true : false;
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bool bBump = (NORMALMAP != 0) ? true : false;
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// Do spot stuff early since we can bail out
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float3 spotColor = float3(0,0,0);
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float3 vProjCoords = i.spotTexCoord.xyz / i.spotTexCoord.w;
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#if ( defined( _X360 ) )
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float3 ltz = vProjCoords.xyz < float3( 0.0f, 0.0f, 0.0f );
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float3 gto = vProjCoords.xyz > float3( 1.0f, 1.0f, 1.0f );
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[branch]
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if ( dot(ltz + gto, float3(1,1,1)) > 0 )
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{
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clip (-1);
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return float4(0,0,0,0);
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}
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else
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{
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spotColor = tex2D( SpotSampler, vProjCoords );
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[branch]
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if ( dot(spotColor.xyz, float3(1,1,1)) <= 0 )
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{
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clip(-1);
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return float4(0,0,0,0);
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}
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else
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{
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#else
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spotColor = tex2D( SpotSampler, vProjCoords ).rgb;
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#if ( defined(SHADER_MODEL_PS_2_B) || defined(SHADER_MODEL_PS_3_0) )
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spotColor *= i.spotTexCoord.www > float3(0,0,0); // Catch back projection (PC-only at the moment)
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#endif
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#endif
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HALF4 baseColor = 0.0f;
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HALF4 baseColor2 = 0.0f;
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HALF4 vNormal = float4(0, 0, 1, 1);
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float3 baseTexCoords = float3(0,0,0);
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float3 normalTexCoords = float3( 0, 0, 0 );
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#if SEAMLESS
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baseTexCoords = i.SeamlessTexCoord.xyz;
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normalTexCoords = baseTexCoords;
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#else
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baseTexCoords.xy = i.baseTexCoord.xy;
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#if ( NORMALMAP != 0 )
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normalTexCoords.xy = i.normalMapTexCoord.xy;
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#else
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normalTexCoords = baseTexCoords;
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#endif
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#endif
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GetBaseTextureAndNormal( BaseTextureSampler, BaseTextureSampler2, BumpMapSampler, bBase2, bBump,
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baseTexCoords.xyz, baseTexCoords.xyz, normalTexCoords.xy, i.vNormalSqr.xyz, baseColor.rgba, baseColor2.rgba, vNormal.xyzw );
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#if DETAILTEXTURE
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float4 detailColor = float4( g_DetailConstants.xyz, 1.0f ) * tex2D( DetailSampler, i.detailCoords );
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#endif
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#if WORLDVERTEXTRANSITION
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float lerpAlpha = 1-i.worldPos_worldTransition.a;
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#endif
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#if ( NORMALMAP == 0 )
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vNormal.xyz = normalize( i.normal.xyz );
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#endif
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#if ( NORMALMAP == 1 )
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vNormal.xyz = vNormal.xyz * 2.0f - 1.0f; // signed
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# if NORMALMAP2
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float3 normal2 = SampleNormal( NormalMap2Sampler, i ).xyz * 2.0f - 1.0f;
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vNormal.xyz = lerp( normal2, vNormal.xyz, lerpAlpha );
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# endif
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#endif
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// ssbump
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#if ( NORMALMAP == 2 )
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# if NORMALMAP2
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float3 normal2 = SampleNormal( NormalMap2Sampler, i ).xyz;
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vNormal.xyz = lerp( normal2, vNormal.xyz, lerpAlpha );
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# endif
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#if ( DETAILTEXTURE && ( DETAIL_BLEND_MODE == TCOMBINE_SSBUMP_BUMP ) )
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vNormal.xyz *= lerp( float3( 1, 1, 1 ), 2.0 * detailColor.xyz, baseColor.a );
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baseColor.a = 1;
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#endif
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#else
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// Normalize normal after all of the lerps above (including the tri/bilinear texel fetches)
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vNormal.xyz = normalize( vNormal.xyz );
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#endif
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spotColor.rgb *= cFlashlightColor.rgb;
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// Compute per-pixel distance attenuation
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float3 delta = g_FlashlightPos.xyz - i.worldPos_worldTransition.xyz;
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float distSquared = dot( delta, delta );
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float dist = sqrt( distSquared );
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float farZAtten = g_FlashlightAttenuation.w;
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float endFalloffFactor = RemapValClamped( dist, farZAtten, 0.6f * farZAtten, 0.0f, 1.0f );
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float flAtten = saturate(endFalloffFactor * dot( g_FlashlightAttenuation.xyz, float3( 1.0f, 1.0f/dist, 1.0f/distSquared ) ) );
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#if FLASHLIGHTSHADOWS && ( defined( SHADER_MODEL_PS_2_B ) || defined( SHADER_MODEL_PS_3_0 ) )
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float flShadow = DoFlashlightShadow( FlashlightDepthSampler, RandomRotationSampler, vProjCoords, i.projPos_fogFactorW.xy / i.projPos_fogFactorW.z, FLASHLIGHTDEPTHFILTERMODE, g_vShadowTweaks );
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float flAttenuated = lerp( flShadow, 1.0f, g_vShadowTweaks.y ); // Blend between fully attenuated and not attenuated
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flShadow = saturate(lerp( flAttenuated, flShadow, flAtten )); // Blend between shadow and above, according to light attenuation
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spotColor *= flShadow;
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#endif
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#if ( UBERLIGHT )
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// Transform from world space position to light space position
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float3 flashlightSpacePosition = mul( float4( i.worldPos_worldTransition.xyz, 1.0f ), g_FlashlightWorldToLight ).yzx;
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spotColor *= uberlight( flashlightSpacePosition, g_vSmoothEdge0, g_vSmoothEdge1,
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g_vSmoothOneOverWidth, g_vShearRound.xy, g_aAbB, g_vShearRound.zw );
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#endif
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#if WORLDVERTEXTRANSITION
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baseColor.xyz = lerp( baseColor2.xyz, baseColor.xyz, lerpAlpha );
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#endif
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#if DETAILTEXTURE
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float4 vBase = TextureCombine( baseColor, detailColor, DETAIL_BLEND_MODE, g_DetailConstants.w );
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baseColor.xyz = vBase.xyz;
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#endif
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#if NORMALMAP == 0
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float3 worldPosToLightVector = texCUBE( NormalizingCubemapSampler, i.worldPosToLightVector ).rgb * 2.0f - 1.0f;
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float nDotL = dot( worldPosToLightVector, vNormal.xyz );
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#endif
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#if NORMALMAP == 1
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// flashlightfixme: wrap this!
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float3 tangentPosToLightVector = texCUBE( NormalizingCubemapSampler, i.tangentPosToLightVector ).rgb * 2.0f - 1.0f;
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float nDotL = dot( tangentPosToLightVector, vNormal.xyz );
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#endif
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#if NORMALMAP == 2
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float3 tangentPosToLightVector = normalize( i.tangentPosToLightVector );
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float nDotL =
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vNormal.x*dot( tangentPosToLightVector, bumpBasis[0]) +
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vNormal.y*dot( tangentPosToLightVector, bumpBasis[1]) +
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vNormal.z*dot( tangentPosToLightVector, bumpBasis[2]);
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#endif
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float3 outColor;
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outColor = g_DiffuseModulation * spotColor * baseColor.xyz * saturate( nDotL );
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outColor *= flAtten;
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float flVertexFogFactor = 0.0f;
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#if ( !HARDWAREFOGBLEND && !DOPIXELFOG )
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{
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flVertexFogFactor = i.projPos_fogFactorW.w;
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}
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#endif
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float fogFactor = CalcPixelFogFactorSupportsVertexFog( PIXELFOGTYPE, g_FogParams, g_EyePos.xyz, i.worldPos_worldTransition.xyz, i.projPos_fogFactorW.z, flVertexFogFactor );
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return FinalOutput( float4(outColor, baseColor.a), fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR );
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// so we can jump over all of the above
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#if ( defined( _X360 ) )
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}
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}
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#endif
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}
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