Counter Strike : Global Offensive Source Code
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//===================== Copyright (c) Valve Corporation. All Rights Reserved. ======================
// SKIP: $NORMALMAPALPHAENVMAPMASK && $BASEALPHAENVMAPMASK
// SKIP: $NORMALMAPALPHAENVMAPMASK && $ENVMAPMASK
// SKIP: $BASEALPHAENVMAPMASK && $ENVMAPMASK
// SKIP: $BASEALPHAENVMAPMASK && $SELFILLUM
// SKIP: !$FASTPATH && $FASTPATHENVMAPCONTRAST
// SKIP: !$FASTPATH && $FASTPATHENVMAPTINT
// SKIP: !$BUMPMAP && $BUMPMAP2
// SKIP: $BASEALPHAENVMAPMASK && ( $BUMPMAP && !$ENVMAPANISOTROPY )
// SKIP: $SEAMLESS && ( $DETAIL_BLEND_MODE != 12 )
// SKIP: $BUMPMASK && ( $SEAMLESS || ( $DETAILTEXTURE != 12 ) || $SELFILLUM || $BASETEXTURE2 )
// SKIP: $ENVMAPANISOTROPY && !$ENVMAP && ( $BUMPMAP != 1 )
// SKIP: $ENVMAPANISOTROPY && $NORMALMAPALPHAENVMAPMASK
// SKIP: !$BUMPMAP && $ADDBUMPMAPS
// SKIP: !$BUMPMAP2 && $ADDBUMPMAPS
// SKIP: $BUMPMASK && $ADDBUMPMAPS
// SKIP: $ADDBUMPMAPS && ( $DETAIL_BLEND_MODE != 12 ) [ps20]
// SKIP: ( $DETAIL == 2 ) && !$BASETEXTURE2
// 360 compiler craps out on some combo in this family. Content doesn't use blendmode 10 anyway
// SKIP: $FASTPATH && $PIXELFOGTYPE && $BASETEXTURE2 && $CUBEMAP && ($DETAIL_BLEND_MODE == 10 ) [CONSOLE]
// 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
#if defined( SHADER_MODEL_PS_2_0 )
//#error ps2.0 support removed for this shader
#endif
// NOTE: This has to be before inclusion of common_lightmappedgeneric_fxc.h to get the vertex format right!
#if ( DETAIL_BLEND_MODE == 12 )
#define DETAILTEXTURE 0
#else
#if ( DETAIL2 == 1)
#define DETAILTEXTURE 2
#else
#define DETAILTEXTURE 1
#endif
#endif
#include "common_ps_fxc.h"
#include "common_flashlight_fxc.h"
#define PIXELSHADER
#include "common_lightmappedgeneric_fxc.h"
#if SEAMLESS
#define USE_FAST_PATH 1
#else
#define USE_FAST_PATH FASTPATH
#endif
const float4 g_EnvmapTint : register( c0 );
#if ( USE_FAST_PATH == 1 || LIGHTING_PREVIEW == 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 float4 g_DetailTint_and_BlendFactor : register( c8 );
#define g_DetailTint (g_DetailTint_and_BlendFactor.rgb)
#define g_DetailBlendFactor (g_DetailTint_and_BlendFactor.w)
#if ADDBUMPMAPS == 1
#define g_vAddBumpMapScale1 g_DetailTint_and_BlendFactor.r;
#define g_vAddBumpMapScale2 g_DetailTint_and_BlendFactor.g;
#endif
const float4 g_Detail2Tint_and_BlendFactor : register(c9);
#define g_Detail2Tint (g_Detail2Tint_and_BlendFactor.rgb)
#define g_Detail2BlendFactor (g_Detail2Tint_and_BlendFactor.w)
const float3 g_EyePos : register( c10 );
const float4 g_FogParams : register( c11 );
const float4 g_TintValuesTimesLightmapScale : register( c12 );
#define g_flAlpha2 g_TintValuesTimesLightmapScale.w
const float4 g_FlashlightAttenuationFactors : register( c13 );
const float3 g_FlashlightPos : register( c14 );
const float4x4 g_FlashlightWorldToTexture : register( c15 ); // through c18
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
#if ( PHONG )
const float4 g_Phong_Exp_and_BaseTint : register( c22 );
#define g_PhongExp g_Phong_Exp_and_BaseTint.x
#define g_PhongTint g_Phong_Exp_and_BaseTint.y
#define g_PhongExp2 g_Phong_Exp_and_BaseTint.z
#define g_PhongTint2 g_Phong_Exp_and_BaseTint.w
const float4 g_PhongMask_Contrast_and_Brightness : register( c23 );
#define g_PhongMaskContrast g_PhongMask_Contrast_and_Brightness.x
#define g_PhongMaskBrightness g_PhongMask_Contrast_and_Brightness.y
#define g_PhongMaskContrast2 g_PhongMask_Contrast_and_Brightness.z
#define g_PhongMaskBrightness2 g_PhongMask_Contrast_and_Brightness.w
const float4 g_PhongAmount : register( c24 );
const float4 g_PhongAmount2 : register( c25 );
#endif
#if ( ENVMAPMASK ) && defined( SHADER_MODEL_PS_3_0 )
const float4 g_EnvmapMaskTexCoordTransform[2] : register( c35 );
const float4 g_EnvmapMaskTexCoordTransform2[2] : register( c37 );
#endif
sampler BaseTextureSampler : register( s0 );
sampler LightmapSampler : register( s1 );
samplerCUBE EnvmapSampler : register( s2 );
#if FANCY_BLENDING
sampler BlendModulationSampler : register( s3 );
#if ( CASCADED_SHADOW_MAPPING ) && defined( SHADER_MODEL_PS_3_0 ) && ( BUMPMAP > 0 )
const float4 g_vDropShadowParams : register( c26 );
#define g_fDropShadowScale g_vDropShadowParams.x
#define g_fDropShadowOpacity g_vDropShadowParams.y
#define g_fDropShadowHighlightScale g_vDropShadowParams.z
#define g_fDropShadowDepthExaggeration g_vDropShadowParams.w
#endif
#endif
#if ( BASETEXTURE2 ) && defined( SHADER_MODEL_PS_3_0 )
const float4 g_vTintLayer1 : register( c33 );
const float4 g_vTintLayer2 : register( c34 );
#endif
#if ( FANCY_BLENDING >= 2 ) && defined( SHADER_MODEL_PS_3_0 )
const float4 g_vBlendParams : register( c46 );
#define g_flBlendSoftness g_vBlendParams.x
#define g_flLayerBorderStrength g_vBlendParams.y
#define g_flLayerBorderOffset g_vBlendParams.z
#define g_flLayerBorderSoftness g_vBlendParams.w
const float4 g_vLayerBorderTint : register( c47 );
const float4 g_vEdgeBlendParams : register( c48 );
#define g_flLayerNormalEdgePunchInSign g_vEdgeBlendParams.x
#define g_flLayerNormalEdgeStrength g_vEdgeBlendParams.y
#define g_flLayerNormalEdgeOffset g_vEdgeBlendParams.z
#define g_flLayerNormalEdgeSoftness g_vEdgeBlendParams.w
#endif
#if ( DETAILTEXTURE != 0 )
sampler DetailSampler : register( s12 );
#if ( DETAILTEXTURE == 2 )
sampler DetailSampler2 : register( s9 );
#endif
#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 );
#endif
#if ( ENVMAPMASK ) && defined( SHADER_MODEL_PS_3_0 )
sampler EnvmapMaskSampler : register( s6 );
#if ( BASETEXTURE2 )
sampler EnvmapMaskSampler2 : register( s10 );
#endif
#endif
sampler BaseTextureSampler2 : register( s7 );
#if BUMPMASK == 1
sampler BumpMaskSampler : register( s8 );
#if NORMALMASK_DECODE_MODE == NORM_DECODE_ATI2N_ALPHA
sampler AlphaMaskSampler : register( s11 ); // alpha
#else
#define AlphaMaskSampler BumpMaskSampler
#endif
#endif
#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
#ifdef PHONG_DEBUG
#undef PHONG_DEBUG
#endif
#define PHONG_DEBUG 0
//const float g_flTime : register( c24 );
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
#if defined( SHADER_MODEL_PS_2_B )
#define CSM_LIGHTMAPPEDGENERIC
#endif
#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 ( BASETEXTURE2 && (BUMPMAP == 2) && CUBEMAP && NORMALMAPALPHAENVMAPMASK && 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 bBaseTexture2 = BASETEXTURE2 ? true : false;
bool bDetailTexture = ( DETAILTEXTURE != 0 ) ? true : false;
bool bDetailTexture2 = ( DETAILTEXTURE == 2 ) ? 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;
bool bNormalMapAlphaEnvmapMask = NORMALMAPALPHAENVMAPMASK ? true : false;
HALF4 baseColor = 0.0h;
HALF4 baseColor2 = 0.0h;
HALF4 vNormal = HALF4( 0, 0, 1, 1 );
float3 baseTexCoords = float3( 0, 0, 0 );
float3 baseTexCoords2 = float3( 0, 0, 0 );
float3 worldPos = i.worldPos_projPosZ.xyz;
HALF3x3 tangenttranspose = HALF3x3( HALF3(i.tangentSpaceTranspose0_vertexBlendX.xyz), HALF3(i.tangentSpaceTranspose1_bumpTexCoord2u.xyz), HALF3(i.tangentSpaceTranspose2_bumpTexCoord2v.xyz) );
float3 worldVertToEyeVector = g_EyePos - worldPos;
#if SEAMLESS
baseTexCoords = i.SeamlessTexCoord.xyz;
baseTexCoords2 = i.SeamlessTexCoord.xyz;
#else
baseTexCoords.xy = i.BASETEXCOORD;
baseTexCoords2.xy = i.BASETEXCOORD2;
#endif
float3 coords = baseTexCoords;
float3 coords2 = baseTexCoords2;
float2 detailTexCoord = 0.0f;
float2 detailTexCoord2 = 0.0f;
float2 bumpmapTexCoord = 0.0f;
float2 bumpmapTexCoord2 = 0.0f;
#if ( DETAILTEXTURE != 0 )
detailTexCoord = i.DETAILCOORD;
#if ( DETAILTEXTURE == 2 ) && defined( SHADER_MODEL_PS_3_0 )
detailTexCoord2 = i.DETAILCOORD2;
#endif
#endif
#if BUMPMAP
bumpmapTexCoord = i.BUMPCOORD;
bumpmapTexCoord2 = float2( i.BUMPCOORD2U, i.BUMPCOORD2V );
#endif
GetBaseTextureAndNormal( BaseTextureSampler, BaseTextureSampler2, BumpmapSampler,
bBaseTexture2, bBumpmap || bNormalMapAlphaEnvmapMask,
coords, coords2, bumpmapTexCoord,
(HALF3)i.vertexColor.rgb, baseColor, baseColor2, 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_bumpTexCoord.xy,
bumpCoord1, bumpCoord2, bumpCoord3 );
lightmapColor1 = LightMapSample( LightmapSampler, bumpCoord1 );
lightmapColor2 = LightMapSample( LightmapSampler, bumpCoord2 );
lightmapColor3 = LightMapSample( LightmapSampler, bumpCoord3 );
}
else
{
float2 bumpCoord1 = ComputeLightmapCoordinates( i.lightmapTexCoord1And2, i.lightmapTexCoord3_bumpTexCoord.xy );
lightmapColor1 = LightMapSample( LightmapSampler, bumpCoord1 );
}
#endif
HALF4 detailColor = HALF4( 1.0f, 1.0f, 1.0f, 1.0f );
HALF4 detailColor2 = HALF4( 1.0f, 1.0f, 1.0f, 1.0f );
#if ( DETAILTEXTURE != 0 )
#if SHADER_MODEL_PS_2_0 || ADDBUMPMAPS == 1
detailColor = h4tex2D( DetailSampler, detailTexCoord );
#else
detailColor = HALF4( g_DetailTint, 1.0h ) * h4tex2D( DetailSampler, detailTexCoord );
#endif
#if ( DETAILTEXTURE == 2 )
detailColor2 = HALF4( g_Detail2Tint, 1.0h ) * h4tex2D( DetailSampler2, detailTexCoord2 );
#endif
#endif
HALF blendedAlpha = baseColor.a;
HALF blendfactor = i.tangentSpaceTranspose0_vertexBlendX.w;
#if ( BASETEXTURE2 ) && defined( SHADER_MODEL_PS_3_0 )
baseColor.rgb *= g_vTintLayer1.rgb;
baseColor2.rgb *= g_vTintLayer2.rgb;
#endif
#if ( PHONG )
// save off basecolor for phong mask generation before it potentially gets overwritten with a blend of basecolor and basecolor2
HALF4 baseColor1 = baseColor;
#endif
HALF4 vBlendModulateTexel = HALF4( 0.0f, 0.0f, 0.0f, 0.0f );
float flBlendModulateFactor = 0.0f;
if ( bBaseTexture2 )
{
#if (SELFILLUM == 0) && (PIXELFOGTYPE != PIXEL_FOG_TYPE_HEIGHT) && (FANCY_BLENDING == 1) && (SEAMLESS == 0)
vBlendModulateTexel = h4tex2D( BlendModulationSampler, i.BLENDMODULATECOORD );
HALF minb=max(0, vBlendModulateTexel.g - vBlendModulateTexel.r );
HALF maxb=min(1, vBlendModulateTexel.g + vBlendModulateTexel.r );
blendfactor=smoothstep(minb,maxb,blendfactor);
#if ( CASCADED_SHADOW_MAPPING == 1 ) && ( BUMPMAP > 0 ) && defined( SHADER_MODEL_PS_3_0 )// drop shadows on blend textures
if ( g_fDropShadowOpacity > 0.0f )
{
float3 vWorldLightDir = normalize( g_vCSMLightDir );
float3x3 worldToTangentSpace = transpose( tangenttranspose );
HALF2 vShadowOffset = float2( 0, 0 );
vShadowOffset.x = dot( vWorldLightDir, worldToTangentSpace[0] );
vShadowOffset.y = dot( vWorldLightDir, worldToTangentSpace[1] );
HALF NdotL = dot( vWorldLightDir, tangenttranspose[2] );
HALF HNdotL = NdotL * 0.5f + 0.5f;
HALF fShadowOffset = ( vBlendModulateTexel.g - pow( vBlendModulateTexel.g, g_fDropShadowDepthExaggeration ) * g_fDropShadowDepthExaggeration ) * g_fDropShadowScale;
HALF fHighlightOffset = -vBlendModulateTexel.g * g_fDropShadowHighlightScale;
fShadowOffset = lerp( fShadowOffset, fHighlightOffset, blendfactor );
vShadowOffset = vShadowOffset * fShadowOffset * NdotL;
HALF4 vShadowSample = h4tex2D( BlendModulationSampler, i.BLENDMODULATECOORD + vShadowOffset );
minb=max(0.0039, vShadowSample.g - vShadowSample.r );
maxb=min(1, vShadowSample.g + vShadowSample.r );
HALF dropshadow=smoothstep( maxb, minb, i.tangentSpaceTranspose0_vertexBlendX.w );
baseColor.rgb *= lerp( 1.0f, max( dropshadow, 1.0f - g_fDropShadowOpacity ), smoothstep( 0.1f, 0.5f, HNdotL ) );
HALF highlight=smoothstep(maxb,minb,i.tangentSpaceTranspose0_vertexBlendX.w) * g_fDropShadowOpacity;
baseColor2.rgb += baseColor2.rgb * highlight * HNdotL;
}
#endif
#elif (FANCY_BLENDING >= 2) && (SELFILLUM == 0) && (PIXELFOGTYPE != PIXEL_FOG_TYPE_HEIGHT) && (SEAMLESS == 0) && defined( SHADER_MODEL_PS_3_0 )
vBlendModulateTexel = h4tex2D( BlendModulationSampler, i.BLENDMODULATECOORD );
flBlendModulateFactor = vBlendModulateTexel.g;
#if ( FANCY_BLENDING == 3 )
{
flBlendModulateFactor = vBlendModulateTexel.a;
}
#endif
HALF minb = max( 0, flBlendModulateFactor - g_flBlendSoftness );
HALF maxb = min( 1, flBlendModulateFactor + g_flBlendSoftness );
float flBlendfactor = smoothstep( minb, maxb, blendfactor );
HALF minborder = max( 0, flBlendModulateFactor - g_flLayerBorderSoftness );
HALF maxborder = min( 1, flBlendModulateFactor + g_flLayerBorderSoftness );
float flBorderWeight = smoothstep( minborder, maxborder, saturate( blendfactor - g_flLayerBorderOffset ) );
float flBorderStrength = ( 1.0 - abs( flBorderWeight * 2.0 - 1.0 ) ) * g_flLayerBorderStrength;
baseColor.rgb *= lerp( float3( 1.0, 1.0, 1.0 ), g_vLayerBorderTint.rgb, flBorderStrength );
blendfactor = flBlendfactor;
#endif
baseColor.rgb = lerp( baseColor.rgb, baseColor2.rgb, blendfactor );
blendedAlpha = lerp( baseColor.a, baseColor2.a, blendfactor );
}
HALF3 specularFactor = 1.0h;
HALF4 vNormalMask = HALF4(0, 0, 1, 1);
if ( bBumpmap )
{
#if ( BUMPMAP2 == 1 )
{
float2 b2TexCoord = bumpmapTexCoord2;
HALF4 vNormal2;
#if ( BUMPMAP == 2 )
{
vNormal2 = h4tex2D( BumpmapSampler2, b2TexCoord );
}
#else
{
HALF4 normalTexel = h4tex2D( BumpmapSampler2, b2TexCoord );
vNormal2 = HALF4( normalTexel.xyz * 2.0h - 1.0h, normalTexel.a );
}
#endif
#if ( BUMPMASK == 1 )
HALF3 vNormal1 = DecompressNormal( BumpmapSampler, i.BUMPCOORD, NORMALMASK_DECODE_MODE, AlphaMapSampler );
vNormal.xyz = normalize( vNormal1.xyz + vNormal2.xyz );
// Third normal map...same coords as base
normalTexel = h4tex2D( BumpMaskSampler, i.BASETEXCOORD );
vNormalMask = HALF4( normalTexel.xyz * 2.0h - 1.0h, normalTexel.a );
vNormal.xyz = lerp( vNormalMask.xyz, vNormal.xyz, vNormalMask.a ); // Mask out normals from vNormal
specularFactor = vNormalMask.a;
#else // BUMPMASK == 0
#if ADDBUMPMAPS == 1
vNormal.xy *= g_vAddBumpMapScale1;
vNormal2.xy *= g_vAddBumpMapScale2;
vNormal.xyz = normalize( vNormal.xyz + vNormal2.xyz );
#elif (FANCY_BLENDING == 3) && (SELFILLUM == 0) && (PIXELFOGTYPE != PIXEL_FOG_TYPE_HEIGHT) && (SEAMLESS == 0) && defined( SHADER_MODEL_PS_3_0 )
float3 vEdgeNormal = float3( vBlendModulateTexel.xy * 2 - 1, 0.0 );
vEdgeNormal.xy *= g_flLayerNormalEdgePunchInSign;
HALF minedge = max( 0, flBlendModulateFactor - g_flLayerNormalEdgeSoftness );
HALF maxedge = min( 1, flBlendModulateFactor + g_flLayerNormalEdgeSoftness );
float flEdgeWeight = smoothstep( minedge, maxedge, saturate( i.tangentSpaceTranspose0_vertexBlendX.w - g_flLayerNormalEdgeOffset ) );
float flEdgeBlendStrength = ( 1.0 - abs( flEdgeWeight * 2.0 - 1.0 ) ) * g_flLayerNormalEdgeStrength;
flEdgeBlendStrength *= blendfactor;
flEdgeBlendStrength = saturate( flEdgeBlendStrength );
vNormal2.xyz = lerp( vNormal2.xyz, vEdgeNormal.xyz, flEdgeBlendStrength );
vNormal2.xyz = normalize( vNormal2.xyz );
vNormal.xyz = lerp( vNormal.xyz, vNormal2.xyz, blendfactor);
#else
vNormal.xyz = lerp( vNormal.xyz, vNormal2.xyz, blendfactor);
#endif
#endif
if ( bNormalMapAlphaEnvmapMask )
{
specularFactor *= (HALF)vNormal.a;
// Mappers don't like that the 2nd normal alpha contributes to the envmap mask.
//specularFactor *= lerp( vNormal.a, vNormal2.a, blendfactor );
}
}
#else // BUMPMAP2 == 1
{
if ( bNormalMapAlphaEnvmapMask )
{
specularFactor *= (HALF)vNormal.a;
}
}
#endif // BUMPMAP2 == 1
}
else if ( bNormalMapAlphaEnvmapMask )
{
specularFactor *= (HALF)vNormal.a;
}
#if ENVMAPMASK && defined( SHADER_MODEL_PS_3_0 )
{
// note - dropped support for sm2/2b
float2 envmapMaskTexCoord = float2( dot( i.ENVMAPMASKCOORD, g_EnvmapMaskTexCoordTransform[0].xy ) + g_EnvmapMaskTexCoordTransform[0].w,
dot( i.ENVMAPMASKCOORD, g_EnvmapMaskTexCoordTransform[1].xy ) + g_EnvmapMaskTexCoordTransform[1].w );
float3 envmapMask = h3tex2D( EnvmapMaskSampler, envmapMaskTexCoord ).xyz;
#if BASETEXTURE2
{
float2 envmapMaskTexCoord2 = float2( dot( i.ENVMAPMASKCOORD, g_EnvmapMaskTexCoordTransform2[0].xy ) + g_EnvmapMaskTexCoordTransform2[0].w,
dot( i.ENVMAPMASKCOORD, g_EnvmapMaskTexCoordTransform2[1].xy ) + g_EnvmapMaskTexCoordTransform2[1].w );
float3 envmapMask2 = h3tex2D( EnvmapMaskSampler2, envmapMaskTexCoord2 ).xyz;
envmapMask.rgb = lerp( envmapMask.rgb, envmapMask2.rgb, blendfactor );
}
#endif
specularFactor *= envmapMask;
}
#endif
if ( bBaseAlphaEnvmapMask )
{
specularFactor *= 1.0h - blendedAlpha; // Reversing alpha blows!
}
HALF4 albedo = HALF4( 1.0f, 1.0f, 1.0f, 1.0f );
HALF alpha = 1.0h;
albedo *= baseColor;
if (
#if ( DETAIL_BLEND_MODE == TCOMBINE_MASK_BASE_BY_DETAIL_ALPHA )
( !bDetailTexture ) && // In this mode we must latch alpha post detail lerp blend with base texture (see "alpha *= albedo.a" below)
#endif
( !bBaseAlphaEnvmapMask && !bSelfIllum )
)
{
alpha *= baseColor.a;
}
float detailBlendFactor = 0.0f;
if ( bDetailTexture )
{
if ( bDetailTexture2 )
{
// combine detail maps and blend factors
detailColor = lerp( detailColor, detailColor2, blendfactor );
detailBlendFactor = lerp( g_DetailBlendFactor, g_Detail2BlendFactor, blendfactor );
}
else
{
detailBlendFactor = g_DetailBlendFactor;
}
albedo = TextureCombine( albedo, detailColor, DETAIL_BLEND_MODE, detailBlendFactor );
#if ( DETAIL_BLEND_MODE == TCOMBINE_MASK_BASE_BY_DETAIL_ALPHA )
alpha *= albedo.a; // In this mode we latch alpha post detail lerp now, #if above ensures that we don't pre-multiply by baseColor.a earlier
#endif
#if ( ( DETAIL_BLEND_MODE == TCOMBINE_MOD2X_SELECT_TWO_PATTERNS ) && !BASETEXTURE2 && !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
// MAINTOL4DMERGEFIXME
//alpha *= i.vertexColor.a * g_flAlpha2; // not sure about this one
alpha *= i.vertexColor.a; // not sure about this one
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 ) )
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 ) )
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 ) )
diffuseLighting = BlendDiffuseLightmapWithCSM( diffuseLighting, lightmapColor1.a, worldPos, flShadow, flShadowScalar );
#endif
diffuseLighting.rgb *= g_TintValuesTimesLightmapScale.rgb;
}
// OLD CSM BLENDING - see above for fixed/improved. This version supports older vrad baked lightmap alpha
// also a catch path for ssbump
#if ( ( ( CSM_BLENDING == 0 ) ) && ( CASCADED_SHADOW_MAPPING ) && ( CASCADE_SIZE > 0 ) )
{
#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 ) && !defined( SHADER_MODEL_PS_2_B )
}
#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;
#if FANCY_BLENDING == 0
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 );
#endif
specularLighting *= fresnel;
}
#endif
if ( bDetailTexture )
{
diffuseComponent = TextureCombinePostLighting( diffuseComponent, detailColor, DETAIL_BLEND_MODE, detailBlendFactor );
}
// PHONG
#if ( PHONG ) && ( CASCADED_SHADOW_MAPPING )
[branch]
if ( flShadowScalar > 0.0f )
{
float3 phongLighting = float3( 0.0f, 0.0f, 0.0f );
float3 eyeVect = normalize( worldVertToEyeVector );
float3 vLightDir = normalize( g_vCSMLightDir );
float3 vHalfAngle = normalize( eyeVect.xyz + vLightDir.xyz);
// need normalized worldspacenormal here else NDotH raised to phongExp blows up
worldSpaceNormal = normalize(worldSpaceNormal);
float NDotH = saturate( dot( worldSpaceNormal.xyz, vHalfAngle.xyz ) );
float2 phongMask = float2( 0.0f, 0.0f );
float2 phongTerm = float2( 0.0f, 0.0f );
// greyscale phong mask
phongMask.x = dot( baseColor1.rgb, float3(0.299f, 0.587f, 0.114f) );
// phong lighting
phongTerm.x = pow( NDotH, g_PhongExp ); // Raise to specular exponent
if ( bBaseTexture2 )
{
phongMask.y = dot( baseColor2.rgb, float3(0.299f, 0.587f, 0.114f) );
phongTerm.y = pow( NDotH, g_PhongExp2 );
}
// phong mask contrast, brightness
phongMask.xy = saturate( ( (phongMask.xy - 0.5f) * g_PhongMask_Contrast_and_Brightness.xz ) + 0.5f + g_PhongMask_Contrast_and_Brightness.yw );
// * mask
phongTerm.xy *= phongMask.xy;
// phong lighting material1
phongLighting = phongTerm.xxx * g_PhongAmount.rgb * lerp( float3(1.0f, 1.0f, 1.0f), baseColor1.rgb, g_PhongTint ); // * amount * tint
// material2
if ( bBaseTexture2 )
{
float3 phongLighting2 = phongTerm.yyy * g_PhongAmount2.rgb * lerp( float3(1.0f, 1.0f, 1.0f), baseColor2.rgb, g_PhongTint2 ); // term * mask * amount * tint
// blend
phongLighting = lerp( phongLighting, phongLighting2, blendfactor );
}
#if ( CSM_BLENDING == 1 )
// mask with N.L * ao * baked shadow * dynamic shadow
phongLighting *= flShadow * flShadowScalar * specularFactor;
#else
phongLighting *= pow( saturate( dot( worldSpaceNormal, vLightDir ) ), 0.5f ); // Mask with N.L raised to a power
phongLighting *= flShadow * diffuseLighting * specularFactor; // modulate with csm shadow, diffuse lighting, spec(env map) mask if present
#endif
specularLighting += phongLighting;
#if ( PHONG_DEBUG == 1 )
// debug phong mask
diffuseComponent = 0.0f;
specularLighting = lerp( phongMask.xxx, 0.0f, blendfactor );
specularLighting += lerp( 0.0f, phongMask.yyy, blendfactor );
#endif
}
// use .a channel of phongAmount as a modulator for the diffuse component (useful for debugging, or approximating energy conservation
if ( bBaseTexture2 )
{
diffuseComponent *= lerp( g_PhongAmount.a, g_PhongAmount2.a, blendfactor );
}
else
{
diffuseComponent *= g_PhongAmount.a;
}
#endif
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*(g_TintValuesTimesLightmapScale.rgb/g_TintValuesTimesLightmapScale.w), 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;
// FIXME: Reintroduce support for vertex fog
//#if !HARDWAREFOGBLEND && !DOPIXELFOG
//{
// #if ( SEAMLESS )
// {
// flVertexFogFactor = i.SeamlessTexCoord_fogFactorW.w;
// }
// #else
// {
// flVertexFogFactor = i.baseTexCoord_fogFactorZ.z;
// }
// #endif
//}
//#endif
HALF fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos.xyz, worldPos, i.worldPos_projPosZ.w );
//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
}