Counter Strike : Global Offensive Source Code
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//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
// STATIC: "STAGE" "0..2"
// STATIC: "TINTED" "0..1"
// STATIC: "SHADER_SRGB_READ" "0..1" [ps20b] [PC]
// STATIC: "SHADER_SRGB_READ" "0..0" [ps20b] [CONSOLE]
// DYNAMIC: "D_NVIDIA_STEREO" "0..1" [ps20b] [PC]
// DYNAMIC: "D_NVIDIA_STEREO" "0..0" [ps20b] [CONSOLE]
// SKIP: ( $STAGE != 2 ) && ( $TINTED == 1 )
#if defined( _X360 )
#undef SHADER_SRGB_READ
#define SHADER_SRGB_READ 1
#endif
#include "common_fog_ps_supportsvertexfog_fxc.h"
// Includes =======================================================================================
#include "common_vertexlitgeneric_dx9.h"
// Texture Samplers ===============================================================================
sampler g_tRefractionSampler : register( s0 );
sampler g_tPortalNoiseSampler : register( s1 );
sampler g_tPortalColorSampler : register( s2 );
#if D_NVIDIA_STEREO
sampler StereoParamSampler : register( s3 );
#endif
// Shaders Constants and Globals ==================================================================
const float4 g_mViewProj0 : register( c0 ); // 1st row of matrix
const float4 g_mViewProj1 : register( c1 ); // 2nd row of matrix
const float4 g_mViewProj2 : register( c2 ); // 3rd row of matrix
const float4 g_mViewProj3 : register( c3 ); // 4th row of matrix
const float3 g_vConst4 : register( c4 );
#define g_flPortalOpenAmount g_vConst4.x
#define g_flPortalActive g_vConst4.y
#define g_flPortalColorScale g_vConst4.z
const float4 g_vCameraPosition : register( c5 );
const float4 g_vFogParams : register( c6 );
#if ( TINTED == 1 )
const float4 g_vGradientDark : register( c7 ); //the dark side of a color gradient when not using a color texture
const float4 g_vGradientLight : register( c8 ); //the bright side of a color gradient when not using a color texture
#endif
const float4 g_vViewportMad : register( c9 );
// Interpolated values ============================================================================
struct PS_INPUT
{
float2 vUv0 : TEXCOORD0;
float3 vWorldTangent : TEXCOORD1;
float3 vWorldBinormal : TEXCOORD2;
float4 vWorldPosition : TEXCOORD3; // Proj pos z in w
float3 vProjPosForRefract : TEXCOORD4;
float4 vNoiseTexCoord : TEXCOORD5;
};
// This is the equilavent of smoothstep built into HLSL but linear
float linearstep( float iMin, float iMax, float iValue )
{
return saturate( ( iValue - iMin ) / ( iMax - iMin ) );
}
// NVIDIA's function to convert mono refract UV to the correct stereo UV for each eye
float2 MonoToStereoClipPosXY( float3 vMonoClipPos ) // .z is actually .w
{
#if ( !D_NVIDIA_STEREO )
{
return vMonoClipPos.xy;
}
#else
{
// 0th pixel = 1/16 == 1/16 + 1/8 * 0
float flEyeSep = tex2D( StereoParamSampler, float2( 0.0625f, 0 ) ).x; // 0.19 * 0.1316;
// 1st pixel = 3/16 == 1/16 + 1/8 * 1
float flConvergence = tex2D( StereoParamSampler, float2( 0.1875, 0 ) ).x; // 4;
float3 vStereoClipPos = vMonoClipPos.xyz;
// Undo the stereo transform
vStereoClipPos.x += flEyeSep * ( vMonoClipPos.z - flConvergence );
return vStereoClipPos.xy;
}
#endif
}
// Main ===========================================================================================
float4_color_return_type main( PS_INPUT i ) : COLOR
{
float kFlPortalOuterBorder = 0.075f; // Must match VS!
float kFlPortalInnerBorder = kFlPortalOuterBorder * 4.0f;
// Add a slight border around the portal opening (Do this in the VS?)
//i.vUv0.xy = i.vUv0.xy * ( 1.0f + kFlPortalOuterBorder ) - ( kFlPortalOuterBorder * 0.5f );
// Portal open time
float flPortalOpenAmount = smoothstep( 0.0f, 1.0f, saturate( g_flPortalOpenAmount ) );
//float flPortalOpenAmount = saturate( g_flPortalOpenAmount );
float flPortalOpenAmountSquared = flPortalOpenAmount * flPortalOpenAmount;
// Stretch values
float2 vStretchVector = ( i.vUv0.xy * 2.0f ) - 1.0f;
float flDistFromCenter = length( vStretchVector );
float2 vStretchVectorNormalized = normalize( vStretchVector );
// Stencil cutout (1.0 in hole)
float flStencilCutout = step( flDistFromCenter, flPortalOpenAmountSquared );
//==================================//
// Stage 0: Warp pixels around hole //
//==================================//
#if ( STAGE == 0 )
{
// Unrefracted tex coords
float2 vRefractTexCoordNoWarp = i.vProjPosForRefract.xy / i.vProjPosForRefract.z;
// Projected screen-space tangent
float3 vProjTangent;
vProjTangent.x = dot( float4( i.vWorldTangent.xyz, 1.0f ), g_mViewProj0.xyzw ); // 1st row
vProjTangent.y = -dot( float4( i.vWorldTangent.xyz, 1.0f ), g_mViewProj1.xyzw ); // 2nd row
vProjTangent.z = dot( float4( i.vWorldTangent.xyz, 1.0f ), g_mViewProj3.xyzw ); // 4th row
vProjTangent.xy += vProjTangent.z;
vProjTangent.xy *= 0.5f;
vProjTangent.xy /= vProjTangent.z;
vProjTangent.xy -= vRefractTexCoordNoWarp.xy;
// Projected screen-space binormal
float3 vProjBinormal;
vProjBinormal.x = dot( float4( i.vWorldBinormal.xyz, 1.0f ), g_mViewProj0.xyzw ); // 1st row
vProjBinormal.y = -dot( float4( i.vWorldBinormal.xyz, 1.0f ), g_mViewProj1.xyzw ); // 2nd row
vProjBinormal.z = dot( float4( i.vWorldBinormal.xyz, 1.0f ), g_mViewProj3.xyzw ); // 4th row
vProjBinormal.xy += vProjBinormal.z;
vProjBinormal.xy *= 0.5f;
vProjBinormal.xy /= vProjBinormal.z;
vProjBinormal.xy -= vRefractTexCoordNoWarp.xy;
// Tangent-space uv offset
float2 vTangentRefract = -vStretchVectorNormalized * flPortalOpenAmountSquared * ( 1.0f - pow( saturate( flDistFromCenter ), 64.0f ) );
vTangentRefract.xy *= smoothstep( ( flPortalOpenAmount * 1.5f ), flPortalOpenAmount, flDistFromCenter );
// Note: This works well perpendicular to the surface, but because the projection is non-linear, it's refracty very edge on
float2 kPortalRadius = { 32.0f, 32.0f }; // Should be 32, 54 but this reduces the artifacts from the comment above
vTangentRefract.xy *= kPortalRadius.xy;
// Generate refracteds screen-space uv
float2 vRefractTexCoord = MonoToStereoClipPosXY( i.vProjPosForRefract.xyz ) / i.vProjPosForRefract.z;
vRefractTexCoord.xy += vTangentRefract.x * vProjTangent.xy;
vRefractTexCoord.xy -= vTangentRefract.y * vProjBinormal.xy;
// Adjust for current viewport
#if defined( _X360 ) || defined( _PS3 )
{
vRefractTexCoord.xy = ( vRefractTexCoord.xy * g_vViewportMad.xy ) + g_vViewportMad.zw;
}
#endif
// Fetch color from texture
float3 cRefract = tex2Dsrgb( g_tRefractionSampler, vRefractTexCoord.xy ).rgb;
// Darken the ring around the portal as it's opening to help it stand out on plain walls
float flHoleEdge = flPortalOpenAmountSquared;
float flDimEdge = saturate( flPortalOpenAmount * 2.0f );
float flDarkeningRing = linearstep( flHoleEdge - 0.01f, flDimEdge, flDistFromCenter );
flDarkeningRing = ( abs( flDarkeningRing * 2.0f - 1.0f ) * 0.15f ) + 0.85f;
//===============//
// Combine terms //
//===============//
float4 result;
result.rgb = cRefract.rgb;
result.rgb *= flDarkeningRing;
// Alpha test away outside the portal oval
result.a = step( flDistFromCenter, 1.0f );
return FinalOutput( result, 0.0f, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
}
#endif
//============================================================================//
// Stage 1: Cut a hole in the stencil buffer (only render pixels in the hole) //
//============================================================================//
#if ( STAGE == 1 )
{
float4 result;
result.rgb = 0.0f;
result.a = flStencilCutout;
//result = 0.0f; // Disable the hole for debugging
return result;
}
#endif
//============================================//
// Stage 2: Fire effect around rim of opening //
//============================================//
#if ( STAGE == 2 )
{
// Outer effect mask
float flOuterEffectMask = ( 1.0f - linearstep( flPortalOpenAmountSquared, flPortalOpenAmountSquared + kFlPortalOuterBorder, flDistFromCenter ) ) * ( 1.0f - flStencilCutout );
// Inner effect mask
float flInnerEffectMask = ( linearstep( flPortalOpenAmountSquared - kFlPortalInnerBorder, flPortalOpenAmountSquared, flDistFromCenter ) ) * ( flStencilCutout );
// Fade it in as the portal is opening
//float flPortalActive = smoothstep( 0.0f, 1.0f, saturate( g_flPortalActive ) );
float flPortalActive = saturate( g_flPortalActive ); // This is good enough...smoothstep above is not necessary
//flPortalActive = linearstep( 0.0f, saturate( flDistFromCenter ), saturate( flPortalActive ) ); // Experiment to fade from center out
float flEffectFadeIn = max( saturate( flPortalOpenAmount * 2.5f ), ( 1.0f - flPortalActive ) );
// Combine mask terms
float flEffectMask = ( flInnerEffectMask + flOuterEffectMask ) * flEffectFadeIn;
//flEffectMask = pow( flEffectMask, 0.75f ); // This will thicken the border but also darken the alpha blend in ugly ways. Leaving this here for experiments later.
float4 cNoiseTexel1 = tex2D( g_tPortalNoiseSampler, i.vNoiseTexCoord.xy );
float4 cNoiseTexel2 = tex2D( g_tPortalNoiseSampler, i.vNoiseTexCoord.wz - cNoiseTexel1.rg*0.02 );
cNoiseTexel1.rgba = tex2D( g_tPortalNoiseSampler, i.vNoiseTexCoord.xy - cNoiseTexel2.rg*0.02 );
//float flNoise = ( ( cNoiseTexel1.g * cNoiseTexel2.g ) * 2.0f ); // More broken up flames and crazier
float flNoise = ( ( cNoiseTexel1.g + cNoiseTexel2.g ) * 0.5f ); // More solid flames and calmer
float flPortalActiveWithNoise = smoothstep( 0.0f, flNoise, flPortalActive );
float kFlBorderSoftness = 0.875f; // Larger numbers give more color in the middle when portal is inactive
float flBorderMaskWithNoise = ( 1.0f - smoothstep( flEffectMask - kFlBorderSoftness, flEffectMask + kFlBorderSoftness, flNoise ) );
flNoise = flBorderMaskWithNoise;
flEffectMask *= flBorderMaskWithNoise;
// This will get stuffed in alpha
float flTransparancy = saturate( flEffectMask + ( flStencilCutout * ( 1.0f - flPortalActiveWithNoise ) ) ) * 1.5f; // Magic number at the end will make the flames thicker with larger numbers
// This will make the portals shift in color from bottom to top (Set to 1.0f to disable)
//float flBottomToTopBrightnessShift = ( pow( abs(i.vUv0.y), 1.5f ) * 0.9f ) + 0.1f; // More extreme
//float flBottomToTopBrightnessShift = ( pow( abs(i.vUv0.y), 1.5f ) * 0.85f ) + 0.15f;
float flBottomToTopBrightnessShift = ( pow( abs(i.vUv0.y), 1.5f ) * 0.8f ) + 0.2f;
//float flBottomToTopBrightnessShift = ( pow( abs(i.vUv0.y), 1.5f ) * 0.75f ) + 0.25f; // More subtle (needs higher color scale below)
//float flBottomToTopBrightnessShift = 1.0f; // Disabled
float3 cFlameColor;
float flGradientSampleLocation = pow( flNoise, 0.5f ) * flBottomToTopBrightnessShift * flTransparancy;
#if ( TINTED == 0 )
{
// Fetch color from 1D texture
cFlameColor.rgb = tex1D( g_tPortalColorSampler, flGradientSampleLocation ).rgb;
}
#else
{
cFlameColor.rgb = lerp( g_vGradientDark.rgb, g_vGradientLight.rgb, flGradientSampleLocation );
}
#endif
cFlameColor.rgb *= g_flPortalColorScale; // Brighten colors to make it look more emissive
// Generate final color result
float4 result;
result.rgb = cFlameColor.rgb;
result.a = flTransparancy;
//result.rgb *= result.a; // This will give better definition to the flames but also darkens the outer rim
//result.rgb = pow( result.rgb, 1.5f );
//result.rgb *= result.rgb; // Make it look hotter
// Debugging
//result.rgba = flBorderMaskWithNoise;
//result.rgba = flEffectMask;
//result.rgba = flTransparancy;
//result.rgba = flPortalActive * flStencilCutout;
// Apply fog and deal with HDR
float fogFactor = 0.0f;
#if !defined( SHADER_MODEL_PS_2_0 )
{
fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_vFogParams, g_vCameraPosition.xyz, i.vWorldPosition.xyz, i.vWorldPosition.w );
}
#endif
// Limit tonemap scalar to 0.0-1.0 so the colors don't oversaturate, but let it drop down to 0 in case we're fading
float flTonemapScalar = saturate( LINEAR_LIGHT_SCALE );
return FinalOutput( result, fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_NONE ) * flTonemapScalar;
}
#endif
}