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537 lines
24 KiB
537 lines
24 KiB
//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
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// STATIC: "BACK_SURFACE" "0..1"
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// STATIC: "LIGHT_WARP" "0..1"
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// STATIC: "FRESNEL_WARP" "0..1"
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// STATIC: "HIGH_PRECISION_DEPTH" "0..1"
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// STATIC: "INTERIOR_LAYER" "0..1"
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// STATIC: "OPACITY_TEXTURE" "0..1"
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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] [XBOX]
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// STATIC: "CONTACT_SHADOW" "0..1"
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// DYNAMIC: "NUM_LIGHTS" "0..4" [ps20b]
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// DYNAMIC: "NUM_LIGHTS" "0..4" [ps30]
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// DYNAMIC: "FLASHLIGHT" "0..1"
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// DYNAMIC: "FLASHLIGHTSHADOWS" "0..1"
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// For now, 'BACK_SURFACE' is a dead-simple path (just writes depth into dest alpha), so skip all non-HW-config combos:
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// SKIP: ( $BACK_SURFACE == 1 ) && ( $LIGHT_WARP > 0 )
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// SKIP: ( $BACK_SURFACE == 1 ) && ( $FRESNEL_WARP > 0 )
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// SKIP: ( $BACK_SURFACE == 1 ) && ( $INTERIOR_LAYER > 0 )
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// SKIP: ( $BACK_SURFACE == 1 ) && ( $OPACITY_TEXTURE > 0 )
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// SKIP: ( $BACK_SURFACE == 1 ) && ( $CONTACT_SHADOW > 0 )
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#include "common_ps_fxc.h"
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#include "common_vertexlitgeneric_dx9.h"
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#include "common_flashlight_fxc.h"
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#include "shader_constant_register_map.h"
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// SAMPLERS
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sampler g_tBase : register( s0 );
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sampler g_tBump : register( s1 );
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sampler g_tScreen : register( s2 );
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sampler g_tSpecMask : register( s3 );
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sampler g_tLightWarp : register( s4 );
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sampler g_tFresnelWarp : register( s5 );
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sampler g_tOpacity : register( s6 );
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sampler g_tEnvironment : register( s7 );
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sampler g_tShadowDepth : register( s8 ); // Flashlight shadow depth map sampler
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sampler g_tNormalizeRandRot : register( s9 ); // Normalization / RandomRotation samplers
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sampler g_tFlashlightCookie : register( s10 ); // Flashlight cookie
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// SHADER CONSTANTS
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const float4 g_vMisc : register( c0 );
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#define g_flBumpStrength g_vMisc.x
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#define g_flDepthScale g_vMisc.y
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#define g_flInnerFogStrength g_vMisc.z
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#define g_flRefractStrength g_vMisc.w
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const float4 g_vTranslucentFresnelParams_InteriorBoost : register( c1 );
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#define g_vTranslucentFresnelParams g_vTranslucentFresnelParams_InteriorBoost.xyz
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#define g_flInteriorBoost g_vTranslucentFresnelParams_InteriorBoost.w
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const float4 g_vMisc2 : register( c3 );
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#define g_flRimLightExp g_vMisc2.x
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#define g_flRimLightScale g_vMisc2.y
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#define g_flSpecScale g_vMisc2.z
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#define g_flSpecExp2 g_vMisc2.w
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const float4 g_vMisc3 : register( c10 );
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#define g_flSpecScale2 g_vMisc3.x
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#define g_flFresnelBumpStrength g_vMisc3.y
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#define g_flDiffuseScale g_vMisc3.z
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#define g_flInteriorLightScale g_vMisc3.w
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const float4 g_vEyePos_SpecExp : register( PSREG_EYEPOS_SPEC_EXPONENT );
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#define g_vEyePos g_vEyePos_SpecExp.xyz
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#define g_flSpecExp g_vEyePos_SpecExp.w
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const float4 g_ShaderControls : register( c12 );
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#define g_fWriteDepthToAlpha g_ShaderControls.x
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const float4 g_vBaseTint_InteriorBackLightScale : register( c19 );
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#define g_cBaseTint g_vBaseTint_InteriorBackLightScale.rgb
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#define g_flInteriorBackLightScale g_vBaseTint_InteriorBackLightScale.w
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// TODO: pass in FOV so that we can account for it properly
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#define g_flHalfWindowWidth 1 /* tan(fov/2) */
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const float4 g_vInteriorColor_RefractBlur : register( c32 );
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#define g_cInteriorColor g_vInteriorColor_RefractBlur.rgb
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#define g_flRefractBlur g_vInteriorColor_RefractBlur.w
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// TODO: unify this across pixel shaders (declare the constants in common_ps_fxc.h, as is already done for vertex shader ambient)
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const float3 cAmbientCube[6] : register( PSREG_AMBIENT_CUBE );
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const PixelShaderLightInfo g_sLightInfo[3] : register( PSREG_LIGHT_INFO_ARRAY ); // 2 registers each - 6 registers total
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const float4 g_vFlashlightAttenuationFactors_FarZ : register( PSREG_FLASHLIGHT_ATTENUATION );
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#define g_vFlashlightAttenuationFactors g_vFlashlightAttenuationFactors_FarZ.xyz
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#define g_flFlashlightFarZ g_vFlashlightAttenuationFactors_FarZ.w
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const float4 g_vFlashlightPos_RimBoost : register( PSREG_FLASHLIGHT_POSITION_RIM_BOOST );
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#define g_vFlashlightPos g_vFlashlightPos_RimBoost.xyz
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const float4x4 g_mFlashlightWorldToTexture : register( PSREG_FLASHLIGHT_TO_WORLD_TEXTURE );
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const float4 g_vShadowTweaks : register( PSREG_ENVMAP_TINT__SHADOW_TWEAKS );
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const float3x3 g_mView : register( c33 );
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const float4 g_vMisc4 : register( c36 );
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#define g_flLimitFogAtten g_vMisc4.x
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#define g_flFogNormalBoost g_vMisc4.y
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//#define UNUSED g_vMisc4.z
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//#define UNUSED g_vMisc4.w
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const float4 g_cEnvMapTint : register( c37 );
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//#define UNUSED g_cEnvMapTint.w
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// COMBO-DERIVED CONSTANTS
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static const bool bLightWarp = LIGHT_WARP ? true : false;
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static const bool bFlashLight = FLASHLIGHT ? true : false;
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// INPUT STRUCT
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struct PS_INPUT
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{
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float4 vWorldNormal : TEXCOORD0; // w is proj. z coord (for depth stuff)
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float4 vClosestSurfaceDir : TEXCOORD1; // Used if CONTACT_SHADOW is on
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float4 vWorldPos : TEXCOORD2; // w is proj. w coord
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float4 vUV0 : TEXCOORD3;
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float4 vUV1 : TEXCOORD4;
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float4 vLightAtten : TEXCOORD5;
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float3 vLightCube : TEXCOORD6;
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};
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//==============================================================================================================================================================
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float Luminance( const float3 colour )
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{
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return dot( colour, float3( 0.3, 0.59, 0.11 ) );
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}
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//==============================================================================================================================================================
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float3 ComputeTextureBlendWeights( float3 vWorldNormal )
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{
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float3 vBlendWeights = max( ( abs( vWorldNormal.xyz ) - 0.2 ) * 7.0, 0.0 );
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vBlendWeights /= dot( vBlendWeights, float3(1, 1, 1) ); // normalize
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return vBlendWeights;
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}
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//==============================================================================================================================================================
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float4 BlendedTexFetch( sampler s, float2 vUV0, float2 vUV1, float2 vUV2, float3 vBlendWeights )
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{
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float4 vFetch0 = tex2D( s, vUV0 );
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float4 vFetch1 = tex2D( s, vUV1 );
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float4 vFetch2 = tex2D( s, vUV2 );
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return vBlendWeights.x * vFetch0 + vBlendWeights.y * vFetch1 + vBlendWeights.z * vFetch2;
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}
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//==============================================================================================================================================================
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float3 BumpedToWorldNormal( float3 vBumpedNormal,
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float3 vVertexNormal, // should be normalized
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float3 vTangentDir )
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{
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float3x3 mTanToWorld;
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mTanToWorld[2] = vVertexNormal;
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mTanToWorld[0] = vTangentDir - dot( vTangentDir, vVertexNormal ) * vVertexNormal;
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mTanToWorld[0] = normalize( mTanToWorld[0] );
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mTanToWorld[1] = cross( mTanToWorld[0], mTanToWorld[2] );
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return normalize( mul( vBumpedNormal, mTanToWorld ) );
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}
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//==============================================================================================================================================================
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void BlendedTexFetchNormal( sampler s, float2 vUV0, float2 vUV1, float2 vUV2, float3 vBlendWeights, float3 vWorldNormal,
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// Function outputs:
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out float2 vBumpedTSNormal, out float3 vBumpedWorldNormal, out float3 vFresnelWorldNormal )
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{
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float3 vNormalTS1 = 2.0 * tex2D( g_tBump, vUV0 ) - 1.0;
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float3 vNormalTS2 = 2.0 * tex2D( g_tBump, vUV1 ) - 1.0;
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float3 vNormalTS3 = 2.0 * tex2D( g_tBump, vUV2 ) - 1.0;
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vBumpedTSNormal = vBlendWeights.x * vNormalTS1.xy + vBlendWeights.y * vNormalTS2.xy + vBlendWeights.z * vNormalTS3.xy;
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float3 vBumpedNormal1 = BumpedToWorldNormal( vNormalTS1, vWorldNormal, float3( 0, 1, 0 ) );
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float3 vBumpedNormal2 = BumpedToWorldNormal( vNormalTS2, vWorldNormal, float3( 1, 0, 0 ) );
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float3 vBumpedNormal3 = BumpedToWorldNormal( vNormalTS3, vWorldNormal, float3( 1, 0, 0 ) );
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vBumpedWorldNormal = vBlendWeights.x * vBumpedNormal1 + vBlendWeights.y * vBumpedNormal2 + vBlendWeights.z * vBumpedNormal3;
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// Apply bump strength in world space (this is cheaper because we have to do it twice, for normal and fresnel bumpstrength)
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float3 vBumpStrengthDir = vBumpedWorldNormal - dot( vBumpedWorldNormal, vWorldNormal ) * vWorldNormal;
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vFresnelWorldNormal = normalize( vBumpedWorldNormal + ( g_flFresnelBumpStrength - 1.0 ) * vBumpStrengthDir );
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vBumpedWorldNormal = normalize( vBumpedWorldNormal + ( g_flBumpStrength - 1.0 ) * vBumpStrengthDir );
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}
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//==============================================================================================================================================================
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void ComputeOpacityAndFresnel( float2 vUV0, float2 vUV1, float2 vUV2, float3 vBlendWeights,
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float3 vEyeDir, float3 vWorldNormal,
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// Function outputs:
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out float flSkinOpacity, out float flFresnel )
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{
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flSkinOpacity = 1;
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#if OPACITY_TEXTURE == 1
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flSkinOpacity = BlendedTexFetch( g_tOpacity, vUV0, vUV1, vUV2, vBlendWeights );
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#endif
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flFresnel = saturate( 1.0 - dot( vEyeDir.xyz, vWorldNormal.xyz ) );
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#if FRESNEL_WARP == 1
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float fTranslucentFresnel = tex1D( g_tFresnelWarp, flFresnel );
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#else
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float fTranslucentFresnel = lerp( g_vTranslucentFresnelParams.x, g_vTranslucentFresnelParams.y, pow( flFresnel, g_vTranslucentFresnelParams.z ) );
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#endif
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}
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//==============================================================================================================================================================
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float3 CubeAverage( void )
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{
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// FIXME: Pass this average light color in as a const
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float3 cAvgLight = 0.0;
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for( int j = 0; j < 6; j++ ) cAvgLight += cAmbientCube[j] / 6.0;
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return cAvgLight;
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}
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//==============================================================================================================================================================
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float3 IceAmbientLight( float3 vVertexAmbient, float3 vEyeDir, float3 vWorldNormal, float flFresnel,
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// Function outputs:
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out float3 cAmbient, out float3 cAvgAmbient )
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{
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// Ambient lighting now comes from VS
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cAmbient = vVertexAmbient;
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// TODO: Replace lambert diffuse with pixelshader-ambient term of full lighting env.
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//cAmbient = PixelShaderAmbientLight( vBumpedWorldNormal, cAmbientCube );
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// TODO: Ambient sheen on the outer layer
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//float3 cAmbientSheen = PixelShaderAmbientLight( reflect( -vEyeDir, vBumpedWorldNormal ), cAmbientCube );
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//cAmbient = lerp( cAmbient, cAmbientSheen, flFresnel );
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cAvgAmbient = CubeAverage();
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return cAmbient;
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}
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//==============================================================================================================================================================
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void IceDynamicLight( float3 vWorldPos, float3 vEyeDir, float3 vBumpedWorldNormal, float4 vLightAtten, float flFresnel,
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// Function outputs:
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out float3 cDiffuse, out float3 cSpec, out float3 cSpec2, out float3 cRim )
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{
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cDiffuse = cSpec = cSpec2 = cRim = 0;
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for ( int l = 0; l < NUM_LIGHTS; l++ )
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{
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cDiffuse.rgb += vLightAtten[l] * PixelShaderGetLightColor( g_sLightInfo, l ) *
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DiffuseTerm( true, vBumpedWorldNormal, PixelShaderGetLightVector( vWorldPos, g_sLightInfo, l ),
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bLightWarp, g_tLightWarp );
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// spec 1
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float3 cCurrSpec, cCurrRim;
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bool bYesRimLight = true;
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SpecularAndRimTerms( vBumpedWorldNormal, PixelShaderGetLightVector( vWorldPos, g_sLightInfo, l ), g_flSpecExp, vEyeDir,
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false, g_tBump, 1.0, // dummy spec warp sampler & fresnel
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PixelShaderGetLightColor( g_sLightInfo, l ),
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bYesRimLight, g_flRimLightExp,
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cCurrSpec, cCurrRim );
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cSpec += vLightAtten[l] * cCurrSpec;
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cRim += vLightAtten[l] * cCurrRim;
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// spec 2
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float3 cCurrSpec2, cDummy;
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bool bNoRimLight = false;
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SpecularAndRimTerms( vBumpedWorldNormal, PixelShaderGetLightVector( vWorldPos, g_sLightInfo, l ), g_flSpecExp2, vEyeDir,
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false, g_tBump, 1.0, // dummy spec warp sampler & fresnel
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PixelShaderGetLightColor( g_sLightInfo, l ),
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bNoRimLight, g_flRimLightExp,
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cCurrSpec2, cDummy );
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cSpec2 += vLightAtten[l] * cCurrSpec2;
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// FIXME: no rim2 term?
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}
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cRim *= flFresnel * flFresnel * flFresnel * flFresnel;
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}
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//==============================================================================================================================================================
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void IceFlashlight( float3 vWorldPos, float3 vEyeDir, float3 vWorldNormal, float2 vScreenPos, float flSpecularExponent,
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// Function outputs:
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out float3 cOutFlashlightDiffuse, out float3 cOutFlashlightSpec, out float3 cOutFlashlightColor )
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{
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float3 delta = g_vFlashlightPos - vWorldPos;
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float3 vLightVec = normalize( delta );
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float distSquared = dot( delta, delta );
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float dist = sqrt( distSquared );
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// Attenuation for light and to fade out shadow over distance
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float fAtten = saturate( dot( g_vFlashlightAttenuationFactors, float3( 1.0f, 1.0f/dist, 1.0f/distSquared ) ) );
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float endFalloffFactor = RemapValClamped( dist, g_flFlashlightFarZ, 0.6f * g_flFlashlightFarZ, 0.0f, 1.0f );
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// Project into flashlight texture
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float4 flashlightSpacePosition = mul( float4( vWorldPos, 1.0f ), g_mFlashlightWorldToTexture ); // TODO: this can be moved to VS
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float3 vProjCoords = flashlightSpacePosition.xyz / flashlightSpacePosition.w;
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// Flashlight colour
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cOutFlashlightColor = tex2D( g_tFlashlightCookie, vProjCoords );
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#if defined(SHADER_MODEL_PS_2_0) || defined(SHADER_MODEL_PS_2_B) || defined(SHADER_MODEL_PS_3_0)
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cOutFlashlightColor *= cFlashlightColor.xyz;
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#endif
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cOutFlashlightColor *= endFalloffFactor * fAtten;
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// Flashlight shadow
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#if (defined(SHADER_MODEL_PS_2_B) || defined(SHADER_MODEL_PS_3_0))
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if ( FLASHLIGHTSHADOWS )
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{
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float flShadow = DoFlashlightShadow( g_tShadowDepth, g_tNormalizeRandRot, vProjCoords, vScreenPos,
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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, fAtten ) ); // Blend between shadow and above, according to light attenuation
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cOutFlashlightColor *= flShadow; // Shadow term
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}
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#endif
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// Flashlight diffuse term
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cOutFlashlightDiffuse = cOutFlashlightColor * DiffuseTerm( true, vWorldNormal, vLightVec, bLightWarp, g_tLightWarp );
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// Flashlight specular term
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float3 cDummy;
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SpecularAndRimTerms( vWorldNormal, vLightVec, flSpecularExponent, -vEyeDir,
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false, g_tBump, 1.0, // dummy spec warp sampler & fresnel
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cOutFlashlightColor,
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false, g_flRimLightExp,
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cOutFlashlightSpec, cDummy );
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}
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//==============================================================================================================================================================
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float4 SampleBackgroundBlurred( float2 vBumpedTSNormal, float3 vWorldNormal, float2 vScreenPos, float flCamDist )
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{
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static const float2 vPoissonOffset[8] = { float2( 0.3475f, 0.0042f ), float2( 0.8806f, 0.3430f ),
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float2( -0.0041f, -0.6197f ), float2( 0.0472f, 0.4964f ),
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float2( -0.3730f, 0.0874f ), float2( -0.9217f, -0.3177f ),
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float2( -0.6289f, 0.7388f ), float2( 0.5744f, -0.7741f ) };
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// TODO: get framebuffer res from constants
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float2 vScreenRes = float2( 1600, 1200 );
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float2 g_vInvScreenRes = 1.0 / vScreenRes;
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// Project world-space blur radius into screen space.
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float flBlurRadius = g_flRefractBlur * ( vScreenRes.x / ( flCamDist * g_flHalfWindowWidth ) );
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// Bumped refract
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float flRefractStrength = 80.0 * g_flRefractStrength / ( flCamDist * g_flHalfWindowWidth );
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float2 vBackgroundUV = flRefractStrength * vBumpedTSNormal + vScreenPos;
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/* // This gives the ice a more crystal-bally refractive look, which looks cool up-close, but looks weird when
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// it pulls foreground pixels in. It could work well if the innards were rendered into their own texture.
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float3 vOffset = mul( g_mView, normalize( -vWorldNormal ) );
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float2 vBackgroundUV = 0.07 * vOffset.xy + 0.03 * vBumpedTSNormal + vScreenPos; */
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float4 cOut = 0;
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for( int i = 0; i < 8; i++ )
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{
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cOut += 1.0/8.0 * tex2D( g_tScreen, vBackgroundUV + flBlurRadius * g_vInvScreenRes.xy * vPoissonOffset[i] );
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}
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return cOut;
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}
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float3 IceInterior( float3 vWorldNormal, float2 vBumpedTSNormal, float3 vEyeDir,
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float2 vScreenPos, float flPixelDepth, float flCamDist, float3 cAvgAmbient, float3 cFlashlightColor )
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{
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float3 cInterior = 0;
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// Sample the background (TODO: and inner ice geometry?)
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float4 cBackground = SampleBackgroundBlurred( vBumpedTSNormal, vWorldNormal, vScreenPos, flCamDist );
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// Boost bright background pixels
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float flLuminance = Luminance( cBackground.rgb );
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cBackground.rgb *= 1.0 + g_flInteriorBoost * flLuminance * flLuminance;
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// Fake refract-like vector without any total internal reflection crappiness
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float3 vRefract = normalize( -( vEyeDir + vWorldNormal ) );
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// Interior lighting through ambient cube
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float3 interiorColor = g_cInteriorColor;
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float3 cBackLight = PixelShaderAmbientLight( vRefract, cAmbientCube );
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float3 cAvgLight = cAvgAmbient + ( 0.6 * cFlashlightColor );
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cBackLight = max( g_flInteriorLightScale * cAvgLight, g_flInteriorBackLightScale * cBackLight );
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// Get eye ray travel distance through the ice
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float flBackgroundDepth = cBackground.a * g_flDepthScale;
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float flDistThroughIce = flBackgroundDepth - flPixelDepth;
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#if HIGH_PRECISION_DEPTH == 0
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// Fade to constant interior fogginess as we run against the low-precision destalpha depth limit
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flDistThroughIce = lerp( flDistThroughIce, g_flDepthScale, saturate( cBackground.a*cBackground.a*cBackground.a ) );
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#endif
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|
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// Modify thickness based on normals (assume edge-on ice is thicker w.r.t the camera)
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// TODO: this gives a bit of depth variation based on normals - draw ice back surfaces into depth to improve this
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float facing = saturate( dot( vEyeDir, vWorldNormal ) ) - 1;
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float flFogNormalBoost = g_flFogNormalBoost;
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flDistThroughIce *= 1 + flFogNormalBoost*facing*facing;
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//facing = lerp( 1, (facing+1), 0.1f*g_flFogNormalBoost );
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//flDistThroughIce /= facing*facing;
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|
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// So that ice in dark areas doesn't glow, reduce thickness based on ambient/backlight luminance
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float flBackLightLuminance = Luminance( cBackLight );
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flDistThroughIce *= flBackLightLuminance;
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|
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// TODO: add a depth-based colour warp
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//interiorColor = saturate( interiorColor - 0.4f*( 1 - facing));
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//interiorColor = saturate( interiorColor + max(-0.3f, (facing-1) ) );
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//interiorColor = lerp( interiorColor, float3(0,0,0.2), 0.7f*(1-facing));
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|
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// Compute the opacity ('fog') of the ice interior volume, based on its thickness
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float flFogAtten = pow( 2.0, -flDistThroughIce * g_flInnerFogStrength ); // exponential falloff
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//float flFogAtten = saturate( 0.5 - 0.011 * flDistThroughIce ); // linear falloff
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|
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// TODO: add a depth-based colour warp
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//interiorColor = saturate( interiorColor - 0.5*( 1 - flFogAtten)*(1-flFogAtten) );
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|
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// Composite the fog interior lighting/fog over the background
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cBackLight *= interiorColor;
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cInterior = lerp( cBackLight, cBackground.rgb, flFogAtten );
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|
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//float flInScattering = flDistThroughIce * 0.002;
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//cInterior.rgb += flInScattering * i.vLightCube.rgb;
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|
|
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return cInterior;
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}
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|
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//==============================================================================================================================================================
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float IceContactShadow( float3 vWorldNormal, float4 vClosestSurfaceDir )
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|
{
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|
// contact darkening for ice regions that touch a surface
|
|
float3 vSurfaceDir = normalize( vClosestSurfaceDir.xyz ) * vClosestSurfaceDir.w;
|
|
float flContactShadow = saturate( 0.8 * ( 1.0 - dot( vSurfaceDir, vWorldNormal ) ) + 0.2 );
|
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flContactShadow = lerp ( 0.3, 1.0, flContactShadow * flContactShadow * flContactShadow );
|
|
return flContactShadow;
|
|
}
|
|
|
|
//==============================================================================================================================================================
|
|
float3 noise( float3 coord )
|
|
{
|
|
coord.z *= 50.0;
|
|
float zfrac = frac( coord.z );
|
|
float2 zhash = float2( coord.z, 1 + coord.z );
|
|
zhash -= frac( zhash );
|
|
zhash = ( zhash * zhash );
|
|
zhash -= 31.0 * floor( zhash / 31.0 );
|
|
zhash = ( zhash * zhash );
|
|
zhash -= 31.0 * floor( zhash / 31.0 );
|
|
zhash *= 1.0/31.0;
|
|
float3 c0 = tex2D( g_tBase, float4( coord.xy + float2( 0, zhash.x ), 0, 0 ) ).rgb;
|
|
float3 c1 = tex2D( g_tBase, float4( coord.xy + float2( 0, zhash.y ), 0, 0 ) ).rgb;
|
|
|
|
float3 rslt = lerp( c0, c1, zfrac );
|
|
return rslt;
|
|
}
|
|
|
|
//==============================================================================================================================================================
|
|
float4 main( PS_INPUT i ) : COLOR
|
|
{
|
|
float4 cOut = { 0, 0, 0, 1 };
|
|
|
|
// Set up misc camera variables
|
|
float flPixelDepth = i.vWorldNormal.w;
|
|
float2 vScreenPos = i.vUV1.wz / i.vWorldPos.w;
|
|
float3 vEyeDir = g_vEyePos.xyz - i.vWorldPos.xyz;
|
|
float flCamDist = length( vEyeDir );
|
|
vEyeDir /= flCamDist;
|
|
|
|
|
|
// For now, 'BACK_SURFACE' is a dead-simple path (just writes depth into dest alpha)
|
|
#if ( BACK_SURFACE == 1 )
|
|
cOut = tex2D( g_tScreen, vScreenPos );
|
|
return FinalOutput( cOut, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_LINEAR, g_fWriteDepthToAlpha, flPixelDepth );
|
|
#endif
|
|
|
|
|
|
// Blend weights for 3 blended planar projections
|
|
float3 vWorldNormal = normalize( i.vWorldNormal.xyz );
|
|
float3 vBlendWeights = ComputeTextureBlendWeights( vWorldNormal );
|
|
|
|
// Base+spec maps
|
|
// FIXME: the outer layer doesn't really need a base texture - it's just frost, so, it just needs opacity
|
|
float4 cBase = BlendedTexFetch( g_tBase, i.vUV0.xy, i.vUV0.wz, i.vUV1.xy, vBlendWeights );
|
|
float flSpecMask = BlendedTexFetch( g_tSpecMask, i.vUV0.xy, i.vUV0.wz, i.vUV1.xy, vBlendWeights );
|
|
// Use base tex alpha channel as a tint mask
|
|
cBase.rgb = lerp( cBase.rgb, Luminance( cBase.rgb ) * g_cBaseTint.rgb, cBase.a );
|
|
|
|
// Normal mapping
|
|
float3 vBumpedWorldNormal, vFresnelWorldNormal;
|
|
float2 vBumpedTSNormal;
|
|
BlendedTexFetchNormal( g_tBump, i.vUV0.xy, i.vUV0.zw, i.vUV1.xy, vBlendWeights, vWorldNormal,
|
|
vBumpedTSNormal, vBumpedWorldNormal, vFresnelWorldNormal );
|
|
|
|
// Opacity and fresnel
|
|
float flSkinOpacity, flFresnel;
|
|
ComputeOpacityAndFresnel( i.vUV0.xy, i.vUV0.wz, i.vUV1.xy, vBlendWeights, vEyeDir, vFresnelWorldNormal,
|
|
flSkinOpacity, flFresnel );
|
|
|
|
// Ambient light
|
|
float3 cAmbient, cAvgAmbient;
|
|
IceAmbientLight( i.vLightCube, vEyeDir, vBumpedWorldNormal, flFresnel,
|
|
cAmbient, cAvgAmbient );
|
|
|
|
// Dynamic lights
|
|
float3 cDiffuse, cSpec, cSpec2, cRim;
|
|
IceDynamicLight( i.vWorldPos.xyz, vEyeDir, vBumpedWorldNormal, i.vLightAtten, flFresnel,
|
|
cDiffuse, cSpec, cSpec2, cRim );
|
|
|
|
// Environment reflection
|
|
float3 vViewDirReflected = reflect( -vEyeDir, vBumpedWorldNormal );
|
|
float3 cEnvironment = flFresnel * g_cEnvMapTint * texCUBE( g_tEnvironment, vViewDirReflected );
|
|
// Reduce envmap strength a little based on average ambient light, so it's not too shiny indoors
|
|
cEnvironment *= saturate( 4*Luminance( cAvgAmbient ) ); // TODO: expose this as a materialvar
|
|
|
|
// Flashlight
|
|
float3 cFlashlightColor = 0;
|
|
#if FLASHLIGHT == 1
|
|
float3 cFlashlightDiffuse, cFlashlightSpec;
|
|
IceFlashlight( i.vWorldPos.xyz, vEyeDir, vBumpedWorldNormal, vScreenPos, g_flSpecExp2,
|
|
cFlashlightDiffuse, cFlashlightSpec, cFlashlightColor );
|
|
cDiffuse.rgb += cFlashlightDiffuse;
|
|
cSpec2 += cFlashlightSpec;
|
|
#endif
|
|
|
|
// Scale light terms
|
|
cDiffuse *= g_flDiffuseScale;
|
|
cSpec *= g_flSpecScale;
|
|
cSpec2 *= g_flSpecScale2;
|
|
cRim *= g_flRimLightScale;
|
|
// FIXME: expose this as a materialvar (or I guess tweak actual scene lights)
|
|
cDiffuse.rgb *= float3(0.8,0.85,1.0);
|
|
|
|
#if ( INTERIOR_LAYER == 0 )
|
|
// Outer layer only
|
|
cOut.rgb = cBase.rgb * ( cAmbient.rgb + cDiffuse.rgb ) + flSpecMask * ( cSpec + cSpec2 ) + cRim + cEnvironment;
|
|
#else
|
|
// Outer layer blended over inner/background colour
|
|
float3 cExterior = cBase.rgb * ( cAmbient.rgb + cDiffuse.rgb ) + flSpecMask * ( cSpec2 + cRim );
|
|
float3 cInterior = IceInterior( vWorldNormal, vBumpedTSNormal, vEyeDir,
|
|
vScreenPos, flPixelDepth, flCamDist, cAvgAmbient, cFlashlightColor );
|
|
// Inner layer is meant to be smooth, glassy ice, so give it unmasked envmap and spec
|
|
cInterior.rgb += cSpec + cEnvironment;
|
|
cOut.rgb = lerp( cInterior.rgb, cExterior, flSkinOpacity );
|
|
#endif
|
|
|
|
#if CONTACT_SHADOW == 1
|
|
cOut.rgb *= IceContactShadow( vWorldNormal, i.vClosestSurfaceDir );
|
|
#endif
|
|
|
|
// TODO: Support fog
|
|
cOut.a = 1;
|
|
return FinalOutput( cOut, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_LINEAR, g_fWriteDepthToAlpha, flPixelDepth );
|
|
}
|