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//======= Copyright � 1996-2006, Valve Corporation, All rights reserved. ======
// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC] // STATIC: "CONVERT_TO_SRGB" "0..1" [ps30][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC] // STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX] // STATIC: "BASETEXTURE" "0..1" // STATIC: "CUBEMAP" "0..1" // STATIC: "DIFFUSELIGHTING" "0..1" // STATIC: "NORMALMAPALPHAENVMAPMASK" "0..1" // STATIC: "HALFLAMBERT" "0..1" // STATIC: "FLASHLIGHT" "0..1" // STATIC: "TRANSLUCENT" "0..1"
// DYNAMIC: "WRITEWATERFOGTODESTALPHA" "0..1" // DYNAMIC: "PIXELFOGTYPE" "0..1" // DYNAMIC: "WARPINGIN" "0..1" // DYNAMIC: "AMBIENT_LIGHT" "0..1" // DYNAMIC: "NUM_LIGHTS" "0..2" [ps20] // DYNAMIC: "NUM_LIGHTS" "0..4" [ps20b] // DYNAMIC: "NUM_LIGHTS" "0..4" [ps30]
// We don't use other lights when doing the flashlight, so just skip that // SKIP: ( $FLASHLIGHT != 0 ) && ( $NUM_LIGHTS > 0 ) [PC]
#include "common_flashlight_fxc.h" #include "common_vertexlitgeneric_dx9.h"
const HALF4 g_EnvmapTint : register( c0 ); const HALF4 g_DiffuseModulation : register( c1 ); #if !FLASHLIGHT const HALF3 g_EnvmapContrast : register( c2 ); const HALF3 g_EnvmapSaturation : register( c3 ); #endif const HALF4 g_SelfIllumTint : register( c4 ); const float3 cAmbientCube[6] : register( c5 );
// 2 registers each - 6 register total PixelShaderLightInfo cLightInfo[3] : register( c13 ); // through c18 const HALF3 g_EyePos : register( c20 ); const HALF4 g_FogParams : register( c21 );
#if FLASHLIGHT const float4 g_FlashlightAttenuationFactors : register( c22 ); const HALF3 g_FlashlightPos : register( c23 ); const float4x4 g_FlashlightWorldToTexture : register( c24 ); // through c27 #else const float g_Time : register( c22 ); #endif
sampler BaseTextureSampler : register( s0 ); sampler EnvmapSampler : register( s1 ); sampler FlowMapSampler : register( s2 ); sampler BumpmapSampler : register( s3 ); sampler EnvmapMaskSampler : register( s4 ); sampler NormalizeSampler : register( s5 ); sampler SelfIllumMapSampler : register( s6 ); sampler FlashlightSampler : register( s7 );
struct PS_INPUT { HALF4 baseTexCoord2_tangentSpaceVertToEyeVectorXY : TEXCOORD0;
// bump mapping and a separate envmap mask texture are mutually exclusive. float4 lightAtten : TEXCOORD1; float4 worldVertToEyeVectorXYZ_tangentSpaceVertToEyeVectorZ : TEXCOORD2; float3x3 tangentSpaceTranspose : TEXCOORD3; // second row : TEXCOORD4; // third row : TEXCOORD5; float4 worldPos_projPosZ : TEXCOORD6; float4 fogFactorW : COLOR1; };
float4 main( PS_INPUT i ) : COLOR { bool bBaseTexture = BASETEXTURE ? true : false; bool bCubemap = CUBEMAP ? true : false; bool bDiffuseLighting = DIFFUSELIGHTING ? true : false; bool bNormalMapAlphaEnvmapMask = NORMALMAPALPHAENVMAPMASK ? true : false; bool bHalfLambert = HALFLAMBERT ? true : false; bool bFlashlight = (FLASHLIGHT!=0) ? true : false; bool bAmbientLight = AMBIENT_LIGHT ? true : false; int nNumLights = NUM_LIGHTS;
HALF4 baseColor = HALF4( 1.0f, 1.0f, 1.0f, 1.0f ); if( bBaseTexture ) baseColor = tex2D( BaseTextureSampler, i.baseTexCoord2_tangentSpaceVertToEyeVectorXY.xy ); float specularFactor = 1.0f; HALF4 normalTexel = tex2D( BumpmapSampler, i.baseTexCoord2_tangentSpaceVertToEyeVectorXY.xy ); HALF3 tangentSpaceNormal = 2.0f * normalTexel - 1.0f;
if( bNormalMapAlphaEnvmapMask ) specularFactor = normalTexel.a;
HALF3 diffuseLighting = HALF3( 1.0f, 1.0f, 1.0f ); if( bDiffuseLighting ) { float3 worldSpaceNormal = mul( i.tangentSpaceTranspose, tangentSpaceNormal ); worldSpaceNormal = NormalizeWithCubemap( NormalizeSampler, worldSpaceNormal ); diffuseLighting = PixelShaderDoLighting( i.worldPos_projPosZ.xyz, worldSpaceNormal, float3( 0.0f, 0.0f, 0.0f ), false, bAmbientLight, i.lightAtten, cAmbientCube, NormalizeSampler, nNumLights, cLightInfo, bHalfLambert, false, 0, false, NormalizeSampler ); }
HALF3 albedo = HALF3( 1.0f, 1.0f, 1.0f ); HALF alpha = 1.0f; if( bBaseTexture ) { albedo *= baseColor; alpha *= baseColor.a; }
// If we only have specularity, assume that we want a black diffuse component, and // get alpha from the envmapmask if( !bBaseTexture && bCubemap ) { diffuseLighting = HALF3( 0.0f, 0.0f, 0.0f ); if( bNormalMapAlphaEnvmapMask ) { alpha *= specularFactor; } } #if FLASHLIGHT if( bFlashlight ) { float3 worldSpaceNormal = mul( i.tangentSpaceTranspose, tangentSpaceNormal ); float4 flashlightSpacePosition = mul( float4( i.worldPos_projPosZ.xyz, 1.0f ), g_FlashlightWorldToTexture );
diffuseLighting = DoFlashlight( g_FlashlightPos, i.worldPos_projPosZ.xyz, flashlightSpacePosition, worldSpaceNormal, g_FlashlightAttenuationFactors.xyz, g_FlashlightAttenuationFactors.w, FlashlightSampler, EnvmapMaskSampler, EnvmapMaskSampler, 0, false, false, float2(0, 0), true ); } #endif diffuseLighting *= g_DiffuseModulation.rgb; alpha *= g_DiffuseModulation.a; HALF3 diffuseComponent = albedo * diffuseLighting; HALF4 flowmapSample = tex2D( FlowMapSampler, i.baseTexCoord2_tangentSpaceVertToEyeVectorXY.xy ); #if !FLASHLIGHT flowmapSample.xy += float2( .11, .124 ) * g_Time.xx; #endif HALF4 selfIllumSample = tex2D( SelfIllumMapSampler, flowmapSample.xy );
// float thing = ( 0.5f * ( cos( g_Time * 3 ) + 1.0f ) ); // diffuseComponent.xyz += albedo * 10.0f * pow( selfIllumSample.xyz, thing ); diffuseComponent.xyz += albedo * g_SelfIllumTint.xyz * selfIllumSample.xyz;
HALF3 specularLighting = HALF3( 0.0f, 0.0f, 0.0f ); #if !FLASHLIGHT if( bCubemap ) { // If we've *only* specified a cubemap, blow off the diffuse component if ( !bBaseTexture && !bDiffuseLighting && !bFlashlight ) { diffuseComponent = HALF3( 0.0f, 0.0f, 0.0f ); }
HALF3 worldSpaceNormal = mul( i.tangentSpaceTranspose, tangentSpaceNormal );
HALF3 reflectVect = CalcReflectionVectorUnnormalized( worldSpaceNormal, i.worldVertToEyeVectorXYZ_tangentSpaceVertToEyeVectorZ.xyz );
specularLighting = ENV_MAP_SCALE * texCUBE( EnvmapSampler, reflectVect ); specularLighting *= specularFactor; specularLighting *= g_EnvmapTint; HALF3 specularLightingSquared = specularLighting * specularLighting; specularLighting = lerp( specularLighting, specularLightingSquared, g_EnvmapContrast ); HALF3 greyScale = dot( specularLighting, HALF3( 0.299f, 0.587f, 0.114f ) ); specularLighting = lerp( greyScale, specularLighting, g_EnvmapSaturation ); } #endif
HALF3 result = diffuseComponent + specularLighting;
float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos.z, i.worldPos_projPosZ.z, i.worldPos_projPosZ.w ); #if WRITEWATERFOGTODESTALPHA && (PIXELFOGTYPE == PIXEL_FOG_TYPE_HEIGHT) alpha = fogFactor; #endif
// result.xyz = float3( 1.0f, 1.0f, 1.0f ); #if TRANSLUCENT==0 # if WARPINGIN alpha = 0.0f; // write alpha where the vortigaunt is so that we can selectivly draw pixels when refracting #else alpha = 1.0f; // write alpha where the vortigaunt is so that we can selectivly draw pixels when refracting # endif #endif
//FIXME: need to take dowaterfog into consideration return FinalOutput( float4( result, alpha ), fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR ); }
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