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//====== Copyright � 1996-2007, Valve Corporation, All rights reserved. =======// // // Purpose: // // $NoKeywords: $ // //=============================================================================// // STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC] // STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX] // STATIC: "DETAILTEXTURE" "0..1" // STATIC: "BUMPMAP" "0..1" // STATIC: "VERTEXCOLOR" "0..1" // STATIC: "SELFILLUM" "0..1" // STATIC: "DIFFUSEBUMPMAP" "0..1" // STATIC: "DETAIL_ALPHA_MASK_BASE_TEXTURE" "0..1" // STATIC: "FLASHLIGHT" "0..1" // STATIC: "SEAMLESS" "0..1" // STATIC: "FLASHLIGHTDEPTHFILTERMODE" "0..2" [ps20b] [PC] // STATIC: "FLASHLIGHTDEPTHFILTERMODE" "0..0" [ps20b] [XBOX]
// DYNAMIC: "WRITEWATERFOGTODESTALPHA" "0..1" // DYNAMIC: "PIXELFOGTYPE" "0..1" // DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1" [ps20b] [PC] // DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..0" [ps20b] [XBOX] // DYNAMIC: "FLASHLIGHTSHADOWS" "0..1" [ps20b]
// SKIP: $DETAILTEXTURE && ( $BUMPMAP && !$DETAIL_ALPHA_MASK_BASE_TEXTURE ) // SKIP: !$BUMPMAP && $DIFFUSEBUMPMAP // SKIP: $VERTEXCOLOR && $BUMPMAP // SKIP: FLASHLIGHT && $SELFILLUM // SKIP: FLASHLIGHT && $DETAIL_ALPHA_MASK_BASE_TEXTURE // SKIP: FLASHLIGHT && ($BUMPMAP || $DIFFUSEBUMPMAP)
// We don't care about flashlight depth unless the flashlight is on // SKIP: ( $FLASHLIGHT == 0 ) && ( $FLASHLIGHTSHADOWS == 1 ) [ps20b]
#if defined( SHADER_MODEL_PS_2_0 ) # define WRITE_DEPTH_TO_DESTALPHA 0 #endif
#define HDRTYPE HDR_TYPE_NONE #include "common_flashlight_fxc.h" #include "common_ps_fxc.h"
const HALF4 g_SelfIllumTint : register( c7 ); static const HALF g_OverbrightFactor = 2.0f;
const HALF3 g_EyePos : register( c10 ); const HALF4 g_FogParams : register( c11 );
const HALF3 g_FlashlightPos : register( c15 ); // flashlightfixme: Move this math into the vertex shader. const float4x4 g_FlashlightWorldToTexture : register( c16 );
const float4 g_FlashlightAttenuationFactors : register( c20 );
sampler BaseTextureSampler : register( s0 ); sampler LightmapSampler : register( s1 ); sampler FlashlightSampler : register( s2 ); sampler DetailSampler : register( s3 ); sampler BumpmapSampler : register( s4 ); sampler NormalizeSampler : register( s6 );
struct PS_INPUT { HALF2 baseTexCoord : TEXCOORD0; HALF4 detailOrBumpTexCoord : TEXCOORD1; HALF4 lightmapTexCoord1And2 : TEXCOORD2; // CENTROID: TEXCOORD2 HALF2 lightmapTexCoord3 : TEXCOORD3; // CENTROID: TEXCOORD3 HALF4 worldPos_projPosZ : TEXCOORD4; HALF3x3 tangentSpaceTranspose : TEXCOORD5; // tangentSpaceTranspose : TEXCOORD6; // tangentSpaceTranspose : TEXCOORD7; HALF4 vertexColor : COLOR; };
float4 main( PS_INPUT i ) : COLOR { bool bDetailTexture = DETAILTEXTURE ? true : false; bool bBumpmap = BUMPMAP ? true : false; bool bDiffuseBumpmap = DIFFUSEBUMPMAP ? true : false; bool bVertexColor = VERTEXCOLOR ? true : false; bool bSelfIllum = SELFILLUM ? true : false; bool bDetailAlphaMaskBaseTexture = DETAIL_ALPHA_MASK_BASE_TEXTURE ? true : false; bool bFlashlight = FLASHLIGHT ? true : false;
HALF3 lightmapColor1 = HALF3( 1.0f, 1.0f, 1.0f ); HALF3 lightmapColor2 = HALF3( 1.0f, 1.0f, 1.0f ); HALF3 lightmapColor3 = HALF3( 1.0f, 1.0f, 1.0f ); if( bBumpmap && bDiffuseBumpmap ) { HALF2 bumpCoord1; HALF2 bumpCoord2; HALF2 bumpCoord3; ComputeBumpedLightmapCoordinates( i.lightmapTexCoord1And2, i.lightmapTexCoord3.xy, bumpCoord1, bumpCoord2, bumpCoord3 ); HALF4 lightmapSample1 = tex2D( LightmapSampler, bumpCoord1 ); lightmapColor1 = lightmapSample1.rgb; lightmapColor2 = tex2D( LightmapSampler, bumpCoord2 ); lightmapColor3 = tex2D( LightmapSampler, bumpCoord3 ); } else { if( !bFlashlight ) { HALF2 bumpCoord1 = ComputeLightmapCoordinates( i.lightmapTexCoord1And2, i.lightmapTexCoord3.xy ); HALF4 lightmapSample1 = tex2D( LightmapSampler, bumpCoord1 ); lightmapColor1 = lightmapSample1.rgb; } }
HALF4 detailColor = HALF4( 1.0f, 1.0f, 1.0f, 1.0f ); if( bDetailTexture ) { detailColor = tex2D( DetailSampler, i.detailOrBumpTexCoord.xy ); }
HALF4 baseColor = HALF4( 1.0f, 1.0f, 1.0f, 1.0f ); baseColor = tex2D( BaseTextureSampler, i.baseTexCoord ); if ( bDetailAlphaMaskBaseTexture ) { // This is what WorldTwoTextureBlend_DX6 does. baseColor.rgb = saturate( saturate( baseColor * 2 ) * detailColor.a + (1 - detailColor.a) ); baseColor.rgb *= detailColor; } else { baseColor.rgb = lerp( baseColor, detailColor, detailColor.a ); } HALF3 normal = HALF3( 0.0f, 0.0f, 1.0f ); if( bBumpmap ) { HALF3 normalTexel; normalTexel = tex2D( BumpmapSampler, i.detailOrBumpTexCoord.xy ); normal = 2.0 * normalTexel - 1.0; }
HALF3 albedo = HALF3( 1.0f, 1.0f, 1.0f ); HALF alpha = 1.0f; albedo *= baseColor; if( !bSelfIllum ) { alpha *= baseColor.a; }
// The vertex color contains the modulation color + vertex color combined albedo *= i.vertexColor; alpha *= i.vertexColor.a; // not sure about this one
HALF3 diffuseLighting; if( bFlashlight ) { float3 worldSpaceNormal; // Make the unbumped version not so fucking stupid and not need tangentSpaceTranspose you knob. worldSpaceNormal = mul( normal, i.tangentSpaceTranspose );
int nShadowSampleLevel = 0; bool bDoShadows = false; // On ps_2_b, we can do shadow mapping #if ( FLASHLIGHTSHADOWS && (defined(SHADER_MODEL_PS_2_B) || defined(SHADER_MODEL_PS_3_0) ) ) nShadowSampleLevel = FLASHLIGHTDEPTHFILTERMODE; bDoShadows = true; #endif 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, FlashlightSampler, NormalizeSampler, nShadowSampleLevel, bDoShadows, false, float2(0, 0), false ); } else { if( bBumpmap && bDiffuseBumpmap ) { float dot1 = saturate( dot( normal, bumpBasis[0] ) ); float dot2 = saturate( dot( normal, bumpBasis[1] ) ); float dot3 = saturate( dot( normal, bumpBasis[2] ) );
float sum = dot1 + dot2 + dot3; diffuseLighting = dot1 * lightmapColor1 + dot2 * lightmapColor2 + dot3 * lightmapColor3; diffuseLighting *= 1.0f / sum; } else { diffuseLighting = lightmapColor1; }
// Only scale here since the flashlight will already be scaled properly diffuseLighting *= g_OverbrightFactor; }
HALF3 diffuseComponent = albedo * diffuseLighting;
if( bSelfIllum ) { HALF3 selfIllumComponent = g_SelfIllumTint * albedo; diffuseComponent = lerp( diffuseComponent, selfIllumComponent, baseColor.a ); }
HALF3 specularLighting = HALF3( 0.0f, 0.0f, 0.0f ); 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
return FinalOutput( float4( result, alpha ), fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR, (WRITE_DEPTH_TO_DESTALPHA != 0), i.worldPos_projPosZ.w ); }
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