Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright © 1996-2006, Valve Corporation, All rights reserved. ============//
// Includes =======================================================================================
// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
#include "common_vertexlitgeneric_dx9.h"
// Texture Samplers ===============================================================================
sampler g_tRefractionSampler : register( s0 );
sampler g_tBumpSampler : register( s1 );
// 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_vCameraPosition : register( c5 );
const float4 g_vPackedConst6 : register( c6 );
#define g_flBlurAmount g_vPackedConst6.x // 0.01f;
#define g_flRefractAmount g_vPackedConst6.y // Default = 1.0f
#define g_flTime g_vPackedConst6.w
const float4 g_cColorTint : register( c7 );
const float4 g_vPackedConst8 : register( c8 );
#define g_cSilhouetteColor g_vPackedConst8 //= { 0.3, 0.3, 0.5 };
#define g_flSilhouetteThickness g_vPackedConst8.w //= 0.2f;
const float2 g_vGroundMinMax : register( c9 ); //= { -0.3, -0.1 };
// 8 2D Poisson offsets (designed to use .xy and .wz swizzles (not .zw)
static const float4 g_vPoissonOffset[4] = { float4 (-0.0876f, 0.9703f, 0.5651f, 0.4802f ),
float4 ( 0.1851f, 0.1580f, -0.0617f, -0.2616f ),
float4 (-0.5477f, -0.6603f, 0.0711f, -0.5325f ),
float4 (-0.0751f, -0.8954f, 0.4054f, 0.6384f ) };
// Interpolated values ============================================================================
struct PS_INPUT
{
float3 vWorldNormal : TEXCOORD0; // World-space normal
float3 vWorldTangent : TEXCOORD1;
float3 vWorldBinormal : TEXCOORD2;
float3 vProjPosForRefract : TEXCOORD3;
float3 vWorldViewVector : TEXCOORD4;
float4 vUv0 : TEXCOORD5; // uv.xy, uvScroll.xy
float4 vUv1 : TEXCOORD6; // uv.xy, uvScroll.xy
float2 vUvGroundNoise : TEXCOORD7;
};
// Main ===========================================================================================
float4 main( PS_INPUT i ) : COLOR
{
/*
// Bump layer 0
float2 vUv0 = i.vUv0Uv1.xy;
float2 vUv0Scroll = i.vUv0Uv1.xy * 3.0f;
vUv0Scroll.y -= g_flTime * 0.1f;
float4 vBumpTexel0 = tex2D( g_tBumpSampler, vUv0Scroll.xy );
vBumpTexel0 = tex2D( g_tBumpSampler, vUv0.xy + (vBumpTexel0.xy*0.03) );
// Bump layer 1
float2 vUv1 = i.vUv0Uv1.xy * 10.0f;
float2 vUv1Scroll = i.vUv0Uv1.xy * 32.0f;
vUv1Scroll.y -= g_flTime * 0.1f;
float4 vBumpTexel1 = tex2D( g_tBumpSampler, vUv1Scroll.xy );
vBumpTexel1 = tex2D( g_tBumpSampler, vUv1.xy + (vBumpTexel1.xy*0.03) );
//*/
// Bump layer 0
float4 vBumpTexel0 = tex2D( g_tBumpSampler, i.vUv0.wz );
vBumpTexel0 = tex2D( g_tBumpSampler, i.vUv0.xy + ( vBumpTexel0.xy*0.03 ) );
// Bump layer 1
float4 vBumpTexel1 = tex2D( g_tBumpSampler, i.vUv1.wz );
vBumpTexel1 = tex2D( g_tBumpSampler, i.vUv1.xy + ( vBumpTexel1.xy*0.03 ) );
// Combine bump layers into tangetn normal
float3 vTangentNormal = ( vBumpTexel0 * 2.0f ) - 1.0f;
vTangentNormal.xyz += ( vBumpTexel1 * 2.0f - 1.0f ) * 0.5f; // * 0.5f;
// Transform into world space
float3 vWorldNormal = Vec3TangentToWorld( vTangentNormal.xyz, i.vWorldNormal, i.vWorldTangent, i.vWorldBinormal );
// Effect mask
//float flEffectMask = saturate( dot( -i.vWorldViewVector.xyz, i.vWorldNormal.xyz ) * lerp( 2.0f, 1.0f, g_flSilhouetteThickness ) );
float flEffectMask = saturate( dot( -i.vWorldViewVector.xyz, i.vWorldNormal.xyz ) * ( (2.0f - g_flSilhouetteThickness) ) );
// Simulate ground intersection
flEffectMask *= smoothstep( g_vGroundMinMax.x, g_vGroundMinMax.y, i.vWorldNormal.z );
// Soften mask by squaring term
flEffectMask *= flEffectMask;
// Silhouette mask
float flSilhouetteHighlightMask = saturate( flEffectMask * ( 1.0f - flEffectMask ) * 4.0f );
flSilhouetteHighlightMask *= flSilhouetteHighlightMask * flSilhouetteHighlightMask;
// Transform world space normal into clip space and project
float3 vProjNormal;
vProjNormal.x = dot( vWorldNormal.xyz, g_mViewProj0.xyz ); // 1st row
vProjNormal.y = dot( vWorldNormal.xyz, g_mViewProj1.xyz ); // 2nd row
// Compute coordinates for sampling refraction
float2 vRefractTexCoordNoWarp = i.vProjPosForRefract.xy / i.vProjPosForRefract.z;
float2 vRefractTexCoord = vProjNormal.xy;
float scale = lerp( 0.0f, g_flRefractAmount, flEffectMask );// * flEffectMask * flEffectMask ); // Using flEffectMask^3
vRefractTexCoord.xy *= scale;
vRefractTexCoord.xy += vRefractTexCoordNoWarp.xy;
// Blur by scalable Poisson filter
float flBlurAmount = g_flBlurAmount * flEffectMask;
float3 cRefract = tex2D( g_tRefractionSampler, vRefractTexCoord.xy );
cRefract += tex2D( g_tRefractionSampler, vRefractTexCoord.xy + ( g_vPoissonOffset[0].xy * flBlurAmount ) );
cRefract += tex2D( g_tRefractionSampler, vRefractTexCoord.xy + ( g_vPoissonOffset[0].wz * flBlurAmount ) );
cRefract += tex2D( g_tRefractionSampler, vRefractTexCoord.xy + ( g_vPoissonOffset[1].xy * flBlurAmount ) );
cRefract += tex2D( g_tRefractionSampler, vRefractTexCoord.xy + ( g_vPoissonOffset[1].wz * flBlurAmount ) );
cRefract += tex2D( g_tRefractionSampler, vRefractTexCoord.xy + ( g_vPoissonOffset[2].xy * flBlurAmount ) );
cRefract += tex2D( g_tRefractionSampler, vRefractTexCoord.xy + ( g_vPoissonOffset[2].wz * flBlurAmount ) );
cRefract += tex2D( g_tRefractionSampler, vRefractTexCoord.xy + ( g_vPoissonOffset[3].xy * flBlurAmount ) );
cRefract += tex2D( g_tRefractionSampler, vRefractTexCoord.xy + ( g_vPoissonOffset[3].wz * flBlurAmount ) );
cRefract /= 9.0f;
// Undo tone mapping
cRefract /= LINEAR_LIGHT_SCALE;
// Refract color tint
float fColorTintStrength = 1.0f - flEffectMask;
float3 cRefractColorTint = lerp( g_cColorTint, 1.0f, fColorTintStrength );
// Ground noise
//float flGroundNoise = tex2D( g_tBumpSampler, i.vUvGroundNoise.xy ).g;
//flGroundNoise *= smoothstep( g_vGroundMinMax.y, g_vGroundMinMax.y+0.4, -i.vWorldNormal.z );
//flGroundNoise = smoothstep( 0.2, 0.9, flGroundNoise );
//===============//
// Combine terms //
//===============//
float4 result;
result.rgb = cRefract.rgb * cRefractColorTint.rgb;
result.rgb += result.rgb * ( flSilhouetteHighlightMask * g_cSilhouetteColor.rgb );
//result.rgb += flGroundNoise;
//result.rgb = float3( 0.0, 0.0, 0.0 );
//result.rg = vRefractTexCoord.xy;
//result.rg = i.vUv0Uv1.xy;
//result.rgb = vBumpTexel0.rgb;
//result.rgb = vTangentNormal;
//result.rgb = vWorldNormal;
//result = flEffectMask;
//result = flSilhouetteHighlightMask;
//result = tex2D( g_tBumpSampler, i.vUvGroundNoise.xy ).y;
//result.rgb = flGroundNoise;
// Set alpha to...
result.a = flEffectMask;
return FinalOutput( result, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_LINEAR ); //go back to final output when it'll fit.
}