Team Fortress 2 Source Code as on 22/4/2020
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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: "BUMPMAP" "0..1"
// Includes =======================================================================================
#include "common_vertexlitgeneric_dx9.h"
// Texture Samplers ===============================================================================
sampler g_tRefractionSampler : register( s0 );
#if BUMPMAP
sampler g_tBumpSampler : register( s1 );
#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_vCameraPosition : register( c5 );
const float4 g_vPackedConst6 : register( c6 );
#define g_flCloakFactor g_vPackedConst6.x // Default = 1.0f
#define g_flRefractAmount g_vPackedConst6.y // Default = 1.0f
const float4 g_cCloakColorTint : register( c7 );
// 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 vProjPosForRefract : TEXCOORD1;
float3 vWorldViewVector : TEXCOORD2;
#if BUMPMAP
float3x3 mTangentSpaceTranspose : TEXCOORD3;
// second row : TEXCOORD4;
// third row : TEXCOORD5;
float2 vTexCoord0 : TEXCOORD6;
#endif
};
// Main ===========================================================================================
float4 main( PS_INPUT i ) : COLOR
{
float3 vWorldNormal = normalize( i.vWorldNormal.xyz );
#if BUMPMAP
float4 vBumpTexel = tex2D( g_tBumpSampler, i.vTexCoord0.xy );
float3 vTangentNormal = ( 2.0f * vBumpTexel ) - 1.0f;
vWorldNormal.xyz = mul( i.mTangentSpaceTranspose, vTangentNormal.xyz );
#endif
// 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( g_flRefractAmount, 0.0f, saturate( g_flCloakFactor ) );
vRefractTexCoord.xy *= scale;
vRefractTexCoord.xy += vRefractTexCoordNoWarp.xy;
// Blur by scalable Poisson filter
float flBlurAmount = lerp( 0.05f, 0.0f, saturate( g_flCloakFactor ) );
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;
// 1-(N.V) for Fresnel term (NOTE: If this math changes, you need to update the C code that mimics this on the CPU)
float flFresnel = 1.0f - saturate( dot( i.vWorldNormal.xyz, normalize( -i.vWorldViewVector.xyz ) ) );
float flCloakLerpFactor = saturate( lerp( 1.0f, flFresnel - 1.35f, saturate( g_flCloakFactor ) ) );
flCloakLerpFactor = 1.0f - smoothstep( 0.4f, 0.425f, flCloakLerpFactor );
// Slightly dim the facing pixels and brighten the silhouette pixels
cRefract.rgb *= lerp( flFresnel * 0.4 + 0.8, 1.0f, saturate( g_flCloakFactor ) * saturate( g_flCloakFactor ) ); // This gives a scalar in the range [0.8 1.2]
// Refract color tint
float fColorTintStrength = saturate( ( saturate( g_flCloakFactor ) - 0.75f ) * 4.0f );
cRefract.rgb *= lerp( g_cCloakColorTint, 1.0f, fColorTintStrength );
//===============//
// Combine terms //
//===============//
float4 result;
result.rgb = cRefract.rgb;
// Set alpha to cloak mask
result.a = flCloakLerpFactor;
return FinalOutput( result, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
}