Team Fortress 2 Source Code as on 22/4/2020
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//====== Copyright c 1996-2004, Valve Corporation, All rights reserved. =======
//
// Purpose:
//
//=============================================================================
// STATIC: "NORMALMAP" "0..2"
// STATIC: "NORMALMAP2" "0..1"
// STATIC: "WORLDVERTEXTRANSITION" "0..1"
// STATIC: "SEAMLESS" "0..1"
// STATIC: "DETAILTEXTURE" "0..1"
// STATIC: "DETAIL_BLEND_MODE" "0..1"
// STATIC: "FLASHLIGHTDEPTHFILTERMODE" "0..2" [ps20b] [PC]
// STATIC: "FLASHLIGHTDEPTHFILTERMODE" "0..0" [ps20b] [XBOX]
// DYNAMIC: "PIXELFOGTYPE" "0..1"
// DYNAMIC: "FLASHLIGHTSHADOWS" "0..1" [ps20b]
// SKIP: !$WORLDVERTEXTRANSITION && $NORMALMAP2
// SKIP: !$NORMALMAP && $NORMALMAP2
// SKIP: !$DETAILTEXTURE && ( $DETAIL_BLEND_MODE != 0 )
#include "shader_constant_register_map.h"
#include "common_flashlight_fxc.h"
#include "common_lightmappedgeneric_fxc.h"
const float4 g_vShadowTweaks : register( PSREG_ENVMAP_TINT__SHADOW_TWEAKS );
const float4 g_FogParams : register( PSREG_FOG_PARAMS );
const float4 g_EyePos : register( PSREG_EYEPOS_SPEC_EXPONENT );
const float4 g_FlashlightAttenuation : register( PSREG_FLASHLIGHT_ATTENUATION );
const float4 g_DetailConstants : register( c0 );
sampler SpotSampler : register( s0 );
sampler BaseTextureSampler : register( s1 );
sampler NormalizingCubemapSampler : register( s2 );
// use a normalizing cube map here if we aren't normal mapping
sampler BumpMapSampler : register( s3 );
sampler BaseTextureSampler2 : register( s4 );
#ifdef WORLDVERTEXTRANSITION
sampler NormalMap2Sampler : register( s6 );
#endif
#if DETAILTEXTURE
sampler DetailSampler : register( s8 );
#endif
#if FLASHLIGHTSHADOWS && ( defined( SHADER_MODEL_PS_2_B ) || defined( SHADER_MODEL_PS_3_0 ) )
sampler RandomRotationSampler : register( s5 ); // Random rotation sampler
sampler FlashlightDepthSampler : register( s7 );
#endif
struct PS_INPUT
{
float4 spotTexCoord : TEXCOORD0;
#if SEAMLESS
float3 SeamlessTexCoord : TEXCOORD1;
#else
float2 baseTexCoord : TEXCOORD1;
#endif
#if NORMALMAP
float3 tangentPosToLightVector : TEXCOORD2;
float2 normalMapTexCoord : TEXCOORD3;
#else
float3 worldPosToLightVector : TEXCOORD2;
float3 normal : TEXCOORD3;
#endif
float2 detailCoords : TEXCOORD4;
float4 worldPos_worldTransition : TEXCOORD5;
float3 projPos : TEXCOORD6;
float4 fogFactorW : TEXCOORD7;
};
float4 SampleNormal( sampler s, PS_INPUT i )
{
#if SEAMLESS
float4 szy=tex2D( s, i.SeamlessTexCoord.zy );
float4 sxz=tex2D( s, i.SeamlessTexCoord.xz );
float4 syx=tex2D( s, i.SeamlessTexCoord.xy );
return i.fogFactorW.r*szy + i.fogFactorW.g*sxz + i.fogFactorW.b*syx;
#else
#if NORMALMAP
return tex2D( s, i.normalMapTexCoord.xy);
#else
return float4(0,0,1,1);
#endif
#endif
}
float4 main( PS_INPUT i ) : COLOR
{
bool bBase2 = WORLDVERTEXTRANSITION ? true : false;
bool bBump = (NORMALMAP != 0) ? true : false;
// Do spot stuff early since we can bail out
float3 spotColor = float3(0,0,0);
float3 vProjCoords = i.spotTexCoord.xyz / i.spotTexCoord.w;
#if ( defined( _X360 ) )
float3 ltz = vProjCoords.xyz < float3( 0.0f, 0.0f, 0.0f );
float3 gto = vProjCoords.xyz > float3( 1.0f, 1.0f, 1.0f );
[branch]
if ( dot(ltz + gto, float3(1,1,1)) > 0 )
{
clip (-1);
return float4(0,0,0,0);
}
else
{
spotColor = tex2D( SpotSampler, vProjCoords );
[branch]
if ( dot(spotColor.xyz, float3(1,1,1)) <= 0 )
{
clip(-1);
return float4(0,0,0,0);
}
else
{
#else
spotColor = tex2D( SpotSampler, vProjCoords );
#endif
float4 baseColor = 0.0f;
float4 baseColor2 = 0.0f;
float4 vNormal = float4(0, 0, 1, 1);
float3 baseTexCoords = float3(0,0,0);
#if SEAMLESS
baseTexCoords = i.SeamlessTexCoord.xyz;
#else
baseTexCoords.xy = i.baseTexCoord.xy;
#endif
GetBaseTextureAndNormal( BaseTextureSampler, BaseTextureSampler2, BumpMapSampler, bBase2, bBump, baseTexCoords, i.fogFactorW.xyz, baseColor, baseColor2, vNormal );
#if WORLDVERTEXTRANSITION
float lerpAlpha = 1-i.worldPos_worldTransition.a;
#endif
#if ( NORMALMAP == 0 )
vNormal.xyz = normalize( i.normal.xyz );
#endif
#if ( NORMALMAP == 1 )
vNormal.xyz = vNormal.xyz * 2.0f - 1.0f; // signed
# if NORMALMAP2
float3 normal2 = SampleNormal( NormalMap2Sampler, i ) * 2.0f - 1.0f;
vNormal.xyz = lerp( normal2, vNormal.xyz, lerpAlpha );
# endif
#endif
// ssbump
#if ( NORMALMAP == 2 )
# if NORMALMAP2
float3 normal2 = SampleNormal( NormalMap2Sampler, i );
vNormal.xyz = lerp( normal2, vNormal.xyz, lerpAlpha );
# endif
#else
// Normalize normal after all of the lerps above (including the tri/bilinear texel fetches)
vNormal.xyz = normalize( vNormal.xyz );
#endif
spotColor.rgb *= cFlashlightColor.rgb;
// Compute per-pixel distance attenuation
float3 delta = g_EyePos.xyz - i.worldPos_worldTransition.xyz;
float distSquared = dot( delta, delta );
float dist = sqrt( distSquared );
float farZ = g_FlashlightAttenuation.w;
float endFalloffFactor = RemapValClamped( dist, farZ, 0.6f * farZ, 0.0f, 1.0f );
float flAtten = saturate(endFalloffFactor * dot( g_FlashlightAttenuation.xyz, float3( 1.0f, 1.0f/dist, 1.0f/distSquared ) ) );
#if FLASHLIGHTSHADOWS && ( defined( SHADER_MODEL_PS_2_B ) || defined( SHADER_MODEL_PS_3_0 ) )
float flShadow = DoFlashlightShadow( FlashlightDepthSampler, RandomRotationSampler, vProjCoords, i.projPos.xy / i.projPos.z, FLASHLIGHTDEPTHFILTERMODE, g_vShadowTweaks, false );
float flAttenuated = lerp( flShadow, 1.0f, g_vShadowTweaks.y ); // Blend between fully attenuated and not attenuated
flShadow = saturate(lerp( flAttenuated, flShadow, flAtten )); // Blend between shadow and above, according to light attenuation
spotColor *= flShadow;
#endif
#if WORLDVERTEXTRANSITION
baseColor.xyz = lerp( baseColor2.xyz, baseColor.xyz, lerpAlpha );
#endif
#if DETAILTEXTURE
float4 detailColor = float4( g_DetailConstants.xyz, 1.0f ) * tex2D( DetailSampler, i.detailCoords );
float4 vBase = TextureCombine( float4(baseColor.xyz, 1.0f), detailColor, DETAIL_BLEND_MODE, g_DetailConstants.w );
baseColor.xyz = vBase.xyz;
#endif
#if NORMALMAP == 0
float3 worldPosToLightVector = texCUBE( NormalizingCubemapSampler, i.worldPosToLightVector ) * 2.0f - 1.0f;
float nDotL = dot( worldPosToLightVector, vNormal.xyz );
#endif
#if NORMALMAP == 1
// flashlightfixme: wrap this!
float3 tangentPosToLightVector = texCUBE( NormalizingCubemapSampler, i.tangentPosToLightVector ) * 2.0f - 1.0f;
float nDotL = dot( tangentPosToLightVector, vNormal.xyz );
#endif
#if NORMALMAP == 2
float3 tangentPosToLightVector = normalize( i.tangentPosToLightVector );
float nDotL =
vNormal.x*dot( tangentPosToLightVector, bumpBasis[0]) +
vNormal.y*dot( tangentPosToLightVector, bumpBasis[1]) +
vNormal.z*dot( tangentPosToLightVector, bumpBasis[2]);
#endif
float3 outColor;
outColor = spotColor * baseColor.xyz * saturate( nDotL );
outColor *= flAtten;
float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos.z, i.worldPos_worldTransition.z, i.projPos.z );
return FinalOutput( float4(outColor, baseColor.a) , fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR );
// so we can jump over all of the above
#if ( defined( _X360 ) )
}
}
#endif
}