mirror of
https://github.com/alliedmodders/hl2sdk.git
synced 2025-09-19 12:06:07 +08:00
219 lines
8.4 KiB
Plaintext
219 lines
8.4 KiB
Plaintext
// STATIC: "BASETEXTURE" "0..1"
|
|
// STATIC: "BUMPTEXTURE" "0..1"
|
|
// STATIC: "DIFFUSELIGHTING" "0..1"
|
|
// STATIC: "SELFILLUM" "0..1"
|
|
// STATIC: "HALFLAMBERT" "0..1"
|
|
// STATIC: "FLASHLIGHT" "0..1"
|
|
// STATIC: "LIGHTWARPTEXTURE" "0..1"
|
|
// STATIC: "PHONGEXPONENTTEXTURE" "0..1"
|
|
|
|
// DYNAMIC: "LIGHT_COMBO" "0..21"
|
|
// DYNAMIC: "WRITEWATERFOGTODESTALPHA" "0..1"
|
|
// DYNAMIC: "FOGTYPE" "0..2"
|
|
// DYNAMIC: "FLASHLIGHTDEPTH" "0..0"
|
|
|
|
|
|
// This is because we don't support static lighting and bumpmapping
|
|
// SKIP: ( $LIGHT_COMBO == 1 || $LIGHT_COMBO > 11 )
|
|
// We don't use light combos when doing the flashlight, so force it to zero when using the flashlight.
|
|
// SKIP: ( $FLASHLIGHT != 0 ) && ( $LIGHT_COMBO != 0 )
|
|
|
|
#include "shader_constant_register_map.h"
|
|
|
|
const float4 g_SelfIllumTint : register( PSREG_SELFILLUMTINT );
|
|
const float4 g_DiffuseModulation : register( PSREG_DIFFUSE_MODULATION );
|
|
#if !FLASHLIGHT
|
|
const float3 g_EnvmapContrast : register( PSREG_ENVMAP_CONTRAST );
|
|
const float3 g_EnvmapSaturation : register( PSREG_ENVMAP_SATURATION );
|
|
#endif
|
|
const float3 cAmbientCube[6] : register( PSREG_AMBIENT_CUBE );
|
|
const float4 g_WaterFogColor : register( PSREG_WATER_FOG_COLOR );
|
|
const float4 g_EyePos_SpecExponent : register( PSREG_EYEPOS_SPEC_EXPONENT );
|
|
const float4 g_FogParams : register( PSREG_FOG_PARAMS );
|
|
const float4 g_FlashlightAttenuationFactors : register( PSREG_FLASHLIGHT_ATTENUATION );
|
|
const float3 g_FlashlightPos : register( PSREG_FLASHLIGHT_POSITION );
|
|
const float4x4 g_FlashlightWorldToTexture : register( PSREG_FLASHLIGHT_TO_WORLD_TEXTURE );
|
|
const float4 g_FresnelSpecParams : register( PSREG_FRESNEL_SPEC_PARAMS ); // xyz are fresnel, w is specular boost
|
|
PixelShaderLightInfo cLightInfo[2] : register( PSREG_LIGHT_INFO_ARRAY ); // 3 registers each - 6 registers total
|
|
|
|
#define g_WaterZ g_FogParams.y
|
|
#define g_FogOORange g_FogParams.w
|
|
#define g_FresnelLow g_FresnelSpecParams.x
|
|
#define g_FresnelMid g_FresnelSpecParams.y
|
|
#define g_FresnelHigh g_FresnelSpecParams.z
|
|
#define g_SpecularBoost g_FresnelSpecParams.w
|
|
|
|
static const int g_LightCombo = LIGHT_COMBO;
|
|
|
|
static const int g_StaticLightType = g_StaticLightTypeArray[g_LightCombo];
|
|
static const int g_AmbientLightType = g_AmbientLightTypeArray[g_LightCombo];
|
|
static const int g_LocalLightType0 = g_LocalLightType0Array[g_LightCombo];
|
|
static const int g_LocalLightType1 = g_LocalLightType1Array[g_LightCombo];
|
|
|
|
sampler BaseTextureSampler : register( s0 ); // Base map, selfillum in alpha
|
|
sampler EnvmapSampler : register( s1 );
|
|
sampler LightWarpSampler : register( s2 ); // Lighting warp sampler (1D texture for diffuse lighting modification)
|
|
sampler NormalMapSampler : register( s3 ); // Normal map, specular mask in alpha
|
|
sampler EnvmapMaskSampler : register( s4 ); // Flashlight shadow depth map sampler
|
|
sampler NormalizeSampler : register( s5 );
|
|
sampler FlashlightSampler : register( s6 ); // Flashlight cookie
|
|
sampler SpecExponentSampler : register( s7 ); // Specular exponent map
|
|
|
|
struct PS_INPUT
|
|
{
|
|
float4 baseTexCoord : TEXCOORD0;
|
|
|
|
// Bump mapping and a separate envmap mask texture are mutually exclusive
|
|
float4 color2_wrinkleWeight : TEXCOORD1;
|
|
float3 color1 : TEXCOORD2;
|
|
float4 worldVertToEyeVectorXYZ_tangentSpaceVertToEyeVectorZ : TEXCOORD3;
|
|
float3x3 tangentSpaceTranspose : TEXCOORD4;
|
|
// second row : TEXCOORD5;
|
|
// third row : TEXCOORD6;
|
|
float4 worldPos_projPosZ : TEXCOORD7;
|
|
};
|
|
|
|
HDR_PS_OUTPUT main( PS_INPUT i ) : COLOR
|
|
{
|
|
bool bBaseTexture = BASETEXTURE ? true : false;
|
|
bool bBumpTexture = BUMPTEXTURE ? true : false;
|
|
bool bDoLightingWarp = LIGHTWARPTEXTURE ? true : false;
|
|
bool bDoAmbientOcclusion = false;
|
|
bool bDiffuseLighting = DIFFUSELIGHTING ? true : false;
|
|
bool bHalfLambert = HALFLAMBERT ? true : false;
|
|
bool bFlashlight = (FLASHLIGHT!=0) ? true : false;
|
|
bool bDoPhong = true;
|
|
bool bSelfIllum = SELFILLUM ? true : false;
|
|
|
|
// Hard-coded controls for now...could become combo variables in the future
|
|
bool bDoFresnel = true;
|
|
bool bDoDiffuse = true;
|
|
bool bDoDirectionalDiffuse = false;
|
|
|
|
float3 vTerminatorColor = float3( 129.0f/255.0f, 26.0f/255.0f, 0.0 );
|
|
|
|
float4 baseColor = float4( 1.0f, 1.0f, 1.0f, 1.0f );
|
|
if( bBaseTexture )
|
|
{
|
|
baseColor = tex2D( BaseTextureSampler, i.baseTexCoord );
|
|
// float4 wrinkleColor = tex2D( WrinkleSampler, i.baseTexCoord );
|
|
// float4 stretchColor = tex2D( StretchSampler, i.baseTexCoord );
|
|
|
|
// JasonM TODO: incorporate stretchColor and negative wrinkle weight values
|
|
// baseColor = lerp( baseColor, wrinkleColor, i.color2_wrinkleWeight.w );
|
|
}
|
|
|
|
float3 worldSpaceNormal, tangentSpaceNormal = float3(0, 0, 1);
|
|
float fSpecMask = 1.0f;
|
|
if( bBumpTexture )
|
|
{
|
|
float4 normalTexel = tex2D( NormalMapSampler, i.baseTexCoord );
|
|
tangentSpaceNormal = 2.0f * normalTexel.xyz - 1.0f;
|
|
|
|
fSpecMask = normalTexel.a;
|
|
}
|
|
|
|
/*
|
|
float fAmbientOcclusion = 1.0f;
|
|
if ( bDoAmbientOcclusion )
|
|
{
|
|
fAmbientOcclusion = tex2D( AmbientOcclusionSampler, i.baseTexCoord );
|
|
}
|
|
*/
|
|
|
|
// We need a normal if we're doing any lighting
|
|
if ( bDiffuseLighting || bDoPhong )
|
|
{
|
|
worldSpaceNormal = normalize( mul( i.tangentSpaceTranspose, tangentSpaceNormal ) );
|
|
}
|
|
|
|
float3 vEyeDir = normalize(i.worldVertToEyeVectorXYZ_tangentSpaceVertToEyeVectorZ.xyz);
|
|
|
|
const int localLightType2 = LIGHTTYPE_NONE;
|
|
const int localLightType3 = LIGHTTYPE_NONE;
|
|
|
|
float3 diffuseLighting = float3( 1.0f, 1.0f, 1.0f );
|
|
if( bDiffuseLighting )
|
|
{
|
|
float3 staticLightingColor = float3( 0.0f, 0.0f, 0.0f );
|
|
|
|
// Summation of diffuse illumination from all local lights
|
|
diffuseLighting = PixelShaderDoLightingTwoLights( i.worldPos_projPosZ.xyz, worldSpaceNormal,
|
|
staticLightingColor, g_StaticLightType,
|
|
g_AmbientLightType, g_LocalLightType0,
|
|
g_LocalLightType1, 1.0f, i.color1,
|
|
i.color2_wrinkleWeight.xyz, cAmbientCube,
|
|
NormalizeSampler, cLightInfo, bHalfLambert,
|
|
|
|
// These parameters aren't passed by generic shaders:
|
|
false, 1.0f,
|
|
bDoDirectionalDiffuse, vEyeDir,
|
|
bDoLightingWarp, LightWarpSampler );
|
|
}
|
|
|
|
float3 specularLighting = float3( 0.0f, 0.0f, 0.0f );
|
|
float fFresnel = 1.0f; // Specular everywhere by default
|
|
if( bDoPhong )
|
|
{
|
|
float fSpecExp = g_EyePos_SpecExponent.w;
|
|
float fSpecExpMap = tex2D( SpecExponentSampler, i.baseTexCoord );
|
|
|
|
// If the exponent passed in as a constant is zero, use the value from the map as the exponent
|
|
if ( fSpecExp == 0 )
|
|
fSpecExp = 1.0f - fSpecExpMap + 150.0f * fSpecExpMap;
|
|
|
|
// Summation of specular from all local lights
|
|
specularLighting = g_SpecularBoost * PixelShaderDoSpecularLighting( i.worldPos_projPosZ.xyz, worldSpaceNormal,
|
|
fSpecExp, vEyeDir, g_LocalLightType0, g_LocalLightType1,
|
|
i.color1, i.color2_wrinkleWeight.xyz,
|
|
cLightInfo, false, 1.0f );
|
|
|
|
if ( bDoFresnel )
|
|
fFresnel = Fresnel( worldSpaceNormal, vEyeDir, g_FresnelLow, g_FresnelMid, g_FresnelHigh );
|
|
}
|
|
|
|
float3 albedo = float3( 1.0f, 1.0f, 1.0f );
|
|
float alpha = 1.0f;
|
|
if( bBaseTexture )
|
|
{
|
|
albedo *= baseColor.rgb;
|
|
}
|
|
|
|
#if FLASHLIGHT
|
|
if( bFlashlight )
|
|
{
|
|
bool bDoShadow = (FLASHLIGHTDEPTH==1)?1:0;
|
|
worldSpaceNormal = mul( i.tangentSpaceTranspose, tangentSpaceNormal );
|
|
diffuseLighting = DoFlashlight( g_FlashlightPos, i.worldPos_projPosZ.xyz, worldSpaceNormal,
|
|
g_FlashlightWorldToTexture, g_FlashlightAttenuationFactors.xyz, g_FlashlightAttenuationFactors.w,
|
|
FlashlightSampler, EnvmapMaskSampler, bDoShadow );
|
|
}
|
|
#endif
|
|
|
|
float3 diffuseComponent = albedo * diffuseLighting;
|
|
if( bSelfIllum )
|
|
{
|
|
diffuseComponent = lerp( diffuseComponent, g_SelfIllumTint * albedo, baseColor.a );
|
|
}
|
|
|
|
float3 result = float3(0,0,0);
|
|
|
|
if ( bDoDiffuse )
|
|
result += diffuseComponent;
|
|
|
|
if ( bDoPhong )
|
|
result += specularLighting * fFresnel * fSpecMask;
|
|
|
|
#if FOGTYPE == 2
|
|
float fogFactor = CalcWaterFogAlpha( g_WaterZ, g_EyePos_SpecExponent.z, i.worldPos_projPosZ.z, i.worldPos_projPosZ.w, g_FogOORange );
|
|
result = lerp( result, g_WaterFogColor.xyz, fogFactor );
|
|
# if WRITEWATERFOGTODESTALPHA
|
|
alpha = fogFactor;
|
|
# endif
|
|
#endif
|
|
|
|
//FIXME: need to take dowaterfog into consideration
|
|
return LinearColorToHDROutput( float4( result, alpha ), 1.0f ); // <-- this last parameter does nothing in LinearColorToHDROutput()
|
|
}
|
|
|