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https://github.com/alliedmodders/hl2sdk.git
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196 lines
6.9 KiB
Plaintext
196 lines
6.9 KiB
Plaintext
// STATIC: "BASETEXTURE" "0..1"
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// STATIC: "CUBEMAP" "0..1"
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// STATIC: "DIFFUSELIGHTING" "0..1"
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// STATIC: "SELFILLUM" "0..1"
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// STATIC: "NORMALMAPALPHAENVMAPMASK" "0..1"
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// STATIC: "HALFLAMBERT" "0..1"
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// STATIC: "FLASHLIGHT" "0..1"
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// DYNAMIC: "LIGHT_COMBO" "0..21"
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// DYNAMIC: "WRITEWATERFOGTODESTALPHA" "0..1"
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// DYNAMIC: "FOGTYPE" "0..2"
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// DYNAMIC: "FLASHLIGHTDEPTH" "0..0"
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// This is because we don't support static lighting and bumpmapping
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// SKIP: ( $LIGHT_COMBO == 1 || $LIGHT_COMBO > 11 )
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// We don't use light combos when doing the flashlight, so force it to zero when using the flashlight.
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// SKIP ( $FLASHLIGHT != 0 ) && ( $LIGHT_COMBO != 0 )
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// We skip this because this combo blows ps_2_0 program length.
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// SKIP: $CUBEMAP && $SELFILLUM && $WRITEWATERFOGTODESTALPHA
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#include "common_vertexlitgeneric_dx9.h"
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const HALF4 g_EnvmapTint : register( c0 );
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const HALF4 g_DiffuseModulation : register( c1 );
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#if !FLASHLIGHT
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const HALF3 g_EnvmapContrast : register( c2 );
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const HALF3 g_EnvmapSaturation : register( c3 );
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#endif
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const HALF4 g_SelfIllumTint : register( c4 );
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const float3 cAmbientCube[6] : register( c5 );
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// 3 register each - 6 register total
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PixelShaderLightInfo cLightInfo[2] : register( c13 ); // through c18
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const HALF4 g_WaterFogColor : register( c19 );
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const HALF3 g_EyePos : register( c20 );
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const HALF4 g_FogParams : register( c21 );
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#define g_WaterZ g_FogParams.y
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#define g_FogOORange g_FogParams.w
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const float4 g_FlashlightAttenuationFactors : register( c22 );
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const HALF3 g_FlashlightPos : register( c23 );
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const float4x4 g_FlashlightWorldToTexture : register( c24 ); // through c27
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static const int g_LightCombo = LIGHT_COMBO;
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static const int g_StaticLightType = g_StaticLightTypeArray[g_LightCombo];
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static const int g_AmbientLightType = g_AmbientLightTypeArray[g_LightCombo];
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static const int g_LocalLightType0 = g_LocalLightType0Array[g_LightCombo];
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static const int g_LocalLightType1 = g_LocalLightType1Array[g_LightCombo];
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sampler BaseTextureSampler : register( s0 );
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sampler EnvmapSampler : register( s1 );
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sampler BumpmapSampler : register( s3 );
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sampler EnvmapMaskSampler : register( s4 );
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sampler NormalizeSampler : register( s5 );
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sampler FlashlightSampler : register( s7 );
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struct PS_INPUT
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{
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HALF4 baseTexCoord2_tangentSpaceVertToEyeVectorXY : TEXCOORD0;
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// bump mapping and a separate envmap mask texture are mutually exclusive.
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float3 color2 : TEXCOORD1;
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float3 color1 : TEXCOORD2;
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float4 worldVertToEyeVectorXYZ_tangentSpaceVertToEyeVectorZ : TEXCOORD3;
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float3x3 tangentSpaceTranspose : TEXCOORD4;
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float4 worldPos_projPosZ : TEXCOORD7;
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float4 fogFactorW : COLOR1;
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};
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HDR_PS_OUTPUT main( PS_INPUT i ) : COLOR
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{
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bool bBaseTexture = BASETEXTURE ? true : false;
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bool bCubemap = CUBEMAP ? true : false;
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bool bDiffuseLighting = DIFFUSELIGHTING ? true : false;
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bool bSelfIllum = SELFILLUM ? true : false;
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bool bNormalMapAlphaEnvmapMask = NORMALMAPALPHAENVMAPMASK ? true : false;
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bool bHalfLambert = HALFLAMBERT ? true : false;
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bool bFlashlight = (FLASHLIGHT!=0) ? true : false;
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HALF4 baseColor = HALF4( 1.0f, 1.0f, 1.0f, 1.0f );
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if( bBaseTexture )
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{
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baseColor = tex2D( BaseTextureSampler, i.baseTexCoord2_tangentSpaceVertToEyeVectorXY.xy );
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}
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HALF3 specularFactor = 1.0f;
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HALF4 normalTexel = tex2D( BumpmapSampler, i.baseTexCoord2_tangentSpaceVertToEyeVectorXY.xy );
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HALF3 tangentSpaceNormal = 2.0f * normalTexel - 1.0f;
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if( bNormalMapAlphaEnvmapMask )
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{
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specularFactor = normalTexel.a;
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}
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HALF3 diffuseLighting = HALF3( 1.0f, 1.0f, 1.0f );
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if( bDiffuseLighting )
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{
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float3 worldSpaceNormal = mul( i.tangentSpaceTranspose, tangentSpaceNormal );
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worldSpaceNormal = NormalizeWithCubemap( NormalizeSampler, worldSpaceNormal );
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float3 staticLightingColor = float3( 0.0f, 0.0f, 0.0f );
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diffuseLighting = PixelShaderDoLighting( i.worldPos_projPosZ.xyz, worldSpaceNormal,
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staticLightingColor, g_StaticLightType,
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g_AmbientLightType, g_LocalLightType0,
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g_LocalLightType1, 1.0f, i.color1,
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i.color2, cAmbientCube, NormalizeSampler, cLightInfo, bHalfLambert );
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}
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HALF3 albedo = HALF3( 1.0f, 1.0f, 1.0f );
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HALF alpha = 1.0f;
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if( bBaseTexture )
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{
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albedo *= baseColor;
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if ( !bSelfIllum )
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{
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alpha *= baseColor.a;
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}
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}
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// If we only have specularity, assume that we want a black diffuse component, and
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// get alpha from the envmapmask
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if( !bBaseTexture && bCubemap )
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{
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diffuseLighting = HALF3( 0.0f, 0.0f, 0.0f );
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if( bNormalMapAlphaEnvmapMask )
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{
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alpha *= specularFactor;
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}
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}
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#if FLASHLIGHT
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if( bFlashlight )
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{
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bool bDoShadow = (FLASHLIGHTDEPTH==1)?1:0;
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float3 worldSpaceNormal = mul( i.tangentSpaceTranspose, tangentSpaceNormal );
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diffuseLighting = DoFlashlight( g_FlashlightPos, i.worldPos_projPosZ.xyz, worldSpaceNormal,
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g_FlashlightWorldToTexture, g_FlashlightAttenuationFactors.xyz, g_FlashlightAttenuationFactors.w,
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FlashlightSampler, EnvmapMaskSampler, bDoShadow );
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}
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#endif
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// FIXME: This could be done per vertex!
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diffuseLighting *= g_DiffuseModulation.rgb;
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alpha *= g_DiffuseModulation.a;
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HALF3 diffuseComponent = albedo * diffuseLighting;
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if( bSelfIllum )
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{
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HALF3 selfIllumComponent = g_SelfIllumTint * albedo;
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diffuseComponent = lerp( diffuseComponent, selfIllumComponent, baseColor.a );
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}
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HALF3 specularLighting = HALF3( 0.0f, 0.0f, 0.0f );
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#if !FLASHLIGHT
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if( bCubemap )
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{
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// If we've *only* specified a cubemap, blow off the diffuse component
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if ( !bBaseTexture && !bDiffuseLighting && !bSelfIllum && !bFlashlight )
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{
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diffuseComponent = HALF3( 0.0f, 0.0f, 0.0f );
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}
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HALF3 worldSpaceNormal = mul( i.tangentSpaceTranspose, tangentSpaceNormal );
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HALF3 reflectVect = CalcReflectionVectorUnnormalized( worldSpaceNormal, i.worldVertToEyeVectorXYZ_tangentSpaceVertToEyeVectorZ.xyz );
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specularLighting = ENV_MAP_SCALE * texCUBE( EnvmapSampler, reflectVect );
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specularLighting *= specularFactor;
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specularLighting *= g_EnvmapTint;
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HALF3 specularLightingSquared = specularLighting * specularLighting;
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specularLighting = lerp( specularLighting, specularLightingSquared, g_EnvmapContrast );
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HALF3 greyScale = dot( specularLighting, HALF3( 0.299f, 0.587f, 0.114f ) );
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specularLighting = lerp( greyScale, specularLighting, g_EnvmapSaturation );
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}
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#endif
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HALF3 result = diffuseComponent + specularLighting;
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#if FOGTYPE == 2
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float fogFactor = CalcWaterFogAlpha( g_WaterZ, g_EyePos.z, i.worldPos_projPosZ.z, i.worldPos_projPosZ.w, g_FogOORange );
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result = lerp( result, g_WaterFogColor.xyz, fogFactor );
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# if WRITEWATERFOGTODESTALPHA
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alpha = fogFactor;
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# endif
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#endif
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//FIXME: need to take dowaterfog into consideration
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return LinearColorToHDROutput( float4( result, alpha ), i.fogFactorW.w );
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}
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