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https://github.com/alliedmodders/hl2sdk.git
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235 lines
7.1 KiB
Plaintext
235 lines
7.1 KiB
Plaintext
// STATIC: "BASETEXTURE" "0..1"
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// STATIC: "DETAILTEXTURE" "0..1"
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// STATIC: "CUBEMAP" "0..1"
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// STATIC: "DIFFUSELIGHTING" "0..1"
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// STATIC: "ENVMAPMASK" "0..1"
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// STATIC: "BASEALPHAENVMAPMASK" "0..1"
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// STATIC: "SELFILLUM" "0..1"
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// STATIC: "VERTEXCOLOR" "0..1"
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// STATIC: "VERTEXALPHA" "0..1"
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// STATIC: "FLASHLIGHT" "0..1"
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// STATIC: "SELFILLUM_ENVMAPMASK_ALPHA" "0..1"
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// DYNAMIC: "WRITEWATERFOGTODESTALPHA" "0..1"
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// DYNAMIC: "FOGTYPE" "0..2"
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// DYNAMIC: "LIGHTING_PREVIEW" "0..2"
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// DYNAMIC: "FLASHLIGHTDEPTH" "0..0"
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// SKIP: $BASEALPHAENVMAPMASK && $ENVMAPMASK
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// SKIP: $BASEALPHAENVMAPMASK && $SELFILLUM
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// SKIP: $SELFILLUM && $SELFILLUM_ENVMAPMASK_ALPHA
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// SKIP: $SELFILLUM_ENVMAPMASK_ALPHA && (! $ENVMAPMASK)
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// SKIP: $ENVMAPMASK && ($FLASHLIGHT || $FLASHLIGHTDEPTH)
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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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// we don't use these with HDR.
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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 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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sampler BaseTextureSampler : register( s0 );
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sampler EnvmapSampler : register( s1 );
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sampler DetailSampler : register( s2 );
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sampler EnvmapMaskSampler : register( s4 );
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sampler FlashlightSampler : register( s7 );
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struct PS_INPUT
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{
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HALF2 baseTexCoord : TEXCOORD0; // Base texture coordinate
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HALF2 detailTexCoord : TEXCOORD1; // Detail texture coordinate
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float4 color : TEXCOORD2; // Vertex color (from lighting or unlit)
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float3 worldVertToEyeVector : TEXCOORD3; // Necessary for reflection
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float3 worldSpaceNormal : TEXCOORD4; // Necessary for cubemaps
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float4 worldPos_projPosZ : TEXCOORD7; // Necessary for water fog dest alpha
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float4 fogFactorW : COLOR1;
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};
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#if LIGHTING_PREVIEW == 2
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struct LPREVIEW_PS_OUT
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{
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float4 color : COLOR0;
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float4 normal : COLOR1;
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float4 position : COLOR2;
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float4 flags : COLOR3;
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};
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LPREVIEW_PS_OUT main( PS_INPUT i ) : COLOR
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#else
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HDR_PS_OUTPUT main( PS_INPUT i ) : COLOR
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#endif
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{
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bool bBaseTexture = BASETEXTURE ? true : false;
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bool bDetailTexture = DETAILTEXTURE ? 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 bEnvmapMask = ENVMAPMASK ? true : false;
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bool bBaseAlphaEnvmapMask = BASEALPHAENVMAPMASK ? true : false;
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bool bSelfIllum = SELFILLUM ? true : false;
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bool bVertexColor = VERTEXCOLOR ? true : false;
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bool bVertexAlpha = VERTEXALPHA ? true : false;
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bool bFlashlight = FLASHLIGHT ? 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.baseTexCoord.xy );
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}
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HALF3 detailColor = HALF3( 1.0f, 1.0f, 1.0f );
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if( bDetailTexture )
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{
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detailColor = 2.0 * tex2D( DetailSampler, i.detailTexCoord.xy );
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}
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HALF3 specularFactor = 1.0f;
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HALF4 envmapMaskTexel;
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if( bEnvmapMask )
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{
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envmapMaskTexel = tex2D( EnvmapMaskSampler, i.baseTexCoord.xy );
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specularFactor *= envmapMaskTexel.xyz;
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}
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if( bBaseAlphaEnvmapMask )
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{
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specularFactor *= 1.0 - baseColor.a; // this blows!
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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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diffuseLighting = i.color.rgb;
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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( !bBaseAlphaEnvmapMask && !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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if( bEnvmapMask )
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{
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alpha *= envmapMaskTexel.a;
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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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diffuseLighting = DoFlashlight( g_FlashlightPos, i.worldPos_projPosZ.xyz, i.worldSpaceNormal,
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g_FlashlightWorldToTexture, g_FlashlightAttenuationFactors.xyz,
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g_FlashlightAttenuationFactors.w, 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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if( bVertexColor )
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{
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albedo *= i.color.rgb;
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}
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if( bVertexAlpha )
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{
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alpha *= i.color.a;
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}
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if( bDetailTexture )
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{
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albedo *= detailColor;
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}
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HALF3 diffuseComponent = albedo * diffuseLighting;
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#if SELFILLUM_ENVMAPMASK_ALPHA
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// range of alpha:
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// 0 - 0.125 = lerp(diffuse,selfillum,alpha*8)
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// 0.125-1.0 = selfillum*(1+alpha-0.125)*8 (over bright glows)
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HALF3 selfIllumComponent = g_SelfIllumTint * albedo;
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half Adj_Alpha=8*envmapMaskTexel.a;
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diffuseComponent=( MAX( 0, 1-Adj_Alpha ) * diffuseComponent) + Adj_Alpha * selfIllumComponent;
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#else
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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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#endif
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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 && !bVertexColor && !bVertexAlpha && !bDetailTexture && !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 reflectVect = CalcReflectionVectorUnnormalized( i.worldSpaceNormal, i.worldVertToEyeVector.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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#if LIGHTING_PREVIEW
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# if LIGHTING_PREVIEW == 1
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float dotprod=0.7+0.25*dot(i.worldSpaceNormal,normalize(float3(1,2,-.5)));
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return LinearColorToHDROutput( float4( dotprod*albedo.xyz, alpha ), 0 );
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# else
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LPREVIEW_PS_OUT ret;
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ret.flags=float4(1,1,1,1);
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ret.color=float4( albedo.xyz, alpha );
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ret.normal=float4(i.worldSpaceNormal,alpha);
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ret.position=float4(i.worldPos_projPosZ.xyz,alpha);
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return ret;
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# endif
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#else
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return LinearColorToHDROutput( float4( result.xyz, alpha ), i.fogFactorW);
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#endif
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}
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