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HL2Overcharged/materialsystem/stdshaders/lightmappedgeneric_ps2_3_x.h
2025-05-21 21:20:08 +03:00

666 lines
22 KiB
C

//========= Copyright Valve Corporation, All rights reserved. ============//
// SKIP: $BUMPMAP2 && $WARPLIGHTING
// SKIP: $WARPLIGHTING && $DETAILTEXTURE
// SKIP: $ENVMAPMASK && $BUMPMAP
// SKIP: $NORMALMAPALPHAENVMAPMASK && $BASEALPHAENVMAPMASK
// SKIP: $NORMALMAPALPHAENVMAPMASK && $ENVMAPMASK
// SKIP: $BASEALPHAENVMAPMASK && $ENVMAPMASK
// SKIP: $BASEALPHAENVMAPMASK && $SELFILLUM
// SKIP: !$FASTPATH && $FASTPATHENVMAPCONTRAST
// SKIP: !$FASTPATH && $FASTPATHENVMAPTINT
// SKIP: !$BUMPMAP && $DIFFUSEBUMPMAP
// SKIP: !$BUMPMAP && $BUMPMAP2
// SKIP: !$BUMPMAP2 && $BUMPMASK
// SKIP: $ENVMAPMASK && $BUMPMAP2
// SKIP: $BASETEXTURENOENVMAP && ( !$BASETEXTURE2 || !$CUBEMAP )
// SKIP: $BASETEXTURE2NOENVMAP && ( !$BASETEXTURE2 || !$CUBEMAP )
// SKIP: $BASEALPHAENVMAPMASK && $BUMPMAP
// SKIP: $PARALLAXMAP && $DETAILTEXTURE
// SKIP: $SEAMLESS && $RELIEF_MAPPING
// SKIP: $SEAMLESS && $DETAILTEXTURE
// SKIP: $SEAMLESS && $MASKEDBLENDING
// SKIP: $BUMPMASK && ( $SEAMLESS || $DETAILTEXTURE || $SELFILLUM || $BASETEXTURENOENVMAP || $BASETEXTURE2 )
// SKIP: !$BUMPMAP && ($NORMAL_DECODE_MODE == 1)
// SKIP: !$BUMPMAP && ($NORMAL_DECODE_MODE == 2)
// SKIP: !$BUMPMAP && ($NORMALMASK_DECODE_MODE == 1)
// SKIP: !$BUMPMAP && ($NORMALMASK_DECODE_MODE == 2)
// 360 compiler craps out on some combo in this family. Content doesn't use blendmode 10 anyway
// SKIP: $FASTPATH && $PIXELFOGTYPE && $BASETEXTURE2 && $DETAILTEXTURE && $CUBEMAP && ($DETAIL_BLEND_MODE == 10 )
// Too many instructions to do this all at once:
// SKIP: $FANCY_BLENDING && $BUMPMAP && $DETAILTEXTURE
// SKIP: $BASETEXTURETRANSFORM2 && !$BASETEXTURE2
// SKIP: $BASETEXTURETRANSFORM2 && $SEAMLESS
// SKIP: $SWAP_VERTEX_BLEND && !$BASETEXTURE2
// SKIP: !$FANCY_BLENDING && $MASKEDBLENDING
// debug crap:
// NOSKIP: $DETAILTEXTURE
// NOSKIP: $CUBEMAP
// NOSKIP: $ENVMAPMASK
// NOSKIP: $BASEALPHAENVMAPMASK
// NOSKIP: $SELFILLUM
#define USE_32BIT_LIGHTMAPS_ON_360 //uncomment to use 32bit lightmaps, be sure to keep this in sync with the same #define in materialsystem/cmatlightmaps.cpp
#include "common_ps_fxc.h"
#include "common_flashlight_fxc.h"
#include "common_lightmappedgeneric_fxc.h"
#if SEAMLESS
#define USE_FAST_PATH 1
#else
#define USE_FAST_PATH FASTPATH
#endif
const HALF4 g_EnvmapTint : register( c0 );
#if USE_FAST_PATH == 1
# if FASTPATHENVMAPCONTRAST == 0
static const HALF3 g_EnvmapContrast = { 0.0f, 0.0f, 0.0f };
# else
static const HALF3 g_EnvmapContrast = { 1.0f, 1.0f, 1.0f };
# endif
static const HALF3 g_EnvmapSaturation = { 1.0f, 1.0f, 1.0f };
static const HALF g_FresnelReflection = 1.0f;
static const HALF g_OneMinusFresnelReflection = 0.0f;
static const HALF4 g_SelfIllumTint = { 1.0f, 1.0f, 1.0f, 1.0f };
# if OUTLINE
const float4 g_OutlineParams : register( c2 );
#define OUTLINE_MIN_VALUE0 g_OutlineParams.x
#define OUTLINE_MIN_VALUE1 g_OutlineParams.y
#define OUTLINE_MAX_VALUE0 g_OutlineParams.z
#define OUTLINE_MAX_VALUE1 g_OutlineParams.w
const float4 g_OutlineColor : register( c3 );
#define OUTLINE_COLOR g_OutlineColor
# endif
# if SOFTEDGES
const float4 g_EdgeSoftnessParms : register( c4 );
#define SOFT_MASK_MIN g_EdgeSoftnessParms.x
#define SOFT_MASK_MAX g_EdgeSoftnessParms.y
# endif
#else
const HALF3 g_EnvmapContrast : register( c2 );
const HALF3 g_EnvmapSaturation : register( c3 );
const HALF4 g_FresnelReflectionReg : register( c4 );
#define g_FresnelReflection g_FresnelReflectionReg.a
#define g_OneMinusFresnelReflection g_FresnelReflectionReg.b
const HALF4 g_SelfIllumTint : register( c7 );
#endif
const float4 g_DetailTint_and_BlendFactor : register( c8 );
#define g_DetailTint (g_DetailTint_and_BlendFactor.rgb)
#define g_DetailBlendFactor (g_DetailTint_and_BlendFactor.w)
const float4 g_EyePos_MinLight : register( c10 );
#define g_EyePos g_EyePos_MinLight.xyz
#define g_fMinLighting g_EyePos_MinLight.w
const HALF4 g_FogParams : register( c11 );
const float4 g_TintValuesAndLightmapScale : register( c12 );
#define g_flAlpha2 g_TintValuesAndLightmapScale.w
const float4 g_FlashlightAttenuationFactors : register( c13 );
const float3 g_FlashlightPos : register( c14 );
const float4x4 g_FlashlightWorldToTexture : register( c15 ); // through c18
const float4 g_ShadowTweaks : register( c19 );
#if PARALLAXCORRECT
// Parallax cubemaps
const float4 cubemapPos : register(c21);
const float4x4 obbMatrix : register(c22); //through c25
#define g_BlendInverted cubemapPos.w
#else
// Blixibon - Hammer apparently has a bug that causes the vertex blend to get swapped.
// Hammer uses a special internal shader to nullify this, but it doesn't work with custom shaders.
// Downfall got around this by swapping around the base textures in the DLL code when drawn by the editor.
// Doing it here in the shader itself allows us to retain other properties, like FANCY_BLENDING.
// TODO: This may be inefficent usage of a constant
const HALF g_BlendInverted : register(c21);
#endif
sampler BaseTextureSampler : register( s0 );
sampler LightmapSampler : register( s1 );
sampler EnvmapSampler : register( s2 );
#if FANCY_BLENDING
sampler BlendModulationSampler : register( s3 );
#endif
#if DETAILTEXTURE
sampler DetailSampler : register( s12 );
#endif
sampler BumpmapSampler : register( s4 );
#if NORMAL_DECODE_MODE == NORM_DECODE_ATI2N_ALPHA
sampler AlphaMapSampler : register( s9 ); // alpha
#else
#define AlphaMapSampler BumpmapSampler
#endif
#if BUMPMAP2 == 1
sampler BumpmapSampler2 : register( s5 );
#if NORMAL_DECODE_MODE == NORM_DECODE_ATI2N_ALPHA
sampler AlphaMapSampler2 : register( s10 ); // alpha
#else
#define AlphaMapSampler2 BumpmapSampler2
#endif
#else
sampler EnvmapMaskSampler : register( s5 );
#endif
#if WARPLIGHTING
sampler WarpLightingSampler : register( s6 );
#endif
sampler BaseTextureSampler2 : register( s7 );
#if BUMPMASK == 1
sampler BumpMaskSampler : register( s8 );
#if NORMALMASK_DECODE_MODE == NORM_DECODE_ATI2N_ALPHA
sampler AlphaMaskSampler : register( s11 ); // alpha
#else
#define AlphaMaskSampler BumpMaskSampler
#endif
#endif
#if defined( _X360 ) && FLASHLIGHT
sampler FlashlightSampler : register( s13 );
sampler ShadowDepthSampler : register( s14 );
sampler RandRotSampler : register( s15 );
#endif
struct PS_INPUT
{
#if SEAMLESS
float3 SeamlessTexCoord : TEXCOORD0; // zy xz
float4 detailOrBumpAndEnvmapMaskTexCoord : TEXCOORD1; // envmap mask
#else
#if BASETEXTURETRANSFORM2
// Blixibon - Using two extra floats for $basetexturetransform2
HALF4 baseTexCoord : TEXCOORD0;
#else
HALF2 baseTexCoord : TEXCOORD0;
#endif
// detail textures and bumpmaps are mutually exclusive so that we have enough texcoords.
#if ( RELIEF_MAPPING == 0 )
HALF4 detailOrBumpAndEnvmapMaskTexCoord : TEXCOORD1;
#endif
#endif
// CENTROID: TEXCOORD2
HALF4 lightmapTexCoord1And2 : TEXCOORD2;
// CENTROID: TEXCOORD3
HALF4 lightmapTexCoord3 : TEXCOORD3;
HALF4 worldPos_projPosZ : TEXCOORD4;
HALF3x3 tangentSpaceTranspose : TEXCOORD5;
// tangentSpaceTranspose : TEXCOORD6
// tangentSpaceTranspose : TEXCOORD7
HALF4 vertexColor : COLOR;
float4 vertexBlendX_fogFactorW : COLOR1;
// Extra iterators on 360, used in flashlight combo
#if defined( _X360 ) && FLASHLIGHT
float4 flashlightSpacePos : TEXCOORD8;
float4 vProjPos : TEXCOORD9;
#endif
};
#if LIGHTING_PREVIEW == 2
LPREVIEW_PS_OUT main( PS_INPUT i ) : COLOR
#else
HALF4 main( PS_INPUT i ) : COLOR
#endif
{
bool bBaseTexture2 = BASETEXTURE2 ? true : false;
bool bDetailTexture = DETAILTEXTURE ? true : false;
bool bBumpmap = BUMPMAP ? true : false;
bool bDiffuseBumpmap = DIFFUSEBUMPMAP ? true : false;
bool bCubemap = CUBEMAP ? true : false;
bool bEnvmapMask = ENVMAPMASK ? true : false;
bool bBaseAlphaEnvmapMask = BASEALPHAENVMAPMASK ? true : false;
bool bSelfIllum = SELFILLUM ? true : false;
bool bNormalMapAlphaEnvmapMask = NORMALMAPALPHAENVMAPMASK ? true : false;
bool bBaseTextureNoEnvmap = BASETEXTURENOENVMAP ? true : false;
bool bBaseTexture2NoEnvmap = BASETEXTURE2NOENVMAP ? true : false;
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
#if BASETEXTURETRANSFORM2
// Blixibon - Simpler version of GetBaseTextureAndNormal() that supports $basetexturetransform2
// (make this its own function in common_lightmappedgeneric_fxc.h if this becomes more widespread)
//
// Also, not sure where else to put this, but we're using an entire BASETEXTURETRANSFORM2 combo
// because in DX9, $basetexture2 would update from the original $basetexturetransform, so
// keeping this code separate retains that original behavior.
baseColor = tex2D( BaseTextureSampler, baseTexCoords.xy );
baseColor2 = tex2D( BaseTextureSampler2, i.baseTexCoord.wz );
if ( bBumpmap || bNormalMapAlphaEnvmapMask )
{
vNormal = tex2D( BumpmapSampler, baseTexCoords.xy );
}
#else
GetBaseTextureAndNormal( BaseTextureSampler, BaseTextureSampler2, BumpmapSampler, bBaseTexture2, bBumpmap || bNormalMapAlphaEnvmapMask,
baseTexCoords, i.vertexColor.rgb, baseColor, baseColor2, vNormal );
#endif
#if BUMPMAP == 1 // not ssbump
vNormal.xyz = vNormal.xyz * 2.0f - 1.0f; // make signed if we're not ssbump
#endif
HALF3 lightmapColor1 = HALF3( 1.0f, 1.0f, 1.0f );
HALF3 lightmapColor2 = HALF3( 1.0f, 1.0f, 1.0f );
HALF3 lightmapColor3 = HALF3( 1.0f, 1.0f, 1.0f );
#if LIGHTING_PREVIEW == 0
if( bBumpmap && bDiffuseBumpmap )
{
HALF2 bumpCoord1;
HALF2 bumpCoord2;
HALF2 bumpCoord3;
ComputeBumpedLightmapCoordinates( i.lightmapTexCoord1And2, i.lightmapTexCoord3.xy,
bumpCoord1, bumpCoord2, bumpCoord3 );
lightmapColor1 = LightMapSample( LightmapSampler, bumpCoord1 );
lightmapColor2 = LightMapSample( LightmapSampler, bumpCoord2 );
lightmapColor3 = LightMapSample( LightmapSampler, bumpCoord3 );
}
else
{
HALF2 bumpCoord1 = ComputeLightmapCoordinates( i.lightmapTexCoord1And2, i.lightmapTexCoord3.xy );
lightmapColor1 = LightMapSample( LightmapSampler, bumpCoord1 );
}
#endif
#if RELIEF_MAPPING
// in the parallax case, all texcoords must be the same in order to free
// up an iterator for the tangent space view vector
HALF2 detailTexCoord = i.baseTexCoord.xy;
HALF2 bumpmapTexCoord = i.baseTexCoord.xy;
HALF2 envmapMaskTexCoord = i.baseTexCoord.xy;
#else
#if ( DETAILTEXTURE == 1 )
HALF2 detailTexCoord = i.detailOrBumpAndEnvmapMaskTexCoord.xy;
HALF2 bumpmapTexCoord = i.baseTexCoord.xy;
#elif ( BUMPMASK == 1 )
HALF2 detailTexCoord = 0.0f;
HALF2 bumpmapTexCoord = i.detailOrBumpAndEnvmapMaskTexCoord.xy;
HALF2 bumpmap2TexCoord = i.detailOrBumpAndEnvmapMaskTexCoord.wz;
#else
HALF2 detailTexCoord = 0.0f;
HALF2 bumpmapTexCoord = i.detailOrBumpAndEnvmapMaskTexCoord.xy;
#endif
HALF2 envmapMaskTexCoord = i.detailOrBumpAndEnvmapMaskTexCoord.wz;
#endif // !RELIEF_MAPPING
HALF4 detailColor = HALF4( 1.0f, 1.0f, 1.0f, 1.0f );
#if DETAILTEXTURE
#if SHADER_MODEL_PS_2_0
detailColor = tex2D( DetailSampler, detailTexCoord );
#else
detailColor = float4( g_DetailTint, 1.0f ) * tex2D( DetailSampler, detailTexCoord );
#endif
#endif
#if ( OUTLINE || SOFTEDGES )
float distAlphaMask = baseColor.a;
# if OUTLINE
if ( ( distAlphaMask >= OUTLINE_MIN_VALUE0 ) &&
( distAlphaMask <= OUTLINE_MAX_VALUE1 ) )
{
float oFactor=1.0;
if ( distAlphaMask <= OUTLINE_MIN_VALUE1 )
{
oFactor=smoothstep( OUTLINE_MIN_VALUE0, OUTLINE_MIN_VALUE1, distAlphaMask );
}
else
{
oFactor=smoothstep( OUTLINE_MAX_VALUE1, OUTLINE_MAX_VALUE0, distAlphaMask );
}
baseColor = lerp( baseColor, OUTLINE_COLOR, oFactor );
}
# endif
# if SOFTEDGES
baseColor.a *= smoothstep( SOFT_MASK_MAX, SOFT_MASK_MIN, distAlphaMask );
# else
baseColor.a *= distAlphaMask >= 0.5;
# endif
#endif
#if LIGHTING_PREVIEW == 2
baseColor.xyz=GammaToLinear(baseColor.xyz);
#endif
float blendedAlpha = baseColor.a;
#if MASKEDBLENDING
float blendfactor=0.5;
#else
float blendfactor=i.vertexBlendX_fogFactorW.r;
// See g_BlendInverted's declaration for more info on this
if (g_BlendInverted > 0.0)
{
blendfactor=1.0f-blendfactor;
}
#endif
if( bBaseTexture2 )
{
#if (SELFILLUM == 0) && (PIXELFOGTYPE != PIXEL_FOG_TYPE_HEIGHT) && (FANCY_BLENDING)
float4 modt=tex2D(BlendModulationSampler,baseTexCoords);
#if MASKEDBLENDING
float minb=modt.g-modt.r;
float maxb=modt.g+modt.r;
#else
float minb=max(0,modt.g-modt.r);
float maxb=min(1,modt.g+modt.r);
#endif
blendfactor=smoothstep(minb,maxb,blendfactor);
#endif
baseColor.rgb = lerp( baseColor.rgb, baseColor2.rgb, blendfactor );
blendedAlpha = lerp( baseColor.a, baseColor2.a, blendfactor );
}
HALF3 specularFactor = 1.0f;
float4 vNormalMask = float4(0, 0, 1, 1);
if( bBumpmap )
{
if( bBaseTextureNoEnvmap )
{
vNormal.a = 0.0f;
}
#if ( BUMPMAP2 == 1 )
{
#if ( BUMPMASK == 1 )
HALF2 b2TexCoord = bumpmap2TexCoord;
#else
HALF2 b2TexCoord = bumpmapTexCoord;
#endif
HALF4 vNormal2;
if ( BUMPMAP == 2 )
vNormal2 = tex2D( BumpmapSampler2, b2TexCoord );
else
vNormal2 = DecompressNormal( BumpmapSampler2, b2TexCoord, NORMAL_DECODE_MODE, AlphaMapSampler2 ); // Bump 2 coords
if( bBaseTexture2NoEnvmap )
{
vNormal2.a = 0.0f;
}
#if ( BUMPMASK == 1 )
float3 vNormal1 = DecompressNormal( BumpmapSampler, i.detailOrBumpAndEnvmapMaskTexCoord.xy, NORMALMASK_DECODE_MODE, AlphaMapSampler );
vNormal.xyz = normalize( vNormal1.xyz + vNormal2.xyz );
// Third normal map...same coords as base
vNormalMask = DecompressNormal( BumpMaskSampler, i.baseTexCoord.xy, NORMALMASK_DECODE_MODE, AlphaMaskSampler );
vNormal.xyz = lerp( vNormalMask.xyz, vNormal.xyz, vNormalMask.a ); // Mask out normals from vNormal
specularFactor = vNormalMask.a;
#else // BUMPMASK == 0
if ( FANCY_BLENDING && bNormalMapAlphaEnvmapMask )
{
vNormal = lerp( vNormal, vNormal2, blendfactor);
}
else
{
vNormal.xyz = lerp( vNormal.xyz, vNormal2.xyz, blendfactor);
}
#endif
}
#endif // BUMPMAP2 == 1
if( bNormalMapAlphaEnvmapMask )
{
specularFactor *= vNormal.a;
}
}
else if ( bNormalMapAlphaEnvmapMask )
{
specularFactor *= vNormal.a;
}
#if ( BUMPMAP2 == 0 )
if( bEnvmapMask )
{
specularFactor *= tex2D( EnvmapMaskSampler, envmapMaskTexCoord ).xyz;
}
#endif
if( bBaseAlphaEnvmapMask )
{
specularFactor *= 1.0 - blendedAlpha; // Reversing alpha blows!
}
float4 albedo = float4( 1.0f, 1.0f, 1.0f, 1.0f );
float alpha = 1.0f;
albedo *= baseColor;
if( !bBaseAlphaEnvmapMask && !bSelfIllum )
{
alpha *= blendedAlpha; // Blixibon - Replaced baseColor.a with blendedAlpha
}
if( bDetailTexture )
{
albedo = TextureCombine( albedo, detailColor, DETAIL_BLEND_MODE, g_DetailBlendFactor );
}
// The vertex color contains the modulation color + vertex color combined
#if ( SEAMLESS == 0 )
albedo.xyz *= i.vertexColor.xyz;
#endif
alpha *= i.vertexColor.a * g_flAlpha2; // not sure about this one
// Save this off for single-pass flashlight, since we'll still need the SSBump vector, not a real normal
float3 vSSBumpVector = vNormal.xyz;
HALF3 diffuseLighting;
if( bBumpmap && bDiffuseBumpmap )
{
// ssbump
#if ( BUMPMAP == 2 )
diffuseLighting = vNormal.x * lightmapColor1 +
vNormal.y * lightmapColor2 +
vNormal.z * lightmapColor3;
diffuseLighting *= g_TintValuesAndLightmapScale.rgb;
// now, calculate vNormal for reflection purposes. if vNormal isn't needed, hopefully
// the compiler will eliminate these calculations
vNormal.xyz = normalize( bumpBasis[0]*vNormal.x + bumpBasis[1]*vNormal.y + bumpBasis[2]*vNormal.z);
#else
float3 dp;
dp.x = saturate( dot( vNormal.xyz, bumpBasis[0] ) );
dp.y = saturate( dot( vNormal.xyz, bumpBasis[1] ) );
dp.z = saturate( dot( vNormal.xyz, bumpBasis[2] ) );
dp *= dp;
#if ( DETAIL_BLEND_MODE == TCOMBINE_SSBUMP_BUMP )
dp *= 2*detailColor;
#endif
diffuseLighting = dp.x * lightmapColor1 +
dp.y * lightmapColor2 +
dp.z * lightmapColor3;
float sum = dot( dp, float3( 1.0f, 1.0f, 1.0f ) );
diffuseLighting *= g_TintValuesAndLightmapScale.rgb / sum;
#endif
}
else
{
diffuseLighting = lightmapColor1 * g_TintValuesAndLightmapScale.rgb;
}
#if WARPLIGHTING && ( SEAMLESS == 0 )
float len=0.5*length(diffuseLighting);
// FIXME: 8-bit lookup textures like this need a "nice filtering" VTF option, which converts
// them to 16-bit on load or does filtering in the shader (since most hardware - 360
// included - interpolates 8-bit textures at 8-bit precision, which causes banding)
diffuseLighting *= 2.0*tex2D(WarpLightingSampler,float2(len,0));
#endif
#if 1 //CUBEMAP || LIGHTING_PREVIEW || ( defined( _X360 ) && FLASHLIGHT )
float3x3 tangentSpaceTranspose = i.tangentSpaceTranspose;
float3 worldSpaceNormal = mul( vNormal.xyz, i.tangentSpaceTranspose );
#endif
float3 worldVertToEyeVector = g_EyePos - i.worldPos_projPosZ.xyz;
#if FOGTYPE == 2 || FLASHLIGHT != 0
float3 diffuseComponent = albedo.xyz * diffuseLighting;
#else
float3 vEyeDir = normalize( worldVertToEyeVector );
float flFresnelMinlight = saturate( dot( worldSpaceNormal, vEyeDir ) );
float3 diffuseComponent = albedo.xyz * lerp( diffuseLighting, 1, g_fMinLighting * flFresnelMinlight );
#endif
#if defined( _X360 ) && FLASHLIGHT
// ssbump doesn't pass a normal to the flashlight...it computes shadowing a different way
#if ( BUMPMAP == 2 )
bool bHasNormal = false;
float3 worldPosToLightVector = g_FlashlightPos - i.worldPos_projPosZ.xyz;
float3 tangentPosToLightVector;
tangentPosToLightVector.x = dot( worldPosToLightVector, tangentSpaceTranspose[0] );
tangentPosToLightVector.y = dot( worldPosToLightVector, tangentSpaceTranspose[1] );
tangentPosToLightVector.z = dot( worldPosToLightVector, tangentSpaceTranspose[2] );
tangentPosToLightVector = normalize( tangentPosToLightVector );
float nDotL = saturate( vSSBumpVector.x*dot( tangentPosToLightVector, bumpBasis[0]) +
vSSBumpVector.y*dot( tangentPosToLightVector, bumpBasis[1]) +
vSSBumpVector.z*dot( tangentPosToLightVector, bumpBasis[2]) );
#else
bool bHasNormal = true;
float nDotL = 1.0f;
#endif
float fFlashlight = DoFlashlight( g_FlashlightPos, i.worldPos_projPosZ.xyz, i.flashlightSpacePos,
worldSpaceNormal, g_FlashlightAttenuationFactors.xyz,
g_FlashlightAttenuationFactors.w, FlashlightSampler, ShadowDepthSampler,
RandRotSampler, 0, true, false, i.vProjPos.xy / i.vProjPos.w, false, g_ShadowTweaks, bHasNormal );
diffuseComponent = albedo.xyz * ( diffuseLighting + ( fFlashlight * nDotL ) );
#endif
if( bSelfIllum )
{
float3 selfIllumComponent = g_SelfIllumTint.xyz * albedo.xyz;
diffuseComponent = lerp( diffuseComponent, selfIllumComponent, blendedAlpha ); // Blixibon - Replaced baseColor.a with blendedAlpha
}
HALF3 specularLighting = HALF3( 0.0f, 0.0f, 0.0f );
#if CUBEMAP
if( bCubemap )
{
//float3 worldVertToEyeVector = g_EyePos - i.worldPos_projPosZ.xyz;
float3 reflectVect = CalcReflectionVectorUnnormalized( worldSpaceNormal, worldVertToEyeVector );
// Calc Fresnel factor
half3 eyeVect = normalize(worldVertToEyeVector);
HALF fresnel = 1.0 - dot( worldSpaceNormal, eyeVect );
fresnel = pow( fresnel, 5.0 );
fresnel = fresnel * g_OneMinusFresnelReflection + g_FresnelReflection;
#if PARALLAXCORRECT
//Parallax correction (2_0b and beyond)
//Adapted from http://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/
float3 worldPos = i.worldPos_projPosZ.xyz;
float3 positionLS = mul(float4(worldPos, 1), obbMatrix);
float3 rayLS = mul(reflectVect, (float3x3) obbMatrix);
float3 firstPlaneIntersect = (float3(1.0f, 1.0f, 1.0f) - positionLS) / rayLS;
float3 secondPlaneIntersect = (-positionLS) / rayLS;
float3 furthestPlane = max(firstPlaneIntersect, secondPlaneIntersect);
float distance = min(furthestPlane.x, min(furthestPlane.y, furthestPlane.z));
// Use distance in WS directly to recover intersection
float3 intersectPositionWS = worldPos + reflectVect * distance;
reflectVect = intersectPositionWS - cubemapPos;
#endif
specularLighting = ENV_MAP_SCALE * texCUBE( EnvmapSampler, reflectVect );
specularLighting *= specularFactor;
specularLighting *= g_EnvmapTint.rgb;
#if FANCY_BLENDING == 0
HALF3 specularLightingSquared = specularLighting * specularLighting;
specularLighting = lerp( specularLighting, specularLightingSquared, g_EnvmapContrast );
HALF3 greyScale = dot( specularLighting, HALF3( 0.299f, 0.587f, 0.114f ) );
specularLighting = lerp( greyScale, specularLighting, g_EnvmapSaturation );
#endif
specularLighting *= fresnel;
}
#endif
HALF3 result = diffuseComponent + specularLighting;
#if LIGHTING_PREVIEW
worldSpaceNormal = mul( vNormal, tangentSpaceTranspose );
# if LIGHTING_PREVIEW == 1
float dotprod = 0.7+0.25 * dot( worldSpaceNormal, normalize( float3( 1, 2, -.5 ) ) );
return FinalOutput( HALF4( dotprod*albedo.xyz, alpha ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
# else
LPREVIEW_PS_OUT ret;
ret.color = float4( albedo.xyz,alpha );
ret.normal = float4( worldSpaceNormal,alpha );
ret.position = float4( i.worldPos_projPosZ.xyz, alpha );
ret.flags = float4( 1, 1, 1, alpha );
return FinalOutput( ret, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
# endif
#else // == end LIGHTING_PREVIEW ==
bool bWriteDepthToAlpha = false;
// ps_2_b and beyond
#if !(defined(SHADER_MODEL_PS_1_1) || defined(SHADER_MODEL_PS_1_4) || defined(SHADER_MODEL_PS_2_0))
bWriteDepthToAlpha = ( WRITE_DEPTH_TO_DESTALPHA != 0 ) && ( WRITEWATERFOGTODESTALPHA == 0 );
#endif
float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos.xyz, i.worldPos_projPosZ.xyz, i.worldPos_projPosZ.w );
#if WRITEWATERFOGTODESTALPHA && (PIXELFOGTYPE == PIXEL_FOG_TYPE_HEIGHT)
alpha = fogFactor;
#endif
return FinalOutput( float4( result.rgb, alpha ), fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR, bWriteDepthToAlpha, i.worldPos_projPosZ.w );
#endif
}