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Port Redeemer PBR
This commit is contained in:
84
materialsystem/stdshaders/VertexlitPBR_dx9.cpp
Normal file
84
materialsystem/stdshaders/VertexlitPBR_dx9.cpp
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@@ -0,0 +1,84 @@
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//===================== Copyright (c) Valve Corporation. All Rights Reserved. ======================
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//
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// Example shader that can be applied to models
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//
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//==================================================================================================
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#include "BaseVSShader.h"
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#include "convar.h"
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#include "vertexlitpbr_dx9_helper.h"
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#ifdef STDSHADER
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BEGIN_VS_SHADER(VertexLitPBR,
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"Help for VertexLitPBR")
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#else
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BEGIN_VS_SHADER(VertexLitPBR,
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"Help for VertexLitPBR")
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#endif
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BEGIN_SHADER_PARAMS
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SHADER_PARAM(ALPHATESTREFERENCE, SHADER_PARAM_TYPE_FLOAT, "0.0", "")
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SHADER_PARAM(ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_env", "envmap")
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SHADER_PARAM(BUMPMAP, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_normal", "bump map")
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SHADER_PARAM(BRDF, SHADER_PARAM_TYPE_TEXTURE, "models/PBRTest/BRDF", "")
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SHADER_PARAM(NOISE, SHADER_PARAM_TYPE_TEXTURE, "shaders/bluenoise", "")
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SHADER_PARAM(ROUGHNESS, SHADER_PARAM_TYPE_TEXTURE, "", "")
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SHADER_PARAM(METALLIC, SHADER_PARAM_TYPE_TEXTURE, "", "")
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SHADER_PARAM(AO, SHADER_PARAM_TYPE_TEXTURE, "", "")
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SHADER_PARAM(EMISSIVE, SHADER_PARAM_TYPE_TEXTURE, "", "")
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SHADER_PARAM(LIGHTMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "lightmap texture--will be bound by the engine")
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SHADER_PARAM(USESMOOTHNESS, SHADER_PARAM_TYPE_BOOL, "0", "Invert roughness")
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END_SHADER_PARAMS
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void SetupVars(VertexLitPBR_DX9_Vars_t& info)
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{
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info.m_nBaseTexture = BASETEXTURE;
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info.m_nBaseTextureFrame = FRAME;
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info.m_nBaseTextureTransform = BASETEXTURETRANSFORM;
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info.m_nAlphaTestReference = ALPHATESTREFERENCE;
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info.m_nRoughness = ROUGHNESS;
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info.m_nMetallic = METALLIC;
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info.m_nAO = AO;
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info.m_nEmissive = EMISSIVE;
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info.m_nEnvmap = ENVMAP;
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info.m_nBumpmap = BUMPMAP;
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info.m_nFlashlightTexture = FLASHLIGHTTEXTURE;
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info.m_nFlashlightTextureFrame = FLASHLIGHTTEXTUREFRAME;
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info.m_nBRDF = BRDF;
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info.m_nUseSmoothness = USESMOOTHNESS;
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info.m_nLightmap = LIGHTMAP;
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}
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SHADER_INIT_PARAMS()
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{
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VertexLitPBR_DX9_Vars_t info;
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SetupVars(info);
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InitParamsVertexLitPBR_DX9(this, params, pMaterialName, info);
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}
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SHADER_FALLBACK
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{
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return 0;
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}
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SHADER_INIT
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{
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VertexLitPBR_DX9_Vars_t info;
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SetupVars(info);
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InitVertexLitPBR_DX9(this, params, info);
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}
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SHADER_DRAW
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{
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bool hasFlashlight = UsingFlashlight(params);
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VertexLitPBR_DX9_Vars_t info;
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SetupVars(info);
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DrawVertexLitPBR_DX9(this, params, pShaderAPI, pShaderShadow, hasFlashlight, info, vertexCompression, pContextDataPtr);
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}
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END_SHADER
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477
materialsystem/stdshaders/VertexlitPBR_dx9_helper.cpp
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477
materialsystem/stdshaders/VertexlitPBR_dx9_helper.cpp
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@@ -0,0 +1,477 @@
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//===========================================================================//
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#include "BaseVSShader.h"
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#include "vertexlitPBR_dx9_helper.h"
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#include "convar.h"
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#include "cpp_shader_constant_register_map.h"
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#include "vertexlitPBR_vs30.inc"
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#include "vertexlitPBR_ps30.inc"
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#include "commandbuilder.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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static ConVar mat_fullbright( "mat_fullbright", "0", FCVAR_CHEAT );
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static ConVar r_rimlight( "r_rimlight", "1", FCVAR_CHEAT );
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//-----------------------------------------------------------------------------
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// Initialize shader parameters
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//-----------------------------------------------------------------------------
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void InitParamsVertexLitPBR_DX9( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, VertexLitPBR_DX9_Vars_t &info )
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{
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// FLASHLIGHTFIXME: Do ShaderAPI::BindFlashlightTexture
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Assert( info.m_nFlashlightTexture >= 0 );
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params[info.m_nBRDF]->SetStringValue("models/PBRTest/BRDF");
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if ( g_pHardwareConfig->SupportsBorderColor() )
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{
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params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight_border" );
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}
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else
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{
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params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight001" );
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}
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if (((info.m_nBumpmap != -1) && g_pConfig->UseBumpmapping() && params[info.m_nBumpmap]->IsDefined())
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// we don't need a tangent space if we have envmap without bumpmap
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// || ( info.m_nEnvmap != -1 && params[info.m_nEnvmap]->IsDefined() )
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)
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{
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SET_FLAGS2(MATERIAL_VAR2_NEEDS_TANGENT_SPACES);
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}
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// This shader can be used with hw skinning
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SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
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SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT );
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}
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//-----------------------------------------------------------------------------
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// Initialize shader
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//-----------------------------------------------------------------------------
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void InitVertexLitPBR_DX9( CBaseVSShader *pShader, IMaterialVar** params, VertexLitPBR_DX9_Vars_t &info )
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{
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Assert( info.m_nFlashlightTexture >= 0 );
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pShader->LoadTexture(info.m_nFlashlightTexture, TEXTUREFLAGS_SRGB);
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bool bIsBaseTextureTranslucent = false;
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if ( params[info.m_nBaseTexture]->IsDefined() )
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{
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pShader->LoadTexture( info.m_nBaseTexture, TEXTUREFLAGS_SRGB );
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if ( params[info.m_nBaseTexture]->GetTextureValue()->IsTranslucent() )
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{
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bIsBaseTextureTranslucent = true;
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}
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}
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if (info.m_nRoughness != -1 && params[info.m_nRoughness]->IsDefined())
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{
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pShader->LoadTexture(info.m_nRoughness);
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}
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if (info.m_nMetallic != -1 && params[info.m_nMetallic]->IsDefined())
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{
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pShader->LoadTexture(info.m_nMetallic);
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}
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if (info.m_nAO != -1 && params[info.m_nAO]->IsDefined())
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{
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pShader->LoadTexture(info.m_nAO);
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}
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if (info.m_nEmissive != -1 && params[info.m_nEmissive]->IsDefined())
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{
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pShader->LoadTexture(info.m_nEmissive);
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}
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if (info.m_nBRDF != -1 && params[info.m_nBRDF]->IsDefined())
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{
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pShader->LoadTexture(info.m_nBRDF);
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}
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if (info.m_nLightmap != -1 && params[info.m_nLightmap]->IsDefined())
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{
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pShader->LoadTexture(info.m_nLightmap);
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}
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if (info.m_nEnvmap != -1 && params[info.m_nEnvmap]->IsDefined())
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{
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if (!IS_FLAG_SET(MATERIAL_VAR_ENVMAPSPHERE))
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{
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int flags = g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE ? TEXTUREFLAGS_SRGB : 0;
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flags |= TEXTUREFLAGS_ALL_MIPS;
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pShader->LoadCubeMap(info.m_nEnvmap, flags);
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}
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else
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{
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pShader->LoadTexture(info.m_nEnvmap, g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE ? TEXTUREFLAGS_SRGB : 0);
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}
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if (!g_pHardwareConfig->SupportsCubeMaps())
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{
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SET_FLAGS(MATERIAL_VAR_ENVMAPSPHERE);
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}
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}
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if (g_pConfig->UseBumpmapping())
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{
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if ((info.m_nBumpmap != -1) && params[info.m_nBumpmap]->IsDefined())
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{
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pShader->LoadBumpMap(info.m_nBumpmap);
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SET_FLAGS2(MATERIAL_VAR2_DIFFUSE_BUMPMAPPED_MODEL);
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}
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}
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}
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class CVertexLitPBR_DX9_Context : public CBasePerMaterialContextData
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{
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public:
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CCommandBufferBuilder< CFixedCommandStorageBuffer< 800 > > m_SemiStaticCmdsOut;
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bool m_bFastPath;
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};
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//-----------------------------------------------------------------------------
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// Draws the shader
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//-----------------------------------------------------------------------------
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static void DrawVertexLitPBR_DX9_Internal( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow,
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bool bHasFlashlight, VertexLitPBR_DX9_Vars_t &info, VertexCompressionType_t vertexCompression,
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CBasePerMaterialContextData **pContextDataPtr )
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{
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bool bHasBaseTexture = (info.m_nBaseTexture != -1) && params[info.m_nBaseTexture]->IsTexture();
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bool bHasRoughness = (info.m_nRoughness != -1) && params[info.m_nRoughness]->IsTexture();
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bool bHasMetallic = (info.m_nMetallic != -1) && params[info.m_nMetallic]->IsTexture();
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bool bHasAO = (info.m_nAO != -1) && params[info.m_nAO]->IsTexture();
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bool bHasEmissive = (info.m_nEmissive != -1) && params[info.m_nEmissive]->IsTexture();
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bool bIsAlphaTested = IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) != 0;
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bool bHasEnvmap =(info.m_nEnvmap != -1) && params[info.m_nEnvmap]->IsTexture();
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bool bHasLegacyEnvSphereMap = bHasEnvmap && IS_FLAG_SET(MATERIAL_VAR_ENVMAPSPHERE);
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bool bHasBump = IsTextureSet(info.m_nBumpmap, params);
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bool bUseSmoothness = info.m_nUseSmoothness != -1 && params[info.m_nUseSmoothness]->GetIntValue() == 1;
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bool bHasLightmap = (info.m_nLightmap != -1) && params[info.m_nLightmap]->IsTexture();
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bool bHasVertexColor = IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR);
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bool bHasVertexAlpha = IS_FLAG_SET(MATERIAL_VAR_VERTEXALPHA);
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BlendType_t nBlendType= pShader->EvaluateBlendRequirements( info.m_nBaseTexture, true );
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bool bFullyOpaque = ( nBlendType != BT_BLENDADD ) && ( nBlendType != BT_BLEND ) && !bIsAlphaTested && !bHasFlashlight;
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CVertexLitPBR_DX9_Context *pContextData = reinterpret_cast< CVertexLitPBR_DX9_Context *> ( *pContextDataPtr );
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if ( !pContextData )
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{
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pContextData = new CVertexLitPBR_DX9_Context;
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*pContextDataPtr = pContextData;
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}
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if( pShader->IsSnapshotting() )
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{
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pShaderShadow->EnableAlphaTest( bIsAlphaTested );
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if( info.m_nAlphaTestReference != -1 && params[info.m_nAlphaTestReference]->GetFloatValue() > 0.0f )
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{
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pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GEQUAL, params[info.m_nAlphaTestReference]->GetFloatValue() );
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}
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int nShadowFilterMode = 0;
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if( bHasFlashlight )
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{
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if (params[info.m_nBaseTexture]->IsTexture())
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{
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pShader->SetAdditiveBlendingShadowState( info.m_nBaseTexture, true );
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}
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if( bIsAlphaTested )
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{
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// disable alpha test and use the zfunc zequals since alpha isn't guaranteed to
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// be the same on both the regular pass and the flashlight pass.
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pShaderShadow->EnableAlphaTest( false );
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pShaderShadow->DepthFunc( SHADER_DEPTHFUNC_EQUAL );
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}
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pShaderShadow->EnableBlending( true );
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pShaderShadow->EnableDepthWrites( false );
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// Be sure not to write to dest alpha
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pShaderShadow->EnableAlphaWrites( false );
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nShadowFilterMode = g_pHardwareConfig->GetShadowFilterMode(); // Based upon vendor and device dependent formats
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}
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else // not flashlight pass
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{
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if (params[info.m_nBaseTexture]->IsTexture())
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{
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pShader->SetDefaultBlendingShadowState( info.m_nBaseTexture, true );
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}
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}
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unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL;
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int userDataSize = 0;
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// Always enable...will bind white if nothing specified...
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // Base (albedo) map
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );
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pShaderShadow->EnableTexture(SHADER_SAMPLER1, true); // Roughness map
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pShaderShadow->EnableTexture(SHADER_SAMPLER2, true); // Metallic map
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if (bHasEnvmap)
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{
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pShaderShadow->EnableTexture(SHADER_SAMPLER7, true);
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if (g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE)
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{
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pShaderShadow->EnableSRGBRead(SHADER_SAMPLER7, true);
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}
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}
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if (bHasVertexColor || bHasVertexAlpha)
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{
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flags |= VERTEX_COLOR;
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}
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pShaderShadow->EnableTexture( SHADER_SAMPLER4, true ); // Shadow depth map
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pShaderShadow->SetShadowDepthFiltering( SHADER_SAMPLER4 );
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER4, false );
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if( bHasFlashlight )
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER5, true ); // Noise map
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pShaderShadow->EnableTexture( SHADER_SAMPLER6, true ); // Flashlight cookie
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER6, true );
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}
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pShaderShadow->EnableTexture(SHADER_SAMPLER8, true); // BRDF for IBL
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pShaderShadow->EnableTexture(SHADER_SAMPLER9, true); // Ambient Occlusion
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pShaderShadow->EnableTexture(SHADER_SAMPLER10, true); // Emissive map
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pShaderShadow->EnableTexture(SHADER_SAMPLER11, true); // Lightmap
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// Always enable, since flat normal will be bound
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pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); // Normal map
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userDataSize = 4; // tangent S
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pShaderShadow->EnableTexture( SHADER_SAMPLER5, true ); // Normalizing cube map
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pShaderShadow->EnableSRGBWrite( true );
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// texcoord0 : base texcoord
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int pTexCoordDim[3] = { 2, 2, 3 };
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int nTexCoordCount = 1;
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// This shader supports compressed vertices, so OR in that flag:
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flags |= VERTEX_FORMAT_COMPRESSED;
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pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, pTexCoordDim, userDataSize );
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DECLARE_STATIC_VERTEX_SHADER(vertexlitpbr_vs30);
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SET_STATIC_VERTEX_SHADER_COMBO(VERTEXCOLOR, bHasVertexColor || bHasVertexAlpha);
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SET_STATIC_VERTEX_SHADER_COMBO(CUBEMAP, bHasEnvmap);
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SET_STATIC_VERTEX_SHADER_COMBO(DONT_GAMMA_CONVERT_VERTEX_COLOR, bHasVertexColor);
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SET_STATIC_VERTEX_SHADER(vertexlitpbr_vs30);
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// Assume we're only going to get in here if we support 2b
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DECLARE_STATIC_PIXEL_SHADER(vertexlitpbr_ps30);
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SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, bHasEnvmap && !bHasFlashlight);
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SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP_SPHERE_LEGACY, bHasLegacyEnvSphereMap);
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SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bHasFlashlight ? 1 : 0 );
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SET_STATIC_PIXEL_SHADER_COMBO( CONVERT_TO_SRGB, 0 );
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SET_STATIC_PIXEL_SHADER_COMBO(SMOOTHNESS, bUseSmoothness ? 1 : 0);
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SET_STATIC_PIXEL_SHADER(vertexlitpbr_ps30);
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if( bHasFlashlight )
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{
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pShader->FogToBlack();
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}
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else
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{
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pShader->DefaultFog();
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}
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// HACK HACK HACK - enable alpha writes all the time so that we have them for underwater stuff
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pShaderShadow->EnableAlphaWrites( bFullyOpaque );
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}
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else // not snapshotting -- begin dynamic state
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{
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bool bLightingOnly = mat_fullbright.GetInt() == 2 && !IS_FLAG_SET( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
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if( bHasBaseTexture )
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pShader->BindTexture( SHADER_SAMPLER0, info.m_nBaseTexture, info.m_nBaseTextureFrame );
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else
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_WHITE );
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if (bHasRoughness)
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pShader->BindTexture(SHADER_SAMPLER1, info.m_nRoughness);
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else
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pShaderAPI->BindStandardTexture(SHADER_SAMPLER1, TEXTURE_WHITE);
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if (bHasMetallic)
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pShader->BindTexture(SHADER_SAMPLER2, info.m_nMetallic);
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else
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pShaderAPI->BindStandardTexture(SHADER_SAMPLER2, TEXTURE_BLACK);
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if (bHasEnvmap)
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pShader->BindTexture(SHADER_SAMPLER7, info.m_nEnvmap);
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||||
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if (bHasAO)
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pShader->BindTexture(SHADER_SAMPLER9, info.m_nAO);
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else
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pShaderAPI->BindStandardTexture(SHADER_SAMPLER9, TEXTURE_WHITE);
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||||
|
||||
if (bHasEmissive)
|
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pShader->BindTexture(SHADER_SAMPLER10, info.m_nEmissive);
|
||||
else
|
||||
pShaderAPI->BindStandardTexture(SHADER_SAMPLER10, TEXTURE_BLACK);
|
||||
|
||||
if (bHasLightmap)
|
||||
pShader->BindTexture(SHADER_SAMPLER11, info.m_nLightmap);
|
||||
else
|
||||
pShaderAPI->BindStandardTexture(SHADER_SAMPLER11, TEXTURE_WHITE);
|
||||
|
||||
if (!g_pConfig->m_bFastNoBump)
|
||||
{
|
||||
if (bHasBump)
|
||||
{
|
||||
pShader->BindTexture(SHADER_SAMPLER3, info.m_nBumpmap);
|
||||
}
|
||||
else
|
||||
{
|
||||
pShaderAPI->BindStandardTexture(SHADER_SAMPLER3, TEXTURE_NORMALMAP_FLAT);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (bHasBump)
|
||||
{
|
||||
pShaderAPI->BindStandardTexture(SHADER_SAMPLER3, TEXTURE_NORMALMAP_FLAT);
|
||||
}
|
||||
}
|
||||
|
||||
pShader->BindTexture(SHADER_SAMPLER8, info.m_nBRDF);
|
||||
|
||||
LightState_t lightState = { 0, false, false };
|
||||
bool bFlashlightShadows = false;
|
||||
if( bHasFlashlight )
|
||||
{
|
||||
Assert( info.m_nFlashlightTexture >= 0 && info.m_nFlashlightTextureFrame >= 0 );
|
||||
pShader->BindTexture( SHADER_SAMPLER6, info.m_nFlashlightTexture, info.m_nFlashlightTextureFrame );
|
||||
VMatrix worldToTexture;
|
||||
ITexture *pFlashlightDepthTexture;
|
||||
FlashlightState_t state = pShaderAPI->GetFlashlightStateEx( worldToTexture, &pFlashlightDepthTexture );
|
||||
bFlashlightShadows = state.m_bEnableShadows && ( pFlashlightDepthTexture != NULL );
|
||||
|
||||
SetFlashLightColorFromState( state, pShaderAPI, PSREG_FLASHLIGHT_COLOR );
|
||||
|
||||
if( pFlashlightDepthTexture && g_pConfig->ShadowDepthTexture() && state.m_bEnableShadows )
|
||||
{
|
||||
pShader->BindTexture( SHADER_SAMPLER4, pFlashlightDepthTexture, 0 );
|
||||
pShaderAPI->BindStandardTexture( SHADER_SAMPLER5, TEXTURE_SHADOW_NOISE_2D );
|
||||
}
|
||||
}
|
||||
else // no flashlight
|
||||
{
|
||||
pShaderAPI->GetDX9LightState( &lightState );
|
||||
}
|
||||
|
||||
MaterialFogMode_t fogType = pShaderAPI->GetSceneFogMode();
|
||||
int fogIndex = ( fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ? 1 : 0;
|
||||
int numBones = pShaderAPI->GetCurrentNumBones();
|
||||
|
||||
bool bWriteDepthToAlpha = false;
|
||||
bool bWriteWaterFogToAlpha = false;
|
||||
if( bFullyOpaque )
|
||||
{
|
||||
bWriteDepthToAlpha = pShaderAPI->ShouldWriteDepthToDestAlpha();
|
||||
bWriteWaterFogToAlpha = (fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z);
|
||||
AssertMsg( !(bWriteDepthToAlpha && bWriteWaterFogToAlpha), "Can't write two values to alpha at the same time." );
|
||||
}
|
||||
|
||||
DECLARE_DYNAMIC_VERTEX_SHADER(vertexlitpbr_vs30);
|
||||
SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogIndex );
|
||||
SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, numBones > 0 );
|
||||
SET_DYNAMIC_VERTEX_SHADER_COMBO( LIGHTING_PREVIEW, pShaderAPI->GetIntRenderingParameter(INT_RENDERPARM_ENABLE_FIXED_LIGHTING)!=0);
|
||||
SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
|
||||
SET_DYNAMIC_VERTEX_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );
|
||||
SET_DYNAMIC_VERTEX_SHADER_COMBO(DYNAMIC_LIGHT, lightState.HasDynamicLight());
|
||||
SET_DYNAMIC_VERTEX_SHADER_COMBO(STATIC_LIGHT, lightState.m_bStaticLightVertex ? 1 : 0);
|
||||
SET_DYNAMIC_VERTEX_SHADER(vertexlitpbr_vs30);
|
||||
|
||||
DECLARE_DYNAMIC_PIXEL_SHADER(vertexlitpbr_ps30);
|
||||
SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );
|
||||
SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, bWriteWaterFogToAlpha );
|
||||
SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bWriteDepthToAlpha );
|
||||
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
|
||||
SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, bFlashlightShadows );
|
||||
SET_DYNAMIC_PIXEL_SHADER_COMBO( LIGHTMAP, bHasLightmap);
|
||||
SET_DYNAMIC_PIXEL_SHADER_COMBO(LIGHT_PREVIEW,
|
||||
pShaderAPI->GetIntRenderingParameter(INT_RENDERPARM_ENABLE_FIXED_LIGHTING));
|
||||
SET_DYNAMIC_PIXEL_SHADER(vertexlitpbr_ps30);
|
||||
|
||||
pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, info.m_nBaseTextureTransform );
|
||||
pShader->SetModulationPixelShaderDynamicState_LinearColorSpace( 1 );
|
||||
pShader->SetAmbientCubeDynamicStateVertexShader();
|
||||
|
||||
// handle mat_fullbright 2 (diffuse lighting only)
|
||||
if( bLightingOnly )
|
||||
{
|
||||
pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_GREY );
|
||||
}
|
||||
|
||||
pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS );
|
||||
|
||||
if (!bHasFlashlight)
|
||||
{
|
||||
pShaderAPI->BindStandardTexture(SHADER_SAMPLER5, TEXTURE_NORMALIZATION_CUBEMAP_SIGNED);
|
||||
pShaderAPI->CommitPixelShaderLighting(PSREG_LIGHT_INFO_ARRAY);
|
||||
pShaderAPI->SetPixelShaderStateAmbientLightCube(PSREG_AMBIENT_CUBE); // Force to black if not bAmbientLight
|
||||
}
|
||||
|
||||
float vEyePos_SpecExponent[4];
|
||||
pShaderAPI->GetWorldSpaceCameraPosition(vEyePos_SpecExponent);
|
||||
vEyePos_SpecExponent[3] = 0.0f;
|
||||
pShaderAPI->SetPixelShaderConstant(PSREG_EYEPOS_SPEC_EXPONENT, vEyePos_SpecExponent, 1);
|
||||
|
||||
if( bHasFlashlight )
|
||||
{
|
||||
VMatrix worldToTexture;
|
||||
float atten[4], pos[4], tweaks[4];
|
||||
|
||||
const FlashlightState_t &flashlightState = pShaderAPI->GetFlashlightState( worldToTexture );
|
||||
|
||||
float const* pFlashlightColor = flashlightState.m_Color;
|
||||
float vPsConst[4] = { pFlashlightColor[0], pFlashlightColor[1], pFlashlightColor[2], 4.5f };
|
||||
pShaderAPI->SetPixelShaderConstant(PSREG_FLASHLIGHT_COLOR, vPsConst, 1);
|
||||
|
||||
pShader->BindTexture( SHADER_SAMPLER6, flashlightState.m_pSpotlightTexture, flashlightState.m_nSpotlightTextureFrame );
|
||||
|
||||
atten[0] = flashlightState.m_fConstantAtten; // Set the flashlight attenuation factors
|
||||
atten[1] = flashlightState.m_fLinearAtten;
|
||||
atten[2] = flashlightState.m_fQuadraticAtten;
|
||||
atten[3] = flashlightState.m_FarZ;
|
||||
pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_ATTENUATION, atten, 1 );
|
||||
|
||||
pos[0] = flashlightState.m_vecLightOrigin[0]; // Set the flashlight origin
|
||||
pos[1] = flashlightState.m_vecLightOrigin[1];
|
||||
pos[2] = flashlightState.m_vecLightOrigin[2];
|
||||
pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_POSITION_RIM_BOOST, pos, 1 );
|
||||
|
||||
pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_TO_WORLD_TEXTURE, worldToTexture.Base(), 4 );
|
||||
|
||||
// Tweaks associated with a given flashlight
|
||||
tweaks[0] = ShadowFilterFromState( flashlightState );
|
||||
tweaks[1] = ShadowAttenFromState( flashlightState );
|
||||
pShader->HashShadow2DJitter( flashlightState.m_flShadowJitterSeed, &tweaks[2], &tweaks[3] );
|
||||
pShaderAPI->SetPixelShaderConstant( PSREG_ENVMAP_TINT__SHADOW_TWEAKS, tweaks, 1 );
|
||||
}
|
||||
}
|
||||
pShader->Draw();
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Draws the shader
|
||||
//-----------------------------------------------------------------------------
|
||||
void DrawVertexLitPBR_DX9( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, bool bHasFlashlight,
|
||||
VertexLitPBR_DX9_Vars_t &info, VertexCompressionType_t vertexCompression, CBasePerMaterialContextData **pContextDataPtr )
|
||||
|
||||
{
|
||||
DrawVertexLitPBR_DX9_Internal( pShader, params, pShaderAPI, pShaderShadow, bHasFlashlight, info, vertexCompression, pContextDataPtr );
|
||||
}
|
||||
55
materialsystem/stdshaders/VertexlitPBR_dx9_helper.h
Normal file
55
materialsystem/stdshaders/VertexlitPBR_dx9_helper.h
Normal file
@@ -0,0 +1,55 @@
|
||||
//===================== Copyright (c) Valve Corporation. All Rights Reserved. ======================
|
||||
//
|
||||
// Example shader that can be applied to models
|
||||
//
|
||||
//==================================================================================================
|
||||
|
||||
#ifndef EXAMPLE_MODEL_DX9_HELPER_H
|
||||
#define EXAMPLE_MODEL_DX9_HELPER_H
|
||||
|
||||
#include <string.h>
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Forward declarations
|
||||
//-----------------------------------------------------------------------------
|
||||
class CBaseVSShader;
|
||||
class IMaterialVar;
|
||||
class IShaderDynamicAPI;
|
||||
class IShaderShadow;
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Init params/ init/ draw methods
|
||||
//-----------------------------------------------------------------------------
|
||||
struct VertexLitPBR_DX9_Vars_t
|
||||
{
|
||||
VertexLitPBR_DX9_Vars_t() { memset( this, 0xFF, sizeof(*this) ); }
|
||||
|
||||
int m_nBaseTexture;
|
||||
int m_nBaseTextureFrame;
|
||||
int m_nBaseTextureTransform;
|
||||
int m_nAlphaTestReference;
|
||||
int m_nRoughness;
|
||||
int m_nMetallic;
|
||||
int m_nAO;
|
||||
int m_nEmissive;
|
||||
int m_nEnvmap;
|
||||
int m_nBumpmap;
|
||||
int m_nFlashlightTexture;
|
||||
int m_nFlashlightTextureFrame;
|
||||
int m_nBRDF;
|
||||
int m_nUseSmoothness;
|
||||
int m_nLightmap;
|
||||
};
|
||||
|
||||
void InitParamsVertexLitPBR_DX9( CBaseVSShader *pShader, IMaterialVar** params,
|
||||
const char *pMaterialName, VertexLitPBR_DX9_Vars_t &info );
|
||||
|
||||
void InitVertexLitPBR_DX9( CBaseVSShader *pShader, IMaterialVar** params,
|
||||
VertexLitPBR_DX9_Vars_t &info );
|
||||
|
||||
void DrawVertexLitPBR_DX9( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI,
|
||||
IShaderShadow* pShaderShadow, bool bHasFlashlight,
|
||||
VertexLitPBR_DX9_Vars_t &info, VertexCompressionType_t vertexCompression,
|
||||
CBasePerMaterialContextData **pContextDataPtr );
|
||||
|
||||
#endif // EXAMPLE_MODEL_DX9_HELPER_H
|
||||
176
materialsystem/stdshaders/common_pbr.h
Normal file
176
materialsystem/stdshaders/common_pbr.h
Normal file
@@ -0,0 +1,176 @@
|
||||
#define PI 3.1415926
|
||||
float luminance(float3 rgb)
|
||||
{
|
||||
const float3 W = float3(0.5125, 0.7154, 0.7121);
|
||||
return dot(rgb, W);
|
||||
}
|
||||
|
||||
float GeometrySchlickGGX(float NdotV, float roughness)
|
||||
{
|
||||
float num = NdotV;
|
||||
float denom = NdotV * (1.0 - roughness) + roughness;
|
||||
|
||||
return num / denom;
|
||||
}
|
||||
|
||||
float GeometrySmith(float3 N, float3 V, float3 L, float roughness)
|
||||
{
|
||||
float r = roughness + 1.0f;
|
||||
r = (r * r) / 8.0f;
|
||||
float NdotV = max(dot(N, V), 0.0);
|
||||
float NdotL = max(dot(N, L), 0.0);
|
||||
float ggx2 = GeometrySchlickGGX(NdotV, r);
|
||||
float ggx1 = GeometrySchlickGGX(NdotL, r);
|
||||
|
||||
return ggx1 * ggx2;
|
||||
}
|
||||
|
||||
float DistributionBlinnPhong(float3 N, float3 H, float roughness)
|
||||
{
|
||||
float alphaprime = roughness * roughness;
|
||||
float a = alphaprime * alphaprime;
|
||||
|
||||
return (1.0f / (a * PI)) * pow(dot(N, H), 2 / a - 2);
|
||||
}
|
||||
|
||||
float DistributionGGX(float3 N, float3 H, float distL, float roughness)
|
||||
{
|
||||
float alphaPrime = saturate(16.0f / (distL * 2.0) + roughness);
|
||||
float a = roughness * alphaPrime;
|
||||
float a2 = a*a;
|
||||
float NdotH = max(dot(N, H), 0.0);
|
||||
float NdotH2 = NdotH*NdotH;
|
||||
|
||||
float num = a2;
|
||||
float denom = (NdotH2 * (a2 - 1.0) + 1.0);
|
||||
denom = PI * denom * denom;
|
||||
|
||||
return num / denom;
|
||||
}
|
||||
|
||||
float DistributionTrowbridgeReitz(float HN, float roughness, float aP)
|
||||
{
|
||||
|
||||
float a2 = roughness * roughness;
|
||||
|
||||
float ap2 = aP * aP;
|
||||
|
||||
return (a2 * ap2) / pow(HN * HN * (a2 - 1.0) + 1.0, 2.0);
|
||||
|
||||
}
|
||||
|
||||
float3 fresnelSchlick(float cosTheta, float3 F0)
|
||||
{
|
||||
return F0 + (1.0f.xxx - F0) * pow(1.0f - cosTheta, 5.0);
|
||||
}
|
||||
|
||||
float3 Diffuse_OrenNayar(float3 DiffuseColor, float Roughness, float NoV, float NoL, float VoH)
|
||||
{
|
||||
float a = Roughness * Roughness;
|
||||
float s = a;// / ( 1.29 + 0.5 * a );
|
||||
float s2 = s * s;
|
||||
float VoL = 2 * VoH * VoH - 1; // double angle identity
|
||||
float Cosri = VoL - NoV * NoL;
|
||||
float C1 = 1 - 0.5 * s2 / (s2 + 0.33);
|
||||
float C2 = 0.45 * s2 / (s2 + 0.09) * Cosri * (Cosri >= 0 ? 1 / (max(NoL, NoV)) : 1);
|
||||
return DiffuseColor / PI * (C1 + C2) * (1 + Roughness * 0.5);
|
||||
}
|
||||
|
||||
float3 DoPBRLight(float3 vWorldPos, float3 vWorldNormal, float3 albedo, float3 vPosition, float3 vColor, float3 vEye, float atten_radius, float3 metallness, float3 rough)
|
||||
{
|
||||
float3 Li = (vPosition - vWorldPos );
|
||||
//float3 L = normalize(vPosition - vWorldPos);
|
||||
float3 V = normalize( vEye - vWorldPos );
|
||||
float3 N = normalize( vWorldNormal );
|
||||
|
||||
float3 r = reflect(-V, N);
|
||||
float3 L = Li;
|
||||
float3 centerToRay = (dot(L, r) * r) - L;
|
||||
float3 closestPoint = L + centerToRay * saturate(4.0f / length(centerToRay));
|
||||
L = normalize(closestPoint);
|
||||
|
||||
float3 metallic = clamp(metallness, 0.0f, 0.9f);
|
||||
float3 roughness = clamp(rough, 0.015f, 1.0f);
|
||||
|
||||
float distance = length(closestPoint);
|
||||
float attenuation = atten_radius;
|
||||
float3 radiance = vColor * attenuation;
|
||||
|
||||
float3 H = normalize(V + L);
|
||||
|
||||
if(luminance(radiance) < 0.01f)
|
||||
{
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
float HV = max(0.0, dot(H, V));
|
||||
float HL = max(0.0, dot(H, L));
|
||||
float HN = max(0.0, dot(H, N));
|
||||
float LN = max(0.0, dot(L, N));
|
||||
float NV = max(0.0, dot(N, V));
|
||||
|
||||
float3 F0 = 0.04f.xxx;
|
||||
F0 = lerp(F0, albedo, metallic);
|
||||
float3 F = fresnelSchlick(HL, F0);
|
||||
float3 F2 = fresnelSchlick(HV, F0);
|
||||
//float3 F = Diffuse_OrenNayar(F0, roughness, NV, LN, HV);
|
||||
|
||||
// D - Calculate normal distribution for specular BRDF.
|
||||
//float D = DistributionGGX(N, H, length(Li), roughness);
|
||||
float D = DistributionBlinnPhong(N, H, roughness);
|
||||
//float alpha = roughness * roughness;
|
||||
//float alphaPrime = clamp(lightRadius / (lenL * 2.0) + alpha, 0.0, 1.0);
|
||||
//float D = DistributionTrowbridgeReitz(HN, alpha, alphaPrime);
|
||||
|
||||
// Calculate geometric attenuation for specular BRDF.
|
||||
float G = GeometrySmith(N, V, L, roughness);
|
||||
|
||||
// Diffuse scattering happens due to light being refracted multiple times by a dielectric medium.
|
||||
// Metals on the other hand either reflect or absorb energy so diffuse contribution is always, zero.
|
||||
// To be energy conserving we must scale diffuse BRDF contribution based on Fresnel factor & metalness.
|
||||
//float3 kd = lerp((1.0f.xxx - F), 0.0f.xxx, metallic.x);
|
||||
float3 kd = (1.0f.xxx - F) * (1.0f.xxx - F2) * (1.0f.xxx - metallic);
|
||||
|
||||
float3 diffuseBRDF = (kd * albedo.rgb) / PI;
|
||||
|
||||
// Cook-Torrance specular microfacet BRDF.
|
||||
float3 specularBRDF = (F * D * G) / max(0.001, 4.0 * LN * NV);
|
||||
|
||||
return (diffuseBRDF + specularBRDF) * LN * radiance;
|
||||
}
|
||||
|
||||
float random (float2 uv) {
|
||||
return frac(sin(dot(uv.xy,
|
||||
float2(12.9898,78.233)))*
|
||||
43758.5453123);
|
||||
}
|
||||
|
||||
float3 SampleAmbientReflection(float3 normal, in float3 Ambient, in float3 Ground)
|
||||
{
|
||||
float NU = max(0.0, dot(normal, float3(0.0f, 0.0f, 1.0f)) * 0.5f +0.5f);
|
||||
float reflectionTransition = step(NU, 0.5f);
|
||||
float3 reflection = lerp(Ground, Ambient, reflectionTransition);
|
||||
return reflection;
|
||||
}
|
||||
|
||||
float3 DoAmbient(float2 UV, float3 vWorldPos, float3 vWorldNormal, float3 vEye, in float roughness, in float3 albedo, in float3 Ambient, in float3 Ground)
|
||||
{
|
||||
float3 V = normalize( vEye - vWorldPos );
|
||||
float NV = max(0.0, dot(vWorldNormal, V) * 0.5f +0.5f);
|
||||
float NU = max(0.0, dot(vWorldNormal, float3(0.0f, 0.0f, 1.0f)) * 0.5f +0.5f);
|
||||
|
||||
float diffuseTransition = NU;
|
||||
float3 diffuse = lerp(Ground, Ambient, diffuseTransition);
|
||||
|
||||
HALF3 reflectVect = 2.0 * NV * vWorldNormal - V;
|
||||
float3 reflection = 0.0f.xxx;
|
||||
for (unsigned int isample = 0; isample < 32; isample++)
|
||||
{
|
||||
float3 randomvec = float3(random(UV + isample), random(UV + isample + 1), random(UV + isample + 2));
|
||||
randomvec = randomvec * 2.0f - 1.0f;
|
||||
reflection += SampleAmbientReflection(float4((reflectVect + (randomvec * roughness * roughness * 1.75f)), roughness * 4.0), Ground, Ambient).rgb / 32.0f;
|
||||
}
|
||||
|
||||
|
||||
return albedo.rgb * lerp(reflection, diffuse, roughness);
|
||||
}
|
||||
337
materialsystem/stdshaders/fxctmp9/vertexlitPBR_ps30.inc
Normal file
337
materialsystem/stdshaders/fxctmp9/vertexlitPBR_ps30.inc
Normal file
@@ -0,0 +1,337 @@
|
||||
#include "shaderlib/cshader.h"
|
||||
class vertexlitpbr_ps30_Static_Index
|
||||
{
|
||||
private:
|
||||
int m_nCONVERT_TO_SRGB;
|
||||
#ifdef _DEBUG
|
||||
bool m_bCONVERT_TO_SRGB;
|
||||
#endif
|
||||
public:
|
||||
void SetCONVERT_TO_SRGB( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 0 );
|
||||
m_nCONVERT_TO_SRGB = i;
|
||||
#ifdef _DEBUG
|
||||
m_bCONVERT_TO_SRGB = true;
|
||||
#endif
|
||||
}
|
||||
void SetCONVERT_TO_SRGB( bool i )
|
||||
{
|
||||
m_nCONVERT_TO_SRGB = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bCONVERT_TO_SRGB = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nFLASHLIGHT;
|
||||
#ifdef _DEBUG
|
||||
bool m_bFLASHLIGHT;
|
||||
#endif
|
||||
public:
|
||||
void SetFLASHLIGHT( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nFLASHLIGHT = i;
|
||||
#ifdef _DEBUG
|
||||
m_bFLASHLIGHT = true;
|
||||
#endif
|
||||
}
|
||||
void SetFLASHLIGHT( bool i )
|
||||
{
|
||||
m_nFLASHLIGHT = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bFLASHLIGHT = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nCUBEMAP;
|
||||
#ifdef _DEBUG
|
||||
bool m_bCUBEMAP;
|
||||
#endif
|
||||
public:
|
||||
void SetCUBEMAP( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nCUBEMAP = i;
|
||||
#ifdef _DEBUG
|
||||
m_bCUBEMAP = true;
|
||||
#endif
|
||||
}
|
||||
void SetCUBEMAP( bool i )
|
||||
{
|
||||
m_nCUBEMAP = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bCUBEMAP = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nCUBEMAP_SPHERE_LEGACY;
|
||||
#ifdef _DEBUG
|
||||
bool m_bCUBEMAP_SPHERE_LEGACY;
|
||||
#endif
|
||||
public:
|
||||
void SetCUBEMAP_SPHERE_LEGACY( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nCUBEMAP_SPHERE_LEGACY = i;
|
||||
#ifdef _DEBUG
|
||||
m_bCUBEMAP_SPHERE_LEGACY = true;
|
||||
#endif
|
||||
}
|
||||
void SetCUBEMAP_SPHERE_LEGACY( bool i )
|
||||
{
|
||||
m_nCUBEMAP_SPHERE_LEGACY = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bCUBEMAP_SPHERE_LEGACY = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nSMOOTHNESS;
|
||||
#ifdef _DEBUG
|
||||
bool m_bSMOOTHNESS;
|
||||
#endif
|
||||
public:
|
||||
void SetSMOOTHNESS( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nSMOOTHNESS = i;
|
||||
#ifdef _DEBUG
|
||||
m_bSMOOTHNESS = true;
|
||||
#endif
|
||||
}
|
||||
void SetSMOOTHNESS( bool i )
|
||||
{
|
||||
m_nSMOOTHNESS = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bSMOOTHNESS = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
vertexlitpbr_ps30_Static_Index( )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bCONVERT_TO_SRGB = false;
|
||||
#endif // _DEBUG
|
||||
m_nCONVERT_TO_SRGB = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bFLASHLIGHT = false;
|
||||
#endif // _DEBUG
|
||||
m_nFLASHLIGHT = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bCUBEMAP = false;
|
||||
#endif // _DEBUG
|
||||
m_nCUBEMAP = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bCUBEMAP_SPHERE_LEGACY = false;
|
||||
#endif // _DEBUG
|
||||
m_nCUBEMAP_SPHERE_LEGACY = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bSMOOTHNESS = false;
|
||||
#endif // _DEBUG
|
||||
m_nSMOOTHNESS = 0;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllStaticVarsDefined = m_bCONVERT_TO_SRGB && m_bFLASHLIGHT && m_bCUBEMAP && m_bCUBEMAP_SPHERE_LEGACY && m_bSMOOTHNESS;
|
||||
Assert( bAllStaticVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 480 * m_nCONVERT_TO_SRGB ) + ( 480 * m_nFLASHLIGHT ) + ( 960 * m_nCUBEMAP ) + ( 1920 * m_nCUBEMAP_SPHERE_LEGACY ) + ( 3840 * m_nSMOOTHNESS ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_vertexlitpbr_ps30 psh_forgot_to_set_static_CONVERT_TO_SRGB + psh_forgot_to_set_static_FLASHLIGHT + psh_forgot_to_set_static_CUBEMAP + psh_forgot_to_set_static_CUBEMAP_SPHERE_LEGACY + psh_forgot_to_set_static_SMOOTHNESS + 0
|
||||
class vertexlitpbr_ps30_Dynamic_Index
|
||||
{
|
||||
private:
|
||||
int m_nWRITEWATERFOGTODESTALPHA;
|
||||
#ifdef _DEBUG
|
||||
bool m_bWRITEWATERFOGTODESTALPHA;
|
||||
#endif
|
||||
public:
|
||||
void SetWRITEWATERFOGTODESTALPHA( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nWRITEWATERFOGTODESTALPHA = i;
|
||||
#ifdef _DEBUG
|
||||
m_bWRITEWATERFOGTODESTALPHA = true;
|
||||
#endif
|
||||
}
|
||||
void SetWRITEWATERFOGTODESTALPHA( bool i )
|
||||
{
|
||||
m_nWRITEWATERFOGTODESTALPHA = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bWRITEWATERFOGTODESTALPHA = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nPIXELFOGTYPE;
|
||||
#ifdef _DEBUG
|
||||
bool m_bPIXELFOGTYPE;
|
||||
#endif
|
||||
public:
|
||||
void SetPIXELFOGTYPE( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nPIXELFOGTYPE = i;
|
||||
#ifdef _DEBUG
|
||||
m_bPIXELFOGTYPE = true;
|
||||
#endif
|
||||
}
|
||||
void SetPIXELFOGTYPE( bool i )
|
||||
{
|
||||
m_nPIXELFOGTYPE = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bPIXELFOGTYPE = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nNUM_LIGHTS;
|
||||
#ifdef _DEBUG
|
||||
bool m_bNUM_LIGHTS;
|
||||
#endif
|
||||
public:
|
||||
void SetNUM_LIGHTS( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 4 );
|
||||
m_nNUM_LIGHTS = i;
|
||||
#ifdef _DEBUG
|
||||
m_bNUM_LIGHTS = true;
|
||||
#endif
|
||||
}
|
||||
void SetNUM_LIGHTS( bool i )
|
||||
{
|
||||
m_nNUM_LIGHTS = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bNUM_LIGHTS = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nWRITE_DEPTH_TO_DESTALPHA;
|
||||
#ifdef _DEBUG
|
||||
bool m_bWRITE_DEPTH_TO_DESTALPHA;
|
||||
#endif
|
||||
public:
|
||||
void SetWRITE_DEPTH_TO_DESTALPHA( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nWRITE_DEPTH_TO_DESTALPHA = i;
|
||||
#ifdef _DEBUG
|
||||
m_bWRITE_DEPTH_TO_DESTALPHA = true;
|
||||
#endif
|
||||
}
|
||||
void SetWRITE_DEPTH_TO_DESTALPHA( bool i )
|
||||
{
|
||||
m_nWRITE_DEPTH_TO_DESTALPHA = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bWRITE_DEPTH_TO_DESTALPHA = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nFLASHLIGHTSHADOWS;
|
||||
#ifdef _DEBUG
|
||||
bool m_bFLASHLIGHTSHADOWS;
|
||||
#endif
|
||||
public:
|
||||
void SetFLASHLIGHTSHADOWS( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nFLASHLIGHTSHADOWS = i;
|
||||
#ifdef _DEBUG
|
||||
m_bFLASHLIGHTSHADOWS = true;
|
||||
#endif
|
||||
}
|
||||
void SetFLASHLIGHTSHADOWS( bool i )
|
||||
{
|
||||
m_nFLASHLIGHTSHADOWS = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bFLASHLIGHTSHADOWS = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nLIGHTMAP;
|
||||
#ifdef _DEBUG
|
||||
bool m_bLIGHTMAP;
|
||||
#endif
|
||||
public:
|
||||
void SetLIGHTMAP( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nLIGHTMAP = i;
|
||||
#ifdef _DEBUG
|
||||
m_bLIGHTMAP = true;
|
||||
#endif
|
||||
}
|
||||
void SetLIGHTMAP( bool i )
|
||||
{
|
||||
m_nLIGHTMAP = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bLIGHTMAP = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nLIGHT_PREVIEW;
|
||||
#ifdef _DEBUG
|
||||
bool m_bLIGHT_PREVIEW;
|
||||
#endif
|
||||
public:
|
||||
void SetLIGHT_PREVIEW( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 2 );
|
||||
m_nLIGHT_PREVIEW = i;
|
||||
#ifdef _DEBUG
|
||||
m_bLIGHT_PREVIEW = true;
|
||||
#endif
|
||||
}
|
||||
void SetLIGHT_PREVIEW( bool i )
|
||||
{
|
||||
m_nLIGHT_PREVIEW = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bLIGHT_PREVIEW = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
vertexlitpbr_ps30_Dynamic_Index()
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bWRITEWATERFOGTODESTALPHA = false;
|
||||
#endif // _DEBUG
|
||||
m_nWRITEWATERFOGTODESTALPHA = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bPIXELFOGTYPE = false;
|
||||
#endif // _DEBUG
|
||||
m_nPIXELFOGTYPE = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bNUM_LIGHTS = false;
|
||||
#endif // _DEBUG
|
||||
m_nNUM_LIGHTS = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bWRITE_DEPTH_TO_DESTALPHA = false;
|
||||
#endif // _DEBUG
|
||||
m_nWRITE_DEPTH_TO_DESTALPHA = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bFLASHLIGHTSHADOWS = false;
|
||||
#endif // _DEBUG
|
||||
m_nFLASHLIGHTSHADOWS = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bLIGHTMAP = false;
|
||||
#endif // _DEBUG
|
||||
m_nLIGHTMAP = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bLIGHT_PREVIEW = false;
|
||||
#endif // _DEBUG
|
||||
m_nLIGHT_PREVIEW = 0;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllDynamicVarsDefined = m_bWRITEWATERFOGTODESTALPHA && m_bPIXELFOGTYPE && m_bNUM_LIGHTS && m_bWRITE_DEPTH_TO_DESTALPHA && m_bFLASHLIGHTSHADOWS && m_bLIGHTMAP && m_bLIGHT_PREVIEW;
|
||||
Assert( bAllDynamicVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 1 * m_nWRITEWATERFOGTODESTALPHA ) + ( 2 * m_nPIXELFOGTYPE ) + ( 4 * m_nNUM_LIGHTS ) + ( 20 * m_nWRITE_DEPTH_TO_DESTALPHA ) + ( 40 * m_nFLASHLIGHTSHADOWS ) + ( 80 * m_nLIGHTMAP ) + ( 160 * m_nLIGHT_PREVIEW ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_vertexlitpbr_ps30 psh_forgot_to_set_dynamic_WRITEWATERFOGTODESTALPHA + psh_forgot_to_set_dynamic_PIXELFOGTYPE + psh_forgot_to_set_dynamic_NUM_LIGHTS + psh_forgot_to_set_dynamic_WRITE_DEPTH_TO_DESTALPHA + psh_forgot_to_set_dynamic_FLASHLIGHTSHADOWS + psh_forgot_to_set_dynamic_LIGHTMAP + psh_forgot_to_set_dynamic_LIGHT_PREVIEW + 0
|
||||
287
materialsystem/stdshaders/fxctmp9/vertexlitPBR_vs30.inc
Normal file
287
materialsystem/stdshaders/fxctmp9/vertexlitPBR_vs30.inc
Normal file
@@ -0,0 +1,287 @@
|
||||
#include "shaderlib/cshader.h"
|
||||
class vertexlitpbr_vs30_Static_Index
|
||||
{
|
||||
private:
|
||||
int m_nVERTEXCOLOR;
|
||||
#ifdef _DEBUG
|
||||
bool m_bVERTEXCOLOR;
|
||||
#endif
|
||||
public:
|
||||
void SetVERTEXCOLOR( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nVERTEXCOLOR = i;
|
||||
#ifdef _DEBUG
|
||||
m_bVERTEXCOLOR = true;
|
||||
#endif
|
||||
}
|
||||
void SetVERTEXCOLOR( bool i )
|
||||
{
|
||||
m_nVERTEXCOLOR = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bVERTEXCOLOR = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nCUBEMAP;
|
||||
#ifdef _DEBUG
|
||||
bool m_bCUBEMAP;
|
||||
#endif
|
||||
public:
|
||||
void SetCUBEMAP( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nCUBEMAP = i;
|
||||
#ifdef _DEBUG
|
||||
m_bCUBEMAP = true;
|
||||
#endif
|
||||
}
|
||||
void SetCUBEMAP( bool i )
|
||||
{
|
||||
m_nCUBEMAP = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bCUBEMAP = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nDONT_GAMMA_CONVERT_VERTEX_COLOR;
|
||||
#ifdef _DEBUG
|
||||
bool m_bDONT_GAMMA_CONVERT_VERTEX_COLOR;
|
||||
#endif
|
||||
public:
|
||||
void SetDONT_GAMMA_CONVERT_VERTEX_COLOR( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nDONT_GAMMA_CONVERT_VERTEX_COLOR = i;
|
||||
#ifdef _DEBUG
|
||||
m_bDONT_GAMMA_CONVERT_VERTEX_COLOR = true;
|
||||
#endif
|
||||
}
|
||||
void SetDONT_GAMMA_CONVERT_VERTEX_COLOR( bool i )
|
||||
{
|
||||
m_nDONT_GAMMA_CONVERT_VERTEX_COLOR = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bDONT_GAMMA_CONVERT_VERTEX_COLOR = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
vertexlitpbr_vs30_Static_Index( )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bVERTEXCOLOR = false;
|
||||
#endif // _DEBUG
|
||||
m_nVERTEXCOLOR = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bCUBEMAP = false;
|
||||
#endif // _DEBUG
|
||||
m_nCUBEMAP = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bDONT_GAMMA_CONVERT_VERTEX_COLOR = false;
|
||||
#endif // _DEBUG
|
||||
m_nDONT_GAMMA_CONVERT_VERTEX_COLOR = 0;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllStaticVarsDefined = m_bVERTEXCOLOR && m_bCUBEMAP && m_bDONT_GAMMA_CONVERT_VERTEX_COLOR;
|
||||
Assert( bAllStaticVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 320 * m_nVERTEXCOLOR ) + ( 640 * m_nCUBEMAP ) + ( 1280 * m_nDONT_GAMMA_CONVERT_VERTEX_COLOR ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderStaticTest_vertexlitpbr_vs30 vsh_forgot_to_set_static_VERTEXCOLOR + vsh_forgot_to_set_static_CUBEMAP + vsh_forgot_to_set_static_DONT_GAMMA_CONVERT_VERTEX_COLOR + 0
|
||||
class vertexlitpbr_vs30_Dynamic_Index
|
||||
{
|
||||
private:
|
||||
int m_nCOMPRESSED_VERTS;
|
||||
#ifdef _DEBUG
|
||||
bool m_bCOMPRESSED_VERTS;
|
||||
#endif
|
||||
public:
|
||||
void SetCOMPRESSED_VERTS( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nCOMPRESSED_VERTS = i;
|
||||
#ifdef _DEBUG
|
||||
m_bCOMPRESSED_VERTS = true;
|
||||
#endif
|
||||
}
|
||||
void SetCOMPRESSED_VERTS( bool i )
|
||||
{
|
||||
m_nCOMPRESSED_VERTS = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bCOMPRESSED_VERTS = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nDOWATERFOG;
|
||||
#ifdef _DEBUG
|
||||
bool m_bDOWATERFOG;
|
||||
#endif
|
||||
public:
|
||||
void SetDOWATERFOG( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nDOWATERFOG = i;
|
||||
#ifdef _DEBUG
|
||||
m_bDOWATERFOG = true;
|
||||
#endif
|
||||
}
|
||||
void SetDOWATERFOG( bool i )
|
||||
{
|
||||
m_nDOWATERFOG = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bDOWATERFOG = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nSKINNING;
|
||||
#ifdef _DEBUG
|
||||
bool m_bSKINNING;
|
||||
#endif
|
||||
public:
|
||||
void SetSKINNING( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nSKINNING = i;
|
||||
#ifdef _DEBUG
|
||||
m_bSKINNING = true;
|
||||
#endif
|
||||
}
|
||||
void SetSKINNING( bool i )
|
||||
{
|
||||
m_nSKINNING = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bSKINNING = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nLIGHTING_PREVIEW;
|
||||
#ifdef _DEBUG
|
||||
bool m_bLIGHTING_PREVIEW;
|
||||
#endif
|
||||
public:
|
||||
void SetLIGHTING_PREVIEW( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nLIGHTING_PREVIEW = i;
|
||||
#ifdef _DEBUG
|
||||
m_bLIGHTING_PREVIEW = true;
|
||||
#endif
|
||||
}
|
||||
void SetLIGHTING_PREVIEW( bool i )
|
||||
{
|
||||
m_nLIGHTING_PREVIEW = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bLIGHTING_PREVIEW = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nNUM_LIGHTS;
|
||||
#ifdef _DEBUG
|
||||
bool m_bNUM_LIGHTS;
|
||||
#endif
|
||||
public:
|
||||
void SetNUM_LIGHTS( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 4 );
|
||||
m_nNUM_LIGHTS = i;
|
||||
#ifdef _DEBUG
|
||||
m_bNUM_LIGHTS = true;
|
||||
#endif
|
||||
}
|
||||
void SetNUM_LIGHTS( bool i )
|
||||
{
|
||||
m_nNUM_LIGHTS = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bNUM_LIGHTS = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nDYNAMIC_LIGHT;
|
||||
#ifdef _DEBUG
|
||||
bool m_bDYNAMIC_LIGHT;
|
||||
#endif
|
||||
public:
|
||||
void SetDYNAMIC_LIGHT( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nDYNAMIC_LIGHT = i;
|
||||
#ifdef _DEBUG
|
||||
m_bDYNAMIC_LIGHT = true;
|
||||
#endif
|
||||
}
|
||||
void SetDYNAMIC_LIGHT( bool i )
|
||||
{
|
||||
m_nDYNAMIC_LIGHT = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bDYNAMIC_LIGHT = true;
|
||||
#endif
|
||||
}
|
||||
private:
|
||||
int m_nSTATIC_LIGHT;
|
||||
#ifdef _DEBUG
|
||||
bool m_bSTATIC_LIGHT;
|
||||
#endif
|
||||
public:
|
||||
void SetSTATIC_LIGHT( int i )
|
||||
{
|
||||
Assert( i >= 0 && i <= 1 );
|
||||
m_nSTATIC_LIGHT = i;
|
||||
#ifdef _DEBUG
|
||||
m_bSTATIC_LIGHT = true;
|
||||
#endif
|
||||
}
|
||||
void SetSTATIC_LIGHT( bool i )
|
||||
{
|
||||
m_nSTATIC_LIGHT = i ? 1 : 0;
|
||||
#ifdef _DEBUG
|
||||
m_bSTATIC_LIGHT = true;
|
||||
#endif
|
||||
}
|
||||
public:
|
||||
vertexlitpbr_vs30_Dynamic_Index()
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
m_bCOMPRESSED_VERTS = false;
|
||||
#endif // _DEBUG
|
||||
m_nCOMPRESSED_VERTS = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bDOWATERFOG = false;
|
||||
#endif // _DEBUG
|
||||
m_nDOWATERFOG = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bSKINNING = false;
|
||||
#endif // _DEBUG
|
||||
m_nSKINNING = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bLIGHTING_PREVIEW = false;
|
||||
#endif // _DEBUG
|
||||
m_nLIGHTING_PREVIEW = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bNUM_LIGHTS = false;
|
||||
#endif // _DEBUG
|
||||
m_nNUM_LIGHTS = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bDYNAMIC_LIGHT = false;
|
||||
#endif // _DEBUG
|
||||
m_nDYNAMIC_LIGHT = 0;
|
||||
#ifdef _DEBUG
|
||||
m_bSTATIC_LIGHT = false;
|
||||
#endif // _DEBUG
|
||||
m_nSTATIC_LIGHT = 0;
|
||||
}
|
||||
int GetIndex()
|
||||
{
|
||||
// Asserts to make sure that we aren't using any skipped combinations.
|
||||
// Asserts to make sure that we are setting all of the combination vars.
|
||||
#ifdef _DEBUG
|
||||
bool bAllDynamicVarsDefined = m_bCOMPRESSED_VERTS && m_bDOWATERFOG && m_bSKINNING && m_bLIGHTING_PREVIEW && m_bNUM_LIGHTS && m_bDYNAMIC_LIGHT && m_bSTATIC_LIGHT;
|
||||
Assert( bAllDynamicVarsDefined );
|
||||
#endif // _DEBUG
|
||||
return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nDOWATERFOG ) + ( 4 * m_nSKINNING ) + ( 8 * m_nLIGHTING_PREVIEW ) + ( 16 * m_nNUM_LIGHTS ) + ( 80 * m_nDYNAMIC_LIGHT ) + ( 160 * m_nSTATIC_LIGHT ) + 0;
|
||||
}
|
||||
};
|
||||
#define shaderDynamicTest_vertexlitpbr_vs30 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_DOWATERFOG + vsh_forgot_to_set_dynamic_SKINNING + vsh_forgot_to_set_dynamic_LIGHTING_PREVIEW + vsh_forgot_to_set_dynamic_NUM_LIGHTS + vsh_forgot_to_set_dynamic_DYNAMIC_LIGHT + vsh_forgot_to_set_dynamic_STATIC_LIGHT + 0
|
||||
@@ -167,6 +167,8 @@ $Project "stdshader_dx9"
|
||||
$File "worldvertextransition_dx8_helper.cpp"
|
||||
$File "writez_dx9.cpp"
|
||||
$File "writestencil_dx9.cpp"
|
||||
$File "vertexlitPBR_dx9.cpp"
|
||||
$File "vertexlitPBR_dx9_helper.cpp"
|
||||
|
||||
$Folder "Remove me when VAC2 is out" [$WIN32]
|
||||
{
|
||||
|
||||
@@ -51,4 +51,6 @@ warp_vs20.fxc
|
||||
weapon_sheen_pass_vs20.fxc
|
||||
weapon_sheen_pass_ps2x.fxc
|
||||
depthwrite_ps2x.fxc
|
||||
depthwrite_vs20.fxc
|
||||
depthwrite_vs20.fxc
|
||||
vertexlitPBR_ps30.fxc
|
||||
vertexlitPBR_vs30.fxc
|
||||
350
materialsystem/stdshaders/vertexlitPBR_ps30.fxc
Normal file
350
materialsystem/stdshaders/vertexlitPBR_ps30.fxc
Normal file
@@ -0,0 +1,350 @@
|
||||
//===================== Copyright (c) Valve Corporation. All Rights Reserved. ======================
|
||||
//
|
||||
// Example pixel shader that can be applied to models
|
||||
//
|
||||
//==================================================================================================
|
||||
|
||||
|
||||
// STATIC: "CONVERT_TO_SRGB" "0..0"
|
||||
// STATIC: "FLASHLIGHT" "0..1"
|
||||
// STATIC: "CUBEMAP" "0..1"
|
||||
// STATIC: "CUBEMAP_SPHERE_LEGACY" "0..1"
|
||||
// STATIC: "SMOOTHNESS" "0..1"
|
||||
|
||||
// DYNAMIC: "WRITEWATERFOGTODESTALPHA" "0..1"
|
||||
// DYNAMIC: "PIXELFOGTYPE" "0..1"
|
||||
// DYNAMIC: "NUM_LIGHTS" "0..4"
|
||||
// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1"
|
||||
// DYNAMIC: "FLASHLIGHTSHADOWS" "0..1"
|
||||
// DYNAMIC: "LIGHTMAP" "0..1"
|
||||
// DYNAMIC: "LIGHT_PREVIEW" "0..2"
|
||||
|
||||
// We don't care about those in the editor
|
||||
// SKIP: ($CUBEMAP || FLASHLIGHT ) && $LIGHT_PREVIEW
|
||||
|
||||
// SKIP: ($PIXELFOGTYPE == 0) && ($WRITEWATERFOGTODESTALPHA != 0)
|
||||
|
||||
// We don't care about flashlight depth unless the flashlight is on
|
||||
// SKIP: ( $FLASHLIGHT == 0 ) && ( $FLASHLIGHTSHADOWS == 1 )
|
||||
|
||||
// SKIP: ( $CUBEMAP == 1 ) && ( $FLASHLIGHT == 1 )
|
||||
|
||||
// SKIP: $CUBEMAP_SPHERE_LEGACY && ($CUBEMAP == 0)
|
||||
|
||||
// SKIP: ($CUBEMAP || FLASHLIGHT )
|
||||
|
||||
#include "common_flashlight_fxc.h"
|
||||
#include "shader_constant_register_map.h"
|
||||
#include "common_pbr.h"
|
||||
|
||||
#ifdef NV3X
|
||||
#define PSHADER_VECT_SCALE 20.0
|
||||
#define VSHADER_VECT_SCALE (1.0 / (PSHADER_VECT_SCALE) )
|
||||
#else
|
||||
#define PSHADER_VECT_SCALE 1.0
|
||||
#define VSHADER_VECT_SCALE 1.0
|
||||
#endif
|
||||
|
||||
const float4 g_DiffuseModulation : register( PSREG_DIFFUSE_MODULATION );
|
||||
const float4 g_ShadowTweaks : register( PSREG_ENVMAP_TINT__SHADOW_TWEAKS );
|
||||
const float3 cAmbientCube[6] : register( PSREG_AMBIENT_CUBE );
|
||||
const float4 g_EyePos : register( PSREG_EYEPOS_SPEC_EXPONENT );
|
||||
const float4 g_FogParams : register( PSREG_FOG_PARAMS );
|
||||
#if FLASHLIGHT == 1
|
||||
sampler ShadowDepthSampler : register( s4 ); // Flashlight shadow depth map sampler
|
||||
sampler NormalizeRandRotSampler : register( s5 ); // Normalization / RandomRotation samplers
|
||||
sampler FlashlightSampler : register( s6 ); // Flashlight cookie
|
||||
|
||||
const float4 g_FlashlightAttenuationFactors : register( PSREG_FLASHLIGHT_ATTENUATION ); // On non-flashlight pass
|
||||
const float4 g_FlashlightPos_RimBoost : register( PSREG_FLASHLIGHT_POSITION_RIM_BOOST );
|
||||
const float4 g_FlashlightColor : register( PSREG_FLASHLIGHT_COLOR );
|
||||
const float4x4 g_FlashlightWorldToTexture : register( PSREG_FLASHLIGHT_TO_WORLD_TEXTURE );
|
||||
#endif
|
||||
PixelShaderLightInfo cLightInfo[3] : register( PSREG_LIGHT_INFO_ARRAY ); // 2 registers each - 6 registers total (4th light spread across w's)
|
||||
|
||||
#define g_FlashlightPos g_FlashlightPos_RimBoost.xyz
|
||||
|
||||
sampler BaseTextureSampler : register( s0 ); // Base map, selfillum in alpha
|
||||
sampler RoughnessSampler : register( s1 ); // Roughness
|
||||
sampler MetallicSampler : register( s2 ); // Metallic
|
||||
sampler BumpmapSampler : register( s3 ); // Bump map
|
||||
|
||||
|
||||
|
||||
sampler EnvmapSampler : register( s7 ); // for IBL
|
||||
sampler BRDFSampler : register( s8 ); // for IBL
|
||||
sampler AOSampler : register( s9 ); // AO
|
||||
sampler EmissiveSampler : register( s10 ); // Emissive map
|
||||
sampler LightmapSampler : register( s11 ); // Lightmap texture from the engine
|
||||
|
||||
//DoPBRLight(float3 vWorldPos, float3 vWorldNormal, float3 albedo, float3 vPosition, float3 vColor, float3 vEye, float atten_radius, float3 metallic, float3 roughness)
|
||||
float3 DoPBRLights(float3 vEye, float3 vWorldNormal, float3 vWorldPos, float4 albedo, float4 atten, float3 lightmap, float metallic, float roughness)
|
||||
{
|
||||
float3 linearColor = 0.0;
|
||||
|
||||
#if LIGHTMAP ==0
|
||||
if ( NUM_LIGHTS > 0 )
|
||||
{
|
||||
linearColor += DoPBRLight(vWorldPos, vWorldNormal, albedo, cLightInfo[0].pos, cLightInfo[0].color.rgb, vEye, atten.x, metallic, roughness);
|
||||
if ( NUM_LIGHTS > 1 )
|
||||
{
|
||||
linearColor += DoPBRLight( vWorldPos, vWorldNormal, albedo, cLightInfo[1].pos, cLightInfo[1].color.rgb, vEye, atten.x, metallic, roughness);
|
||||
if ( NUM_LIGHTS > 2 )
|
||||
{
|
||||
linearColor += DoPBRLight( vWorldPos, vWorldNormal, albedo, cLightInfo[2].pos, cLightInfo[2].color.rgb, vEye, atten.x, metallic, roughness);
|
||||
if ( NUM_LIGHTS > 3 )
|
||||
{
|
||||
// Unpack the 4th light's data from tight constant packing
|
||||
float3 vLight3Color = float3( cLightInfo[0].color.w, cLightInfo[0].pos.w, cLightInfo[1].color.w );
|
||||
float3 vLight3Pos = float3( cLightInfo[1].pos.w, cLightInfo[2].color.w, cLightInfo[2].pos.w );
|
||||
linearColor += DoPBRLight( vWorldPos, vWorldNormal, albedo, vLight3Pos, vLight3Color, vEye, atten.x, metallic, roughness);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
#else
|
||||
if ( NUM_LIGHTS > 0 )
|
||||
{
|
||||
float lightmap_atten = dot(lightmap, cLightInfo[0].color.rgb);
|
||||
lightmap_atten = lightmap_atten * lightmap_atten * 2.0f;
|
||||
linearColor += DoPBRLight(vWorldPos, vWorldNormal, albedo, cLightInfo[0].pos, cLightInfo[0].color.rgb, vEye, lightmap_atten, metallic, roughness);
|
||||
if ( NUM_LIGHTS > 1 )
|
||||
{
|
||||
lightmap_atten = dot(lightmap, cLightInfo[1].color.rgb);
|
||||
lightmap_atten = lightmap_atten * lightmap_atten * 2.0f;
|
||||
linearColor += DoPBRLight( vWorldPos, vWorldNormal, albedo, cLightInfo[1].pos, cLightInfo[1].color.rgb, vEye, lightmap_atten, metallic, roughness);
|
||||
if ( NUM_LIGHTS > 2 )
|
||||
{
|
||||
lightmap_atten = dot(lightmap, cLightInfo[2].color.rgb);
|
||||
lightmap_atten = lightmap_atten * lightmap_atten * 2.0f;
|
||||
linearColor += DoPBRLight( vWorldPos, vWorldNormal, albedo, cLightInfo[2].pos, cLightInfo[2].color.rgb, vEye,lightmap_atten, metallic, roughness);
|
||||
if ( NUM_LIGHTS > 3 )
|
||||
{
|
||||
// Unpack the 4th light's data from tight constant packing
|
||||
float3 vLight3Color = float3( cLightInfo[0].color.w, cLightInfo[0].pos.w, cLightInfo[1].color.w );
|
||||
float3 vLight3Pos = float3( cLightInfo[1].pos.w, cLightInfo[2].color.w, cLightInfo[2].pos.w );
|
||||
lightmap_atten = dot(lightmap, vLight3Color);
|
||||
lightmap_atten = lightmap_atten * lightmap_atten * 2.0f;
|
||||
linearColor += DoPBRLight( vWorldPos, vWorldNormal, albedo, vLight3Pos, vLight3Color, vEye, lightmap_atten, metallic, roughness);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
return linearColor;
|
||||
}
|
||||
|
||||
// https://www.unrealengine.com/en-US/blog/physically-based-shading-on-mobile
|
||||
half3 EnvBRDFApprox( half3 SpecularColor, half Roughness, half NoV )
|
||||
{
|
||||
const half4 c0 = { -1, -0.0275, -0.572, 0.022 };
|
||||
const half4 c1 = { 1, 0.0425, 1.04, -0.04 };
|
||||
half4 r = Roughness * c0 + c1;
|
||||
half a004 = min( r.x * r.x, exp2( -9.28 * NoV ) ) * r.x + r.y;
|
||||
half2 AB = half2( -1.04, 1.04 ) * a004 + r.zw;
|
||||
return SpecularColor * AB.x + AB.y;
|
||||
}
|
||||
|
||||
float3 fresnelSchlickRoughness(float cosTheta, float3 F0, float roughness)
|
||||
{
|
||||
return F0 + (max(1.0f.xxx - roughness, F0) - F0) * pow(1.0 - cosTheta, 5.0);
|
||||
}
|
||||
|
||||
float3 DoIBL(float3 vEye, float3 vWorldNormal, float3 vWorldPos, float2 screenUV, float3 albedo, float metallness, float roughness, float3 lightmap)
|
||||
{
|
||||
float3 metallic = clamp(metallness, 0.0f, 0.9f);
|
||||
#if CUBEMAP == 1
|
||||
float3 V = normalize( vEye - vWorldPos );
|
||||
float3 N = normalize( vWorldNormal );
|
||||
|
||||
//precompute dots
|
||||
float NV = max(0.0,dot(N, V));
|
||||
|
||||
HALF3 reflectVect = 2.0 * NV * N - V;
|
||||
float4 directionPosX = { 1.0f, 0.01f, 0.01f, 12.0f }; float4 directionNegX = {-1.0f, 0.01f, 0.01f, 12.0f };
|
||||
float4 directionPosY = { 0.01f, 1.0f, 0.01f, 12.0f }; float4 directionNegY = { 0.01f,-1.0f, 0.01f, 12.0f };
|
||||
float4 directionPosZ = { 0.01f, 0.01f, 1.0f, 12.0f }; float4 directionNegZ = { 0.01f, 0.01f,-1.0f, 12.0f };
|
||||
float3 lookupPosX = ENV_MAP_SCALE * texCUBElod(EnvmapSampler, directionPosX);
|
||||
float3 lookupNegX = ENV_MAP_SCALE * texCUBElod(EnvmapSampler, directionNegX);
|
||||
float3 lookupPosY = ENV_MAP_SCALE * texCUBElod(EnvmapSampler, directionPosY);
|
||||
float3 lookupNegY = ENV_MAP_SCALE * texCUBElod(EnvmapSampler, directionNegY);
|
||||
float3 lookupPosZ = ENV_MAP_SCALE * texCUBElod(EnvmapSampler, directionPosZ);
|
||||
float3 lookupNegZ = ENV_MAP_SCALE * texCUBElod(EnvmapSampler, directionNegZ);
|
||||
float3 envmapCube[6] = { lookupPosX, lookupNegX, lookupPosY, lookupNegY, lookupPosZ, lookupNegZ };
|
||||
|
||||
#if LIGHTMAP == 0
|
||||
float3 irradiance = PixelShaderAmbientLight( N, cAmbientCube );
|
||||
#else
|
||||
float3 irradiance = lightmap;
|
||||
#endif
|
||||
|
||||
float3 f0 = 0.04f.xxx;
|
||||
f0 = lerp(f0, albedo.rgb, metallic);
|
||||
float3 F = fresnelSchlickRoughness(NV, f0, roughness); // ambient Lighting Fresnel Term
|
||||
|
||||
half3 BRDF = EnvBRDFApprox(f0, roughness, NV);
|
||||
|
||||
float3 kD = 1.0f.xxx - F;
|
||||
kD *= 1.0 - metallic;
|
||||
|
||||
float3 diffuseIBL = kD * albedo * irradiance;
|
||||
float3 lookup = ENV_MAP_SCALE * texCUBElod(EnvmapSampler, float4(reflectVect, roughness * 12.0)).rgb;
|
||||
float3 specularIrradiance = lerp(lookup, PixelShaderAmbientLight( reflectVect, envmapCube ), roughness * roughness );
|
||||
float3 specularIBL = BRDF * specularIrradiance;
|
||||
//mix
|
||||
return max(0.0, diffuseIBL + specularIBL);
|
||||
#else
|
||||
|
||||
float3 V = normalize( vEye - vWorldPos );
|
||||
float3 N = normalize( vWorldNormal );
|
||||
|
||||
//precompute dots
|
||||
float NV = max(0.0,dot(N, V));
|
||||
|
||||
#if LIGHTMAP == 0
|
||||
float3 irradiance = PixelShaderAmbientLight( N, cAmbientCube );
|
||||
#else
|
||||
float3 irradiance = lightmap;
|
||||
#endif
|
||||
|
||||
float3 f0 = 0.04f.xxx;
|
||||
f0 = lerp(f0, albedo.rgb, metallic);
|
||||
float3 F = fresnelSchlickRoughness(NV, f0, roughness); // ambient Lighting Fresnel Term
|
||||
|
||||
float3 kD = 1.0f.xxx - F;
|
||||
kD *= 1.0 - metallic;
|
||||
|
||||
float3 diffuseIBL = kD * albedo * irradiance;
|
||||
|
||||
return max(0.0, diffuseIBL);
|
||||
#endif
|
||||
}
|
||||
|
||||
#if FLASHLIGHT == 1
|
||||
float3 DoFlashlight(float3 vWorldNormal, float3 vWorldPos, float2 vScreenCords, float3 albedo, float metallic, float roughness)
|
||||
{
|
||||
float4 flashlightSpacePosition = mul( float4(vWorldPos, 1.0f ), g_FlashlightWorldToTexture );
|
||||
float3 vProjCoords = flashlightSpacePosition.xyz / flashlightSpacePosition.w;
|
||||
float3 flashlightColor = tex2D( FlashlightSampler, vProjCoords);
|
||||
float3 shadow = 1.0f;
|
||||
#if FLASHLIGHTSHADOWS
|
||||
shadow = DoFlashlightShadow( ShadowDepthSampler, NormalizeRandRotSampler, vProjCoords, vScreenCords, 0, g_ShadowTweaks, false );
|
||||
//shadow = tex2DprojBicubic(ShadowDepthSampler, 512.0f.xx, vProjCoords.xy, vProjCoords.z);
|
||||
#endif
|
||||
float2 dist = float2(length(g_FlashlightPos_RimBoost.xyz - vWorldPos), dot(g_FlashlightPos_RimBoost.xyz - vWorldPos,g_FlashlightPos_RimBoost.xyz - vWorldPos));
|
||||
float fAtten = saturate( dot( g_FlashlightAttenuationFactors.xyz, float3( 1.0f, 1.0f/dist.x, 1.0f/dist.y ) ) );
|
||||
float3 light = DoPBRLight( vWorldPos, vWorldNormal, albedo, g_FlashlightPos_RimBoost.xyz, flashlightColor.rgb * g_FlashlightColor.xyz, g_EyePos.xyz, shadow * fAtten * g_FlashlightColor.w, metallic, roughness);
|
||||
return light;
|
||||
}
|
||||
#endif
|
||||
|
||||
struct PS_INPUT
|
||||
{
|
||||
float2 baseTexCoord : TEXCOORD0;
|
||||
float4 lightAtten : TEXCOORD1;
|
||||
float3 worldNormal : TEXCOORD2;
|
||||
float3 worldPos : TEXCOORD3;
|
||||
float4 projPos : TEXCOORD4;
|
||||
float4 color : TEXCOORD5;
|
||||
float3 localPos : TEXCOORD6; // for Irradiance calculations
|
||||
float4 vWorldTangent: TEXCOORD7;
|
||||
float3 vWorldBinormal: TEXCOORD8;
|
||||
};
|
||||
|
||||
struct PS_OUTPUT
|
||||
{
|
||||
float4 MainOut : COLOR0;
|
||||
float4 Normal : COLOR1;
|
||||
float4 MRAO : COLOR2;
|
||||
float4 Albedo : COLOR3;
|
||||
};
|
||||
|
||||
#if LIGHT_PREVIEW == 2
|
||||
LPREVIEW_PS_OUT main( PS_INPUT i ) : COLOR
|
||||
#elif LIGHT_PREVIEW == 1
|
||||
HALF4 main(PS_INPUT i) : COLOR
|
||||
#else
|
||||
PS_OUTPUT main(PS_INPUT i) : COLOR
|
||||
#endif
|
||||
{
|
||||
float2 UV = i.baseTexCoord;
|
||||
float2 screenUV = i.projPos.xy / i.projPos.w;
|
||||
screenUV = screenUV * 0.5f + 0.5f;
|
||||
float4 baseColor = tex2D( BaseTextureSampler, UV );
|
||||
|
||||
#if SMOOTHNESS == 0
|
||||
float roughnessMap = tex2D( RoughnessSampler, UV );
|
||||
#else
|
||||
float roughnessMap = 1.0f - tex2D( RoughnessSampler, UV );
|
||||
#endif
|
||||
|
||||
float metallicMap = tex2D( MetallicSampler, UV );
|
||||
float AOSample = tex2D( AOSampler, UV );
|
||||
float3 EmissiveSample = tex2D( EmissiveSampler, UV );
|
||||
float4 normalTexel = tex2D( BumpmapSampler, UV);
|
||||
float3 lightmapTexel = GammaToLinear( 2.0f * tex2D( LightmapSampler, UV ).rgb );
|
||||
|
||||
float3 worldPos = i.worldPos;
|
||||
float3 worldNormal = i.worldNormal;
|
||||
float3 eyeToWorld = (g_EyePos - worldPos);
|
||||
float3 albedo = g_DiffuseModulation.rgb * baseColor.rgb;
|
||||
bool bCubemap = (CUBEMAP) ? true : false;
|
||||
|
||||
float3 tangentSpaceNormal = normalTexel * 2.0f - 1.0f;
|
||||
float3 vWorldBinormal = i.vWorldBinormal;
|
||||
|
||||
float3 vWorldNormal = Vec3TangentToWorld( tangentSpaceNormal, worldNormal, i.vWorldTangent, vWorldBinormal );
|
||||
vWorldNormal = normalize( vWorldNormal );
|
||||
|
||||
float3 projPos = i.projPos.xyz;
|
||||
float3 Lighting = float(0.0).xxx;
|
||||
|
||||
#if LIGHMAP == 0
|
||||
// Summation of diffuse illumination from all local lights
|
||||
Lighting = DoPBRLights(g_EyePos.xyz, vWorldNormal, worldPos, baseColor, i.lightAtten, lightmapTexel, metallicMap, roughnessMap);
|
||||
#endif
|
||||
float3 IBL = DoIBL(g_EyePos.xyz, vWorldNormal, worldPos, screenUV, baseColor.rgb, metallicMap, roughnessMap, lightmapTexel);
|
||||
#if FLASHLIGHT
|
||||
float3 Flashlight = DoFlashlight(vWorldNormal, worldPos, i.projPos.xy / i.projPos.w, baseColor.rgb, metallicMap, roughnessMap);
|
||||
#endif
|
||||
|
||||
float3 result = (
|
||||
#if FLASHLIGHT
|
||||
Flashlight);
|
||||
#else
|
||||
Lighting + IBL * AOSample) + EmissiveSample;
|
||||
#endif
|
||||
float alpha = baseColor.a * g_DiffuseModulation.a;
|
||||
|
||||
float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos.z, i.worldPos.z, i.projPos.z );
|
||||
|
||||
#if WRITEWATERFOGTODESTALPHA && ( PIXELFOGTYPE == PIXEL_FOG_TYPE_HEIGHT )
|
||||
alpha = fogFactor;
|
||||
#endif
|
||||
|
||||
#if LIGHT_PREVIEW == 1
|
||||
result = DoPBRLight(worldPos, vWorldNormal, baseColor, g_EyePos.xyz, 1.0f.xxx, g_EyePos.xyz, 5.0f, metallicMap, roughnessMap);
|
||||
bool bWriteDepthToAlpha = ( WRITE_DEPTH_TO_DESTALPHA != 0 ) && ( WRITEWATERFOGTODESTALPHA == 0 );
|
||||
return FinalOutput( float4( result, alpha), fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR, bWriteDepthToAlpha, i.projPos.z );
|
||||
#elif LIGHT_PREVIEW == 2
|
||||
LPREVIEW_PS_OUT Output;
|
||||
Output.color = float4( baseColor.xyz,alpha );
|
||||
Output.normal = float4( vWorldNormal,alpha );
|
||||
Output.position = float4( worldPos, alpha );
|
||||
Output.flags = float4( 1.0f - metallicMap, roughnessMap, 1, alpha );
|
||||
return FinalOutput( Output, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
|
||||
#else
|
||||
|
||||
PS_OUTPUT output = (PS_OUTPUT) 0;
|
||||
|
||||
bool bWriteDepthToAlpha = ( WRITE_DEPTH_TO_DESTALPHA != 0 ) && ( WRITEWATERFOGTODESTALPHA == 0 );
|
||||
output.MainOut = FinalOutput(float4(result, alpha), fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR, bWriteDepthToAlpha, i.projPos.z);
|
||||
#if !FLASHLIGHT
|
||||
output.Normal = float4(vWorldNormal.xyz, i.projPos.z / i.projPos.w);
|
||||
output.MRAO = float4(metallicMap, roughnessMap, AOSample, 0.0f);
|
||||
output.Albedo = float4(baseColor.xyz, 1.0f);
|
||||
#endif
|
||||
return output;
|
||||
#endif
|
||||
}
|
||||
131
materialsystem/stdshaders/vertexlitPBR_vs30.fxc
Normal file
131
materialsystem/stdshaders/vertexlitPBR_vs30.fxc
Normal file
@@ -0,0 +1,131 @@
|
||||
//===================== Copyright (c) Valve Corporation. All Rights Reserved. ======================
|
||||
//
|
||||
// Example vertex shader that can be applied to models
|
||||
//
|
||||
//==================================================================================================
|
||||
|
||||
|
||||
// STATIC: "VERTEXCOLOR" "0..1"
|
||||
// STATIC: "CUBEMAP" "0..1"
|
||||
// STATIC: "DONT_GAMMA_CONVERT_VERTEX_COLOR" "0..1"
|
||||
|
||||
// DYNAMIC: "COMPRESSED_VERTS" "0..1"
|
||||
// DYNAMIC: "DOWATERFOG" "0..1"
|
||||
// DYNAMIC: "SKINNING" "0..1"
|
||||
// DYNAMIC: "LIGHTING_PREVIEW" "0..1"
|
||||
// DYNAMIC: "NUM_LIGHTS" "0..4"
|
||||
// DYNAMIC: "DYNAMIC_LIGHT" "0..1"
|
||||
// DYNAMIC: "STATIC_LIGHT" "0..1"
|
||||
|
||||
#include "common_vs_fxc.h"
|
||||
|
||||
static const bool g_bSkinning = SKINNING ? true : false;
|
||||
static const bool g_bVertexColor = VERTEXCOLOR ? true : false;
|
||||
static const int g_FogType = DOWATERFOG;
|
||||
|
||||
const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_0 );
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Input vertex format
|
||||
//-----------------------------------------------------------------------------
|
||||
struct VS_INPUT
|
||||
{
|
||||
// This is all of the stuff that we ever use.
|
||||
float4 vPos : POSITION;
|
||||
float4 vBoneWeights : BLENDWEIGHT;
|
||||
float4 vBoneIndices : BLENDINDICES;
|
||||
float4 vNormal : NORMAL;
|
||||
float2 vTexCoord0 : TEXCOORD0;
|
||||
float4 vColor : COLOR0;
|
||||
float3 vTangentS : TANGENT;
|
||||
float3 vTangentT : BINORMAL;
|
||||
float4 vUserData : TANGENT;
|
||||
};
|
||||
|
||||
struct VS_OUTPUT
|
||||
{
|
||||
// Stuff that isn't seen by the pixel shader
|
||||
float4 projPosSetup : POSITION;
|
||||
float fog : FOG;
|
||||
// Stuff that is seen by the pixel shader
|
||||
float2 baseTexCoord : TEXCOORD0;
|
||||
float4 lightAtten : TEXCOORD1;
|
||||
float3 worldNormal : TEXCOORD2;
|
||||
float3 worldPos : TEXCOORD3;
|
||||
float4 projPos : TEXCOORD4;
|
||||
float4 color : TEXCOORD5; // Vertex color (from lighting or unlit)
|
||||
float3 localPos : TEXCOORD6; // for Irradiance calculations
|
||||
float4 vWorldTangent : TEXCOORD7;
|
||||
float3 vWorldBinormal : TEXCOORD8;
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Main shader entry point
|
||||
//-----------------------------------------------------------------------------
|
||||
VS_OUTPUT main( const VS_INPUT v )
|
||||
{
|
||||
VS_OUTPUT o = ( VS_OUTPUT )0;
|
||||
|
||||
bool bDynamicLight = DYNAMIC_LIGHT ? true : false;
|
||||
bool bStaticLight = STATIC_LIGHT ? true : false;
|
||||
bool bDoLighting = !g_bVertexColor && (bDynamicLight || bStaticLight);
|
||||
|
||||
float4 vPosition = v.vPos;
|
||||
float3 vNormal;
|
||||
float4 vTangent;
|
||||
DecompressVertex_NormalTangent( v.vNormal, v.vUserData, vNormal, vTangent );
|
||||
|
||||
// Perform skinning
|
||||
float3 worldNormal, worldPos, worldTangentS, worldTangentT;
|
||||
SkinPositionNormalAndTangentSpace( g_bSkinning, vPosition, vNormal, vTangent,
|
||||
v.vBoneWeights, v.vBoneIndices, worldPos,
|
||||
worldNormal, worldTangentS, worldTangentT );
|
||||
|
||||
// Always normalize since flex path is controlled by runtime
|
||||
// constant not a shader combo and will always generate the normalization
|
||||
worldNormal = normalize( worldNormal );
|
||||
worldTangentS = normalize( worldTangentS );
|
||||
worldTangentT = normalize( worldTangentT );
|
||||
|
||||
// Transform into projection space
|
||||
float4 vProjPos = mul( float4( worldPos, 1 ), cViewProj );
|
||||
o.projPosSetup = vProjPos;
|
||||
vProjPos.z = dot( float4( worldPos, 1 ), cViewProjZ );
|
||||
|
||||
o.projPos = vProjPos;
|
||||
o.fog = CalcFog( worldPos, vProjPos.xyz, g_FogType );
|
||||
|
||||
// Needed for water fog alpha and diffuse lighting
|
||||
o.worldPos = worldPos;
|
||||
o.worldNormal.xyz = worldNormal.xyz;
|
||||
o.vWorldTangent = float4( worldTangentS.xyz, vTangent.w ); // Propagate binormal sign in world tangent.w
|
||||
o.vWorldBinormal.xyz = worldTangentT.xyz;
|
||||
|
||||
if ( g_bVertexColor )
|
||||
{
|
||||
// Assume that this is unlitgeneric if you are using vertex color.
|
||||
o.color.rgb = ( DONT_GAMMA_CONVERT_VERTEX_COLOR ) ? v.vColor.rgb : GammaToLinear( v.vColor.rgb );
|
||||
o.color.a = v.vColor.a;
|
||||
}
|
||||
|
||||
// Scalar attenuations for four lights
|
||||
o.lightAtten.xyz = float4(0,0,0,0);
|
||||
#if ( NUM_LIGHTS > 0 )
|
||||
o.lightAtten.x = GetVertexAttenForLight( worldPos, 0, false );
|
||||
#endif
|
||||
#if ( NUM_LIGHTS > 1 )
|
||||
o.lightAtten.y = GetVertexAttenForLight( worldPos, 1, false );
|
||||
#endif
|
||||
#if ( NUM_LIGHTS > 2 )
|
||||
o.lightAtten.z = GetVertexAttenForLight( worldPos, 2, false );
|
||||
#endif
|
||||
#if ( NUM_LIGHTS > 3 )
|
||||
o.lightAtten.w = GetVertexAttenForLight( worldPos, 3, false );
|
||||
#endif
|
||||
|
||||
// Base texture coordinate transform
|
||||
o.baseTexCoord.x = dot( v.vTexCoord0, cBaseTexCoordTransform[0] );
|
||||
o.baseTexCoord.y = dot( v.vTexCoord0, cBaseTexCoordTransform[1] );
|
||||
|
||||
return o;
|
||||
}
|
||||
Reference in New Issue
Block a user