//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: Common pixel shader code specific to flashlights // // $NoKeywords: $ // //=============================================================================// #ifndef COMMON_FLASHLIGHT_FXC_H_ #define COMMON_FLASHLIGHT_FXC_H_ #include "common_ps_fxc.h" #if SHADER_MODEL_PS_3_0 // Superellipse soft clipping // // Input: // - Point Q on the x-y plane // - The equations of two superellipses (with major/minor axes given by // a,b and A,B for the inner and outer ellipses, respectively) // - This is changed a bit from the original RenderMan code to be better vectorized // // Return value: // - 0 if Q was inside the inner ellipse // - 1 if Q was outside the outer ellipse // - smoothly varying from 0 to 1 in between float2 ClipSuperellipse( float2 Q, // Point on the xy plane float4 aAbB, // Dimensions of superellipses float2 rounds ) // Same roundness for both ellipses { float2 qr, Qabs = abs(Q); // Project to +x +y quadrant float2 bx_Bx = Qabs.x * aAbB.zw; float2 ay_Ay = Qabs.y * aAbB.xy; qr.x = pow( pow(bx_Bx.x, rounds.x) + pow(ay_Ay.x, rounds.x), rounds.y ); // rounds.x = 2 / roundness qr.y = pow( pow(bx_Bx.y, rounds.x) + pow(ay_Ay.y, rounds.x), rounds.y ); // rounds.y = -roundness/2 return qr * aAbB.xy * aAbB.zw; } // Volumetric light shaping // // Inputs: // - the point being shaded, in the local light space // - all information about the light shaping, including z smooth depth // clipping, superellipse xy shaping, and distance falloff. // Return value: // - attenuation factor based on the falloff and shaping float uberlight(float3 PL, // Point in light space float3 smoothEdge0, // edge0 for three smooth steps float3 smoothEdge1, // edge1 for three smooth steps float3 smoothOneOverWidth, // width of three smooth steps float2 shear, // shear in X and Y float4 aAbB, // Superellipse dimensions float2 rounds ) // two functions of roundness packed together { float2 qr = ClipSuperellipse( (PL / PL.z) - shear, aAbB, rounds ); smoothEdge0.x = qr.x; // Fill in the dynamic parts of the smoothsteps smoothEdge1.x = qr.y; // The other components are pre-computed outside of the shader smoothOneOverWidth.x = 1.0f / ( qr.y - qr.x ); float3 x = float3( 1, PL.z, PL.z ); float3 atten3 = smoothstep3( smoothEdge0, smoothEdge1, smoothOneOverWidth, x ); // Modulate the three resulting attenuations (flipping the sense of the attenuation from the superellipse and the far clip) return (1.0f - atten3.x) * atten3.y * (1.0f - atten3.z); } #endif // JasonM - TODO: remove this simpleton version float DoShadow( Texture2D DepthTex, SamplerState DepthSampler, float4 texCoord ) { const float g_flShadowBias = 0.0005f; float2 uoffset = float2( 0.5f/512.f, 0.0f ); float2 voffset = float2( 0.0f, 0.5f/512.f ); float3 projTexCoord = texCoord.xyz / texCoord.w; float4 flashlightDepth = float4( DepthTex.Sample( DepthSampler, projTexCoord.xy + uoffset + voffset ).x, DepthTex.Sample( DepthSampler, projTexCoord.xy + uoffset - voffset ).x, DepthTex.Sample( DepthSampler, projTexCoord.xy - uoffset + voffset ).x, DepthTex.Sample( DepthSampler, projTexCoord.xy - uoffset - voffset ).x ); # if ( defined( REVERSE_DEPTH_ON_X360 ) ) { flashlightDepth = 1.0f - flashlightDepth; } # endif float shadowed = 0.0f; float z = texCoord.z/texCoord.w; float4 dz = float4(z,z,z,z) - (flashlightDepth + float4( g_flShadowBias, g_flShadowBias, g_flShadowBias, g_flShadowBias)); float4 shadow = float4(0.25f,0.25f,0.25f,0.25f); if( dz.x <= 0.0f ) shadowed += shadow.x; if( dz.y <= 0.0f ) shadowed += shadow.y; if( dz.z <= 0.0f ) shadowed += shadow.z; if( dz.w <= 0.0f ) shadowed += shadow.w; return shadowed; } float DoShadowNvidiaRAWZOneTap( Texture2D DepthTex, SamplerState DepthSampler, const float4 shadowMapPos ) { float ooW = 1.0f / shadowMapPos.w; // 1 / w float3 shadowMapCenter_objDepth = shadowMapPos.xyz * ooW; // Do both projections at once float2 shadowMapCenter = shadowMapCenter_objDepth.xy; // Center of shadow filter float objDepth = shadowMapCenter_objDepth.z; // Object depth in shadow space float fDepth = dot(DepthTex.Sample(DepthSampler, shadowMapCenter).arg, float3(0.996093809371817670572857294849, 0.0038909914428586627756752238080039, 1.5199185323666651467481343000015e-5)); return fDepth > objDepth; } float DoShadowNvidiaRAWZ( Texture2D DepthTex, SamplerState DepthSampler, const float4 shadowMapPos ) { float fE = 1.0f / 512.0f; // Epsilon float ooW = 1.0f / shadowMapPos.w; // 1 / w float3 shadowMapCenter_objDepth = shadowMapPos.xyz * ooW; // Do both projections at once float2 shadowMapCenter = shadowMapCenter_objDepth.xy; // Center of shadow filter float objDepth = shadowMapCenter_objDepth.z; // Object depth in shadow space float4 vDepths; vDepths.x = dot(DepthTex.Sample(DepthSampler, shadowMapCenter + float2( fE, fE )).arg, float3(0.996093809371817670572857294849, 0.0038909914428586627756752238080039, 1.5199185323666651467481343000015e-5)); vDepths.y = dot( DepthTex.Sample(DepthSampler, shadowMapCenter + float2( -fE, fE )).arg, float3(0.996093809371817670572857294849, 0.0038909914428586627756752238080039, 1.5199185323666651467481343000015e-5)); vDepths.z = dot( DepthTex.Sample(DepthSampler, shadowMapCenter + float2( fE, -fE )).arg, float3(0.996093809371817670572857294849, 0.0038909914428586627756752238080039, 1.5199185323666651467481343000015e-5)); vDepths.w = dot( DepthTex.Sample(DepthSampler, shadowMapCenter + float2( -fE, -fE )).arg, float3(0.996093809371817670572857294849, 0.0038909914428586627756752238080039, 1.5199185323666651467481343000015e-5)); return dot(vDepths > objDepth.xxxx, float4(0.25, 0.25, 0.25, 0.25)); } float DoShadowNvidiaCheap( Texture2D DepthTex, SamplerState DepthSampler, const float4 shadowMapPos ) { float fTexelEpsilon = 1.0f / 1024.0f; float ooW = 1.0f / shadowMapPos.w; // 1 / w float3 shadowMapCenter_objDepth = shadowMapPos.xyz * ooW; // Do both projections at once float2 shadowMapCenter = shadowMapCenter_objDepth.xy; // Center of shadow filter float objDepth = shadowMapCenter_objDepth.z; // Object depth in shadow space float4 vTaps; vTaps.x = step(objDepth, DepthTex.Sample( DepthSampler, shadowMapCenter + float2( fTexelEpsilon, fTexelEpsilon)).x ); vTaps.y = step(objDepth, DepthTex.Sample( DepthSampler, shadowMapCenter + float2( -fTexelEpsilon, fTexelEpsilon)).x ); vTaps.z = step( objDepth, DepthTex.Sample( DepthSampler, shadowMapCenter + float2( fTexelEpsilon, -fTexelEpsilon ) ).x ); vTaps.w = step( objDepth, DepthTex.Sample( DepthSampler, shadowMapCenter + float2( -fTexelEpsilon, -fTexelEpsilon ) ).x ); return dot(vTaps, float4(0.25, 0.25, 0.25, 0.25)); } float DoShadowNvidiaPCF3x3Box( Texture2D DepthTex, SamplerState DepthSampler, const float3 shadowMapPos, const float4 vShadowTweaks ) { float fTexelEpsilon = vShadowTweaks.x; float3 shadowMapCenter_objDepth = shadowMapPos.xyz; // Do both projections at once float2 shadowMapCenter = shadowMapCenter_objDepth.xy; // Center of shadow filter float objDepth = shadowMapCenter_objDepth.z; // Object depth in shadow space float4 vOneTaps; vOneTaps.x = step(objDepth, DepthTex.Sample( DepthSampler, shadowMapCenter + float2( fTexelEpsilon, fTexelEpsilon )).x ); vOneTaps.y = step(objDepth, DepthTex.Sample( DepthSampler, shadowMapCenter + float2( -fTexelEpsilon, fTexelEpsilon )).x ); vOneTaps.z = step( objDepth, DepthTex.Sample( DepthSampler, shadowMapCenter + float2( fTexelEpsilon, -fTexelEpsilon ) ).x ); vOneTaps.w = step( objDepth, DepthTex.Sample( DepthSampler, shadowMapCenter + float2( -fTexelEpsilon, -fTexelEpsilon )).x ); float flOneTaps = dot( vOneTaps, float4(1.0f / 9.0f, 1.0f / 9.0f, 1.0f / 9.0f, 1.0f / 9.0f)); float4 vTwoTaps; vTwoTaps.x = step(objDepth, DepthTex.Sample( DepthSampler, shadowMapCenter + float2( fTexelEpsilon, 0 )).x ); vTwoTaps.y = step(objDepth, DepthTex.Sample( DepthSampler, shadowMapCenter + float2( -fTexelEpsilon, 0 )).x ); vTwoTaps.z = step(objDepth, DepthTex.Sample( DepthSampler, shadowMapCenter + float2( 0, -fTexelEpsilon )).x ); vTwoTaps.w = step(objDepth, DepthTex.Sample( DepthSampler, shadowMapCenter + float2( 0, -fTexelEpsilon )).x ); float flTwoTaps = dot( vTwoTaps, float4(1.0f / 9.0f, 1.0f / 9.0f, 1.0f / 9.0f, 1.0f / 9.0f)); float flCenterTap = step(objDepth, DepthTex.Sample( DepthSampler, shadowMapCenter).x ) * (1.0f / 9.0f); // Sum all 9 Taps return flOneTaps + flTwoTaps + flCenterTap; } // // 1 4 7 4 1 // 4 20 33 20 4 // 7 33 55 33 7 // 4 20 33 20 4 // 1 4 7 4 1 // float DoShadowNvidiaPCF5x5Gaussian( Texture2D DepthTex, SamplerState DepthSampler, const float3 shadowMapPos, const float4 vShadowTweaks ) { float fEpsilonX = vShadowTweaks; float fTwoEpsilonX = 2.0f * fEpsilonX; float fEpsilonY = vShadowTweaks; float fTwoEpsilonY = 2.0f * fEpsilonY; float3 shadowMapCenter_objDepth = shadowMapPos; // Do both projections at once float2 shadowMapCenter = shadowMapCenter_objDepth.xy; // Center of shadow filter float objDepth = shadowMapCenter_objDepth.z; // Object depth in shadow space float4 vOneTaps; vOneTaps.x = step(objDepth, DepthTex.Sample( DepthSampler, shadowMapCenter + float2( fTwoEpsilonX, fTwoEpsilonY )).x ); vOneTaps.y = step(objDepth, DepthTex.Sample( DepthSampler, shadowMapCenter + float2( -fTwoEpsilonX, fTwoEpsilonY )).x ); vOneTaps.z = step(objDepth, DepthTex.Sample( DepthSampler, shadowMapCenter + float2( fTwoEpsilonX, -fTwoEpsilonY )).x ); vOneTaps.w = step(objDepth, DepthTex.Sample( DepthSampler, shadowMapCenter + float2( -fTwoEpsilonX, -fTwoEpsilonY )).x ); float flOneTaps = dot( vOneTaps, float4(1.0f / 331.0f, 1.0f / 331.0f, 1.0f / 331.0f, 1.0f / 331.0f)); float4 vSevenTaps; vSevenTaps.x = step(objDepth, DepthTex.Sample( DepthSampler, shadowMapCenter + float2( fTwoEpsilonX, 0 )).x ); vSevenTaps.y = step(objDepth, DepthTex.Sample( DepthSampler, shadowMapCenter + float2( -fTwoEpsilonX, 0 )).x ); vSevenTaps.z = step(objDepth, DepthTex.Sample( DepthSampler, shadowMapCenter + float2( 0, fTwoEpsilonY )).x ); vSevenTaps.w = step(objDepth, DepthTex.Sample( DepthSampler, shadowMapCenter + float2( 0, -fTwoEpsilonY )).x ); float flSevenTaps = dot( vSevenTaps, float4( 7.0f / 331.0f, 7.0f / 331.0f, 7.0f / 331.0f, 7.0f / 331.0f ) ); float4 vFourTapsA, vFourTapsB; vFourTapsA.x = step(objDepth, DepthTex.Sample( DepthSampler, shadowMapCenter + float2( fTwoEpsilonX, fEpsilonY )).x ); vFourTapsA.y = step(objDepth, DepthTex.Sample( DepthSampler, shadowMapCenter + float2( fEpsilonX, fTwoEpsilonY )).x ); vFourTapsA.z = step(objDepth, DepthTex.Sample( DepthSampler, shadowMapCenter + float2( -fEpsilonX, fTwoEpsilonY )).x ); vFourTapsA.w = step(objDepth, DepthTex.Sample( DepthSampler, shadowMapCenter + float2( -fTwoEpsilonX, fEpsilonY )).x ); vFourTapsB.x = step(objDepth, DepthTex.Sample( DepthSampler, shadowMapCenter + float2( -fTwoEpsilonX, -fEpsilonY )).x ); vFourTapsB.y = step(objDepth, DepthTex.Sample( DepthSampler, shadowMapCenter + float2( -fEpsilonX, -fTwoEpsilonY )).x ); vFourTapsB.z = step(objDepth, DepthTex.Sample( DepthSampler, shadowMapCenter + float2( fEpsilonX, -fTwoEpsilonY )).x ); vFourTapsB.w = step(objDepth, DepthTex.Sample( DepthSampler, shadowMapCenter + float2( fTwoEpsilonX, -fEpsilonY )).x ); float flFourTapsA = dot( vFourTapsA, float4( 4.0f / 331.0f, 4.0f / 331.0f, 4.0f / 331.0f, 4.0f / 331.0f ) ); float flFourTapsB = dot( vFourTapsB, float4( 4.0f / 331.0f, 4.0f / 331.0f, 4.0f / 331.0f, 4.0f / 331.0f ) ); float4 v20Taps; v20Taps.x = step(objDepth, DepthTex.Sample( DepthSampler, shadowMapCenter + float2( fEpsilonX, fEpsilonY )).x ); v20Taps.y = step(objDepth, DepthTex.Sample( DepthSampler, shadowMapCenter + float2( -fEpsilonX, fEpsilonY )).x ); v20Taps.z = step(objDepth, DepthTex.Sample( DepthSampler, shadowMapCenter + float2( fEpsilonX, -fEpsilonY )).x ); v20Taps.w = step(objDepth, DepthTex.Sample( DepthSampler, shadowMapCenter + float2( -fEpsilonX, -fEpsilonY )).x ); float fl20Taps = dot( v20Taps, float4(20.0f / 331.0f, 20.0f / 331.0f, 20.0f / 331.0f, 20.0f / 331.0f)); float4 v33Taps; v33Taps.x = step(objDepth, DepthTex.Sample( DepthSampler, shadowMapCenter + float2( fEpsilonX, 0 )).x ); v33Taps.y = step(objDepth, DepthTex.Sample( DepthSampler, shadowMapCenter + float2( -fEpsilonX, 0 )).x ); v33Taps.z = step(objDepth, DepthTex.Sample( DepthSampler, shadowMapCenter + float2( 0, fEpsilonY )).x ); v33Taps.w = step(objDepth, DepthTex.Sample( DepthSampler, shadowMapCenter + float2( 0, -fEpsilonY )).x ); float fl33Taps = dot( v33Taps, float4(33.0f / 331.0f, 33.0f / 331.0f, 33.0f / 331.0f, 33.0f / 331.0f)); float flCenterTap = step(objDepth, DepthTex.Sample( DepthSampler, shadowMapCenter).x ) * (55.0f / 331.0f); // Sum all 25 Taps return flOneTaps + flSevenTaps + flFourTapsA + flFourTapsB + fl20Taps + fl33Taps + flCenterTap; } float DoShadowATICheap( Texture2D DepthTex, SamplerState DepthSampler, const float4 shadowMapPos ) { float2 shadowMapCenter = shadowMapPos.xy/shadowMapPos.w; float objDepth = shadowMapPos.z / shadowMapPos.w; float fSampleDepth = DepthTex.Sample( DepthSampler, shadowMapCenter ).x; objDepth = min( objDepth, 0.99999 ); //HACKHACK: On 360, surfaces at or past the far flashlight plane have an abrupt cutoff. This is temp until a smooth falloff is implemented return fSampleDepth > objDepth; } // Poisson disc, randomly rotated at different UVs float DoShadowPoisson16Sample( Texture2D DepthTex, SamplerState DepthSampler, Texture2D RandomRotationTex, SamplerState RandomRotationSampler, const float3 vProjCoords, const float2 vScreenPos, const float4 vShadowTweaks, bool bNvidiaHardwarePCF, bool bFetch4 ) { float2 vPoissonOffset[8] = { float2( 0.3475f, 0.0042f ), float2( 0.8806f, 0.3430f ), float2( -0.0041f, -0.6197f ), float2( 0.0472f, 0.4964f ), float2( -0.3730f, 0.0874f ), float2( -0.9217f, -0.3177f ), float2( -0.6289f, 0.7388f ), float2( 0.5744f, -0.7741f ) }; float flScaleOverMapSize = vShadowTweaks.x * 2; // Tweak parameters to shader float2 vNoiseOffset = vShadowTweaks.zw; float4 vLightDepths = 0, accum = 0.0f; float2 rotOffset = 0; float2 shadowMapCenter = vProjCoords.xy; // Center of shadow filter float objDepth = min( vProjCoords.z, 0.99999 ); // Object depth in shadow space // 2D Rotation Matrix setup float3 RMatTop = 0, RMatBottom = 0; #if defined(SHADER_MODEL_PS_2_0) || defined(SHADER_MODEL_PS_2_B) || defined(SHADER_MODEL_PS_3_0) || defined(SHADER_MODEL_PS_4_0) RMatTop.xy = tex2D( RandomRotationSampler, cFlashlightScreenScale.xy * (vScreenPos * 0.5 + 0.5) + vNoiseOffset).xy * 2.0 - 1.0; RMatBottom.xy = float2(-1.0, 1.0) * RMatTop.yx; // 2x2 rotation matrix in 4-tuple #endif RMatTop *= flScaleOverMapSize; // Scale up kernel while accounting for texture resolution RMatBottom *= flScaleOverMapSize; RMatTop.z = shadowMapCenter.x; // To be added in d2adds generated below RMatBottom.z = shadowMapCenter.y; float fResult = 0.0f; if ( bNvidiaHardwarePCF ) { rotOffset.x = dot (RMatTop.xy, vPoissonOffset[0].xy) + RMatTop.z; rotOffset.y = dot (RMatBottom.xy, vPoissonOffset[0].xy) + RMatBottom.z; vLightDepths.x += step( objDepth, DepthTex.Sample(DepthSampler, rotOffset).x ); rotOffset.x = dot (RMatTop.xy, vPoissonOffset[1].xy) + RMatTop.z; rotOffset.y = dot (RMatBottom.xy, vPoissonOffset[1].xy) + RMatBottom.z; vLightDepths.y += step( objDepth, DepthTex.Sample(DepthSampler, rotOffset).x ); rotOffset.x = dot (RMatTop.xy, vPoissonOffset[2].xy) + RMatTop.z; rotOffset.y = dot (RMatBottom.xy, vPoissonOffset[2].xy) + RMatBottom.z; vLightDepths.z += step( objDepth, DepthTex.Sample(DepthSampler, rotOffset).x ); rotOffset.x = dot (RMatTop.xy, vPoissonOffset[3].xy) + RMatTop.z; rotOffset.y = dot (RMatBottom.xy, vPoissonOffset[3].xy) + RMatBottom.z; vLightDepths.w += step( objDepth, DepthTex.Sample(DepthSampler, rotOffset).x ); rotOffset.x = dot (RMatTop.xy, vPoissonOffset[4].xy) + RMatTop.z; rotOffset.y = dot (RMatBottom.xy, vPoissonOffset[4].xy) + RMatBottom.z; vLightDepths.x += step( objDepth, DepthTex.Sample(DepthSampler, rotOffset).x ); rotOffset.x = dot (RMatTop.xy, vPoissonOffset[5].xy) + RMatTop.z; rotOffset.y = dot (RMatBottom.xy, vPoissonOffset[5].xy) + RMatBottom.z; vLightDepths.y += step( objDepth, DepthTex.Sample(DepthSampler, rotOffset).x ); rotOffset.x = dot (RMatTop.xy, vPoissonOffset[6].xy) + RMatTop.z; rotOffset.y = dot (RMatBottom.xy, vPoissonOffset[6].xy) + RMatBottom.z; vLightDepths.z += step( objDepth, DepthTex.Sample(DepthSampler, rotOffset).x ); rotOffset.x = dot (RMatTop.xy, vPoissonOffset[7].xy) + RMatTop.z; rotOffset.y = dot (RMatBottom.xy, vPoissonOffset[7].xy) + RMatBottom.z; vLightDepths.w += step( objDepth, DepthTex.Sample(DepthSampler, rotOffset).x ); // First, search for blockers return dot( vLightDepths, float4( 0.25, 0.25, 0.25, 0.25) ); } else if ( bFetch4 ) { for( int i=0; i<8; i++ ) { rotOffset.x = dot (RMatTop.xy, vPoissonOffset[i].xy) + RMatTop.z; rotOffset.y = dot (RMatBottom.xy, vPoissonOffset[i].xy) + RMatBottom.z; vLightDepths = DepthTex.Sample( DepthSampler, rotOffset.xy ); accum += (vLightDepths > objDepth.xxxx); } return dot( accum, float4( 1.0f/32.0f, 1.0f/32.0f, 1.0f/32.0f, 1.0f/32.0f) ); } else // ATI vanilla hardware shadow mapping { for( int i=0; i<2; i++ ) { rotOffset.x = dot (RMatTop.xy, vPoissonOffset[4*i+0].xy) + RMatTop.z; rotOffset.y = dot (RMatBottom.xy, vPoissonOffset[4*i+0].xy) + RMatBottom.z; vLightDepths.x = DepthTex.Sample( DepthSampler, rotOffset.xy ).x; rotOffset.x = dot (RMatTop.xy, vPoissonOffset[4*i+1].xy) + RMatTop.z; rotOffset.y = dot (RMatBottom.xy, vPoissonOffset[4*i+1].xy) + RMatBottom.z; vLightDepths.y = DepthTex.Sample( DepthSampler, rotOffset.xy ).x; rotOffset.x = dot (RMatTop.xy, vPoissonOffset[4*i+2].xy) + RMatTop.z; rotOffset.y = dot (RMatBottom.xy, vPoissonOffset[4*i+2].xy) + RMatBottom.z; vLightDepths.z = DepthTex.Sample( DepthSampler, rotOffset.xy ).x; rotOffset.x = dot (RMatTop.xy, vPoissonOffset[4*i+3].xy) + RMatTop.z; rotOffset.y = dot (RMatBottom.xy, vPoissonOffset[4*i+3].xy) + RMatBottom.z; vLightDepths.w = DepthTex.Sample( DepthSampler, rotOffset.xy ).x; accum += (vLightDepths > objDepth.xxxx); } return dot( accum, float4( 0.125, 0.125, 0.125, 0.125 ) ); } } float DoFlashlightShadow( Texture2D DepthTex, SamplerState DepthSampler, /*sampler RandomRotationSampler,*/ float3 vProjCoords, float2 vScreenPos, int nShadowLevel, float4 vShadowTweaks, bool bAllowHighQuality, bool bForceSimple = false ) { float flShadow = 1.0f; //if( nShadowLevel == NVIDIA_PCF_POISSON ) #if defined( SHADER_MODEL_PS_3_0 ) || defined(SHADER_MODEL_PS_4_0) flShadow = DoShadowNvidiaPCF5x5Gaussian( DepthTex, DepthSampler, vProjCoords, vShadowTweaks ); #else flShadow = DoShadowNvidiaPCF3x3Box( DepthTex, DepthSampler, vProjCoords, vShadowTweaks ); #endif /*else if( nShadowLevel == ATI_NOPCF ) flShadow = DoShadowPoisson16Sample( DepthTex, DepthSampler, RandomRotationSampler, vProjCoords, vScreenPos, vShadowTweaks, false, false ); else if( nShadowLevel == ATI_NO_PCF_FETCH4 ) flShadow = DoShadowPoisson16Sample( DepthTex, DepthSampler, RandomRotationSampler, vProjCoords, vScreenPos, vShadowTweaks, false, true );*/ return flShadow; } float3 SpecularLight( const float3 vWorldNormal, const float3 vLightDir, const float fSpecularExponent, const float3 vEyeDir, const bool bDoSpecularWarp, in Texture2D specularWarpTex, in SamplerState specularWarpSampler, float fFresnel ) { float3 result = float3(0.0f, 0.0f, 0.0f); float3 vReflect = reflect( -vEyeDir, vWorldNormal ); // Reflect view through normal float3 vSpecular = saturate(dot( vReflect, vLightDir )); // L.R (use half-angle instead?) vSpecular = pow( vSpecular.x, fSpecularExponent ); // Raise to specular power // Optionally warp as function of scalar specular and fresnel if ( bDoSpecularWarp ) vSpecular *= specularWarpTex.Sample( specularWarpSampler, float2(vSpecular.x, fFresnel) ).xyz; // Sample at { (L.R)^k, fresnel } return vSpecular; } void DoSpecularFlashlight( float3 flashlightPos, float3 worldPos, float4 flashlightSpacePosition, float3 worldNormal, float3 attenuationFactors, float farZ, Texture2D FlashlightTex, SamplerState FlashlightSampler, Texture2D FlashlightDepthTex, SamplerState FlashlightDepthSampler, Texture2D RandomRotationTex, SamplerState RandomRotationSampler, int nShadowLevel, bool bDoShadows, bool bAllowHighQuality, const float2 vScreenPos, const float fSpecularExponent, const float3 vEyeDir, const bool bDoSpecularWarp, Texture2D specularWarpTex, SamplerState specularWarpSampler, float fFresnel, float4 vShadowTweaks, // Outputs of this shader...separate shadowed diffuse and specular from the flashlight out float3 diffuseLighting, out float3 specularLighting ) { float3 vProjCoords = flashlightSpacePosition.xyz / flashlightSpacePosition.w; float3 flashlightColor = FlashlightTex.Sample( FlashlightSampler, vProjCoords.xy ).xyz; #if defined(SHADER_MODEL_PS_2_B) || defined(SHADER_MODEL_PS_3_0) || defined(SHADER_MODEL_PS_4_0) flashlightColor *= flashlightSpacePosition.w > 0; // Catch back projection (PC-only, ps2b and up) #endif #if defined(SHADER_MODEL_PS_2_0) || defined(SHADER_MODEL_PS_2_B) || defined(SHADER_MODEL_PS_3_0) || defined(SHADER_MODEL_PS_4_0) flashlightColor *= cFlashlightColor.xyz; // Flashlight color #endif float3 delta = flashlightPos - worldPos; float3 L = normalize( delta ); float distSquared = dot( delta, delta ); float dist = sqrt( distSquared ); float endFalloffFactor = RemapValClamped( dist, farZ, 0.6f * farZ, 0.0f, 1.0f ); // Attenuation for light and to fade out shadow over distance float fAtten = saturate( dot( attenuationFactors, float3( 1.0f, 1.0f/dist, 1.0f/distSquared ) ) ); // Shadowing and coloring terms #if (defined(SHADER_MODEL_PS_2_B) || defined(SHADER_MODEL_PS_3_0) || defined(SHADER_MODEL_PS_4_0)) if ( bDoShadows ) { float flShadow = DoFlashlightShadow( FlashlightDepthTex, FlashlightDepthSampler, /*RandomRotationSampler,*/ vProjCoords, vScreenPos, nShadowLevel, vShadowTweaks, bAllowHighQuality ); float flAttenuated = lerp( flShadow, 1.0f, vShadowTweaks.y ); // Blend between fully attenuated and not attenuated flShadow = saturate( lerp( flAttenuated, flShadow, fAtten ) ); // Blend between shadow and above, according to light attenuation flashlightColor *= flShadow; // Shadow term } #endif diffuseLighting = fAtten; #if defined(SHADER_MODEL_PS_2_0) || defined(SHADER_MODEL_PS_2_B) || defined(SHADER_MODEL_PS_3_0) || defined(SHADER_MODEL_PS_4_0) diffuseLighting *= saturate( dot( L.xyz, worldNormal.xyz ) + flFlashlightNoLambertValue ); // Lambertian term #else diffuseLighting *= saturate( dot( L.xyz, worldNormal.xyz ) ); // Lambertian (not Half-Lambert) term #endif diffuseLighting *= flashlightColor; diffuseLighting *= endFalloffFactor; // Specular term (masked by diffuse) specularLighting = diffuseLighting * SpecularLight ( worldNormal, L, fSpecularExponent, vEyeDir, bDoSpecularWarp, specularWarpTex, specularWarpSampler, fFresnel ); } // Diffuse only version float3 DoFlashlight( float3 flashlightPos, float3 worldPos, float4 flashlightSpacePosition, float3 worldNormal, float3 attenuationFactors, float farZ, Texture2D FlashlightTex, SamplerState FlashlightSampler, Texture2D FlashlightDepthTex, SamplerState FlashlightDepthSampler, int nShadowLevel, bool bDoShadows, bool bAllowHighQuality, const float2 vScreenPos, bool bClip, float4 vShadowTweaks = float4(1/4096.0f, 0.00001f, 0.0f, 0.0f), bool bHasNormal = true ) { if ( flashlightSpacePosition.w < 0 ) { return float3(0,0,0); } else { float3 vProjCoords = flashlightSpacePosition.xyz / flashlightSpacePosition.w; float3 flashlightColor = FlashlightDepthTex.Sample( FlashlightSampler, vProjCoords.xy ).xyz; #if defined(SHADER_MODEL_PS_2_0) || defined(SHADER_MODEL_PS_2_B) || defined(SHADER_MODEL_PS_3_0) || defined(SHADER_MODEL_PS_4_0) flashlightColor *= cFlashlightColor.xyz; // Flashlight color #endif float3 delta = flashlightPos - worldPos; float3 L = normalize( delta ); float distSquared = dot( delta, delta ); float dist = sqrt( distSquared ); float endFalloffFactor = RemapValClamped( dist, farZ, 0.6f * farZ, 0.0f, 1.0f ); // Attenuation for light and to fade out shadow over distance float fAtten = saturate( dot( attenuationFactors, float3( 1.0f, 1.0f/dist, 1.0f/distSquared ) ) ); // Shadowing and coloring terms #if (defined(SHADER_MODEL_PS_2_B) || defined(SHADER_MODEL_PS_3_0) || defined(SHADER_MODEL_PS_4_0)) if ( bDoShadows ) { float flShadow = DoFlashlightShadow( FlashlightDepthTex, FlashlightDepthSampler, /*RandomRotationSampler,*/ vProjCoords, vScreenPos, nShadowLevel, vShadowTweaks, bAllowHighQuality ); float flAttenuated = lerp( saturate( flShadow ), 1.0f, vShadowTweaks.y ); // Blend between fully attenuated and not attenuated flShadow = saturate( lerp( flAttenuated, flShadow, fAtten ) ); // Blend between shadow and above, according to light attenuation flashlightColor *= flShadow; // Shadow term } #endif float3 diffuseLighting = fAtten; float flLDotWorldNormal; if ( bHasNormal ) { flLDotWorldNormal = dot( L.xyz, worldNormal.xyz ); } else { flLDotWorldNormal = 1.0f; } #if defined(SHADER_MODEL_PS_2_0) || defined(SHADER_MODEL_PS_2_B) || defined(SHADER_MODEL_PS_3_0) || defined(SHADER_MODEL_PS_4_0) diffuseLighting *= saturate( flLDotWorldNormal + flFlashlightNoLambertValue ); // Lambertian term #else diffuseLighting *= saturate( flLDotWorldNormal ); // Lambertian (not Half-Lambert) term #endif diffuseLighting *= flashlightColor; diffuseLighting *= endFalloffFactor; return diffuseLighting; } } #endif //#ifndef COMMON_FLASHLIGHT_FXC_H_