mirror of
https://github.com/copyrighttxt/watrbx-game-engine.git
synced 2026-09-05 05:07:48 +00:00
GEEKING
This commit is contained in:
@@ -0,0 +1,249 @@
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#include "common.h"
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struct Appdata
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{
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float4 Position : POSITION;
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float2 Uv : TEXCOORD0;
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float3 Normal : NORMAL0;
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};
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struct VertexOutput
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{
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float4 HPosition : POSITION;
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float2 Uv : TEXCOORD0;
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float4 Color : COLOR0;
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float FogFactor : TEXCOORD1;
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};
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struct AALineVertexOutput
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{
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float4 HPosition : POSITION;
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float4 Position : TEXCOORD1;
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float4 Color : COLOR0;
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float FogFactor : COLOR1;
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float4 Start : TEXCOORD2;
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float4 End : TEXCOORD3;
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};
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struct OutlineVertexOutput
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{
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float4 HPosition : POSITION;
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float4 Color : COLOR0;
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float4 Position : TEXCOORD0;
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float4 CenterRadius : TEXCOORD1;
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};
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WORLD_MATRIX(WorldMatrix);
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uniform float4 Color;
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// pixel info is for AA line
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// x -> Fov * 0.5f / screenSize.y;
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// y -> ScreenWidth
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// z -> ScreenWidth / ScreenHeight
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// w -> Line thickness
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uniform float4 PixelInfo;
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VertexOutput AdornSelfLitVSGeneric(Appdata IN, float ambient)
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{
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VertexOutput OUT = (VertexOutput)0;
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float4 position = mul(WorldMatrix, IN.Position);
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float3 normal = normalize(mul((float3x3)WorldMatrix, IN.Normal));
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float3 light = normalize(G(CameraPosition).xyz - position.xyz);
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float ndotl = saturate(dot(normal, light));
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float lighting = ambient + (1 - ambient) * ndotl;
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float specular = pow(ndotl, 64.0);
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OUT.HPosition = mul(G(ViewProjection), mul(WorldMatrix, IN.Position));
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OUT.Uv = IN.Uv;
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OUT.Color = float4(Color.rgb * lighting + specular, Color.a);
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OUT.FogFactor = (G(FogParams).z - OUT.HPosition.w) * G(FogParams).w;
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return OUT;
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}
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VertexOutput AdornSelfLitVS(Appdata IN)
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{
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return AdornSelfLitVSGeneric(IN, 0.5f);
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}
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VertexOutput AdornSelfLitHighlightVS(Appdata IN)
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{
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return AdornSelfLitVSGeneric(IN, 0.75f);
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}
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VertexOutput AdornVS(Appdata IN)
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{
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VertexOutput OUT = (VertexOutput)0;
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float4 position = mul(WorldMatrix, IN.Position);
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#ifdef PIN_LIGHTING
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float3 normal = normalize(mul((float3x3)WorldMatrix, IN.Normal));
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float ndotl = dot(normal, -G(Lamp0Dir));
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float3 lighting = G(AmbientColor) + saturate(ndotl) * G(Lamp0Color) + saturate(-ndotl) * G(Lamp1Color);
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#else
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float3 lighting = 1;
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#endif
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OUT.HPosition = mul(G(ViewProjection), position);
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OUT.Uv = IN.Uv;
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OUT.Color = float4(Color.rgb * lighting, Color.a);
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OUT.FogFactor = (G(FogParams).z - OUT.HPosition.w) * G(FogParams).w;
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return OUT;
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}
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TEX_DECLARE2D(DiffuseMap, 0);
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float4 AdornPS(VertexOutput IN): COLOR0
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{
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float4 result = tex2D(DiffuseMap, IN.Uv) * IN.Color;
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result.rgb = lerp(G(FogColor), result.rgb, saturate(IN.FogFactor));
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return result;
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}
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AALineVertexOutput AdornAALineVS(Appdata IN)
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{
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AALineVertexOutput OUT = (AALineVertexOutput)0;
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float4 position = mul(WorldMatrix, IN.Position);
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float3 normal = normalize(mul((float3x3)WorldMatrix, IN.Normal));
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// line start and end position in world space
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float4 startPosW = mul(WorldMatrix, float4(1, 0, 0, 1));
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float4 endPosW = mul(WorldMatrix, float4(-1, 0, 0, 1));
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// Compute view-space w
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float w = dot(G(ViewProjection)[3], float4(position.xyz, 1.0f));
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// radius in pixels + constant because line has to be little bit bigget to perform anti aliasing
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float radius = PixelInfo.w + 2;
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// scale the way that line has same size on screen
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if (length(position - startPosW) < length(position - endPosW))
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{
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float w = dot(G(ViewProjection)[3], float4(startPosW.xyz, 1.0f));
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float pixel_radius = radius * w * PixelInfo.x;
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position.xyz = startPosW.xyz + normal * pixel_radius;
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}
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else
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{
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float w = dot(G(ViewProjection)[3], float4(endPosW.xyz, 1.0f));
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float pixel_radius = radius * w * PixelInfo.x;
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position.xyz = endPosW.xyz + normal * pixel_radius;
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}
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// output for PS
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OUT.HPosition = mul(G(ViewProjection), position);
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OUT.Position = OUT.HPosition;
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OUT.Start = mul(G(ViewProjection), startPosW);
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OUT.End = mul(G(ViewProjection), endPosW);
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OUT.FogFactor = (G(FogParams).z - OUT.HPosition.w) * G(FogParams).w;
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// screen ratio
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OUT.Position.y *= PixelInfo.z;
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OUT.Start.y *= PixelInfo.z;
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OUT.End.y *= PixelInfo.z;
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return OUT;
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}
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float4 AdornAALinePS(AALineVertexOutput IN): COLOR0
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{
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IN.Position /= IN.Position.w ;
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IN.Start /= IN.Start.w;
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IN.End /= IN.End.w;
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float4 result = 1;
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float2 lineDir = normalize(IN.End.xy - IN.Start.xy);
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float2 fragToPoint = IN.Position.xy - IN.Start.xy;
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// tips of the line are not Anti-Aliesed, they are just cut
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// discard as soon as we can
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float startDist = dot(lineDir, fragToPoint);
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float endDist = dot(lineDir, -IN.Position.xy + IN.End.xy);
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if (startDist < 0)
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discard;
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if (endDist < 0)
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discard;
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float2 perpLineDir = float2(lineDir.y, -lineDir.x);
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float dist = abs(dot(perpLineDir, fragToPoint));
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// high point serves to compute the function which is described bellow.
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float highPoint = 1 + (PixelInfo.w - 1) * 0.5;
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// this is function that has this shape /¯¯¯\, it is symetric, centered around 0 on X axis
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// slope parts are +- 45 degree and are 1px thick. Area of the shape sums to line thickness in pixels
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// funtion for 1px would be /\, func for 2px is /¯\ and so on...
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result.a = saturate(highPoint - (dist * 0.5 * PixelInfo.y));
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result *= Color;
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// convert to sRGB, its not perfect for non-black backgrounds, but its the best we can get
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result.a = pow( saturate(1 - result.a), 1/2.2);
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result.a = 1 - result.a;
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result.rgb = lerp(G(FogColor), result.rgb, saturate(IN.FogFactor));
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return result;
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}
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OutlineVertexOutput AdornOutlineVS(Appdata IN)
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{
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OutlineVertexOutput OUT = (OutlineVertexOutput)0;
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float4 position = mul(WorldMatrix, IN.Position);
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OUT.HPosition = mul(G(ViewProjection), position);
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OUT.Color = Color;
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OUT.Position = position;
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OUT.CenterRadius = float4(mul(WorldMatrix, float4(0, 0, 0, 1)).xyz, length(mul(WorldMatrix, float4(1, 0, 0, 0))));
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return OUT;
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}
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float4 AdornOutlinePS(OutlineVertexOutput IN): COLOR0
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{
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float3 rayO = IN.Position.xyz - IN.CenterRadius.xyz;
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float3 rayD = normalize(IN.Position.xyz - G(CameraPosition));
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// magnitude(rayO + t * rayD) = radius
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// t^2 + bt + c = radius
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float thickness = 1;
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float r0 = IN.CenterRadius.w;
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float r1 = max(0, IN.CenterRadius.w - thickness);
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float b = 2 * dot(rayO, rayD);
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float c0 = dot(rayO, rayO) - r0 * r0;
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float c1 = dot(rayO, rayO) - r1 * r1;
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if (b * b < 4 * c0)
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discard;
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if (b * b > 4 * c1)
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discard;
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return IN.Color;
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}
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@@ -0,0 +1,23 @@
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#define CFG_TEXTURE_TILING 1
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#define CFG_DIFFUSE_SCALE 1
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#define CFG_SPECULAR_SCALE 1
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#define CFG_GLOSS_SCALE 256
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#define CFG_REFLECTION_SCALE 0.6
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#define CFG_NORMAL_SHADOW_SCALE 0
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#define CFG_SPECULAR_LOD 0.94
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#define CFG_GLOSS_LOD 240
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#define CFG_NORMAL_DETAIL_TILING 0
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#define CFG_NORMAL_DETAIL_SCALE 0
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#define CFG_FAR_TILING 0.25
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#define CFG_FAR_DIFFUSE_CUTOFF 0
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#define CFG_FAR_NORMAL_CUTOFF 0.75
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#define CFG_FAR_SPECULAR_CUTOFF 0
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#define CFG_OPT_DIFFUSE_CONST
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#include "material.hlsl"
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@@ -0,0 +1,23 @@
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#define CFG_TEXTURE_TILING 1
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#define CFG_DIFFUSE_SCALE 1
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#define CFG_SPECULAR_SCALE 1.3
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#define CFG_GLOSS_SCALE 64
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#define CFG_REFLECTION_SCALE 0
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#define CFG_NORMAL_SHADOW_SCALE 0.1
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#define CFG_SPECULAR_LOD 0.13
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#define CFG_GLOSS_LOD 44
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#define CFG_NORMAL_DETAIL_TILING 0
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#define CFG_NORMAL_DETAIL_SCALE 0
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#define CFG_FAR_TILING 0
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#define CFG_FAR_DIFFUSE_CUTOFF 0
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#define CFG_FAR_NORMAL_CUTOFF 0
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#define CFG_FAR_SPECULAR_CUTOFF 0
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#define CFG_OPT_BLEND_COLOR
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#include "material.hlsl"
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@@ -0,0 +1,22 @@
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#define CFG_TEXTURE_TILING 1
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#define CFG_DIFFUSE_SCALE 1
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#define CFG_SPECULAR_SCALE 3
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#define CFG_GLOSS_SCALE 256
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#define CFG_REFLECTION_SCALE 0
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#define CFG_NORMAL_SHADOW_SCALE 0.3
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#define CFG_SPECULAR_LOD 0.21
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#define CFG_GLOSS_LOD 22
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#define CFG_NORMAL_DETAIL_TILING 0
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#define CFG_NORMAL_DETAIL_SCALE 0
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#define CFG_OPT_BLEND_COLOR
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#define CFG_WANG_TILES
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#define CFG_WANG_TILES_SCALE 1
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#include "material.hlsl"
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@@ -0,0 +1,252 @@
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#include "globals.h"
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// GLSLES has limited number of vertex shader registers so we have to use less bones
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#if defined(GLSLES) && !defined(GL3)
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#define MAX_BONE_COUNT 32
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#else
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#define MAX_BONE_COUNT 72
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#endif
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// PowerVR saturate() is compiled to min/max pair
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// These are cross-platform specialized saturates that are free on PC and only cost 1 cycle on PowerVR
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#ifdef GLSLES
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float saturate0(float v) { return max(v, 0); }
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float saturate1(float v) { return min(v, 1); }
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#define WANG_SUBSET_SCALE 2
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#else
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float saturate0(float v) { return saturate(v); }
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float saturate1(float v) { return saturate(v); }
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#define WANG_SUBSET_SCALE 1
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#endif
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#define GBUFFER_MAX_DEPTH 500.0f
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#ifndef DX11
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#define TEX_DECLARE2D(name, reg) sampler2D name: register(s##reg)
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#define TEX_DECLARE3D(name, reg) sampler3D name: register(s##reg)
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#define TEX_DECLARECUBE(name, reg) samplerCUBE name: register(s##reg)
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#define TEXTURE(name) name
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#define TEXTURE_IN_2D(name) sampler2D name
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#define TEXTURE_IN_3D(name) sampler3D name
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#define TEXTURE_IN_CUBE(name) samplerCUBE name
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#define WORLD_MATRIX(name) uniform float4x4 name;
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#define WORLD_MATRIX_ARRAY(name, count) uniform float4 name [ count ];
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#ifdef GLSL
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#define ATTR_INT4 float4
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#define ATTR_INT3 float3
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#define ATTR_INT2 float2
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#define ATTR_INT float
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#else
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#define ATTR_INT4 int4
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#define ATTR_INT3 int3
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#define ATTR_INT2 int2
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#define ATTR_INT int
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#endif
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#else
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#define TEX_DECLARE2D(name, reg) SamplerState name##Sampler: register(s##reg); Texture2D<float4> name##Texture: register(t##reg)
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#define TEX_DECLARE3D(name, reg) SamplerState name##Sampler: register(s##reg); Texture3D<float4> name##Texture: register(t##reg)
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#define TEX_DECLARECUBE(name, reg) SamplerState name##Sampler: register(s##reg); TextureCube<float4> name##Texture: register(t##reg)
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#define tex2D(tex, uv) tex##Texture.Sample(tex##Sampler, uv)
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#define tex3D(tex, uv) tex##Texture.Sample(tex##Sampler, uv)
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#define texCUBE(tex, uv) tex##Texture.Sample(tex##Sampler, uv)
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#define tex2Dgrad(tex, uv, DDX, DDY) tex##Texture.SampleGrad(tex##Sampler, uv, DDX, DDY)
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#define tex2Dbias(tex, uv) tex##Texture.SampleBias(tex##Sampler, uv.xy, uv.w)
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#define texCUBEbias(tex, uv) tex##Texture.SampleBias(tex##Sampler, uv.xyz, uv.w)
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#define TEXTURE(name) name##Sampler, name##Texture
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#define TEXTURE_IN_2D(name) SamplerState name##Sampler, Texture2D name##Texture
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#define TEXTURE_IN_3D(name) SamplerState name##Sampler, Texture3D name##Texture
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#define TEXTURE_IN_CUBE(name) SamplerState name##Sampler, TextureCube name##Texture
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#define WORLD_MATRIX(name) cbuffer WorldMatrixCB : register( b1 ) { float4x4 name; }
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#define WORLD_MATRIX_ARRAY(name, count) cbuffer WorldMatrixCB : register( b1 ) { float4 name[ count ]; }
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#define ATTR_INT4 int4
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#define ATTR_INT3 int3
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#define ATTR_INT2 int2
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#define ATTR_INT int
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#endif
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#if defined(GLSLES) || defined(PIN_WANG_FALLBACK)
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#define TEXTURE_WANG(name) 0
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void getWang(float unused, float2 uv, float tiling, out float2 wangUv, out float4 wangUVDerivatives)
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{
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wangUv = uv * WANG_SUBSET_SCALE;
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wangUVDerivatives = float4(0,0,0,0); // not used in this mode
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}
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float4 sampleWang(TEXTURE_IN_2D(s), float2 uv, float4 wangUVDerivatives)
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{
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return tex2D(s,uv);
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}
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#else
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#define TEXTURE_WANG(name) TEXTURE(name)
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void getWang(TEXTURE_IN_2D(s), float2 uv, float tiling, out float2 wangUv, out float4 wangUVDerivatives)
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{
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#ifndef WIN_MOBILE
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float idxTexSize = 128;
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#else
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float idxTexSize = 32;
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#endif
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float2 wangBase = uv * tiling * 4;
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#if defined(DX11) && !defined(WIN_MOBILE)
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// compensate the precision problem of Point Sampling on some cards. (We do it just at DX11 for performance reasons)
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float2 wangUV = (floor(wangBase) + 0.5) / idxTexSize;
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#else
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float2 wangUV = wangBase / idxTexSize;
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#endif
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#if defined(DX11) || defined(GL3)
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float2 wang = tex2D(s, wangUV).rg;
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#else
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float2 wang = tex2D(s, wangUV).ba;
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#endif
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wangUVDerivatives = float4(ddx(wangBase*0.25), ddy(wangBase*0.25));
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wang *= 255.0/256.0;
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wangUv = wang + frac(wangBase)*0.25;
|
||||
}
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float4 sampleWang(TEXTURE_IN_2D(s), float2 uv, float4 derivates)
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||||
{
|
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return tex2Dgrad(s, uv, derivates.xy, derivates.zw);
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}
|
||||
#endif
|
||||
|
||||
float4 gbufferPack(float depth, float3 diffuse, float3 specular, float fog)
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||||
{
|
||||
depth = saturate(depth / GBUFFER_MAX_DEPTH);
|
||||
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||||
const float3 bitSh = float3(255*255, 255, 1);
|
||||
const float3 lumVec = float3(0.299, 0.587, 0.114);
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||||
|
||||
float2 comp;
|
||||
comp = depth*float2(255,255*256);
|
||||
comp = frac(comp);
|
||||
comp = float2(depth,comp.x*256/255) - float2(comp.x, comp.y)/255;
|
||||
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||||
float4 result;
|
||||
|
||||
result.r = lerp(1, dot(specular, lumVec), saturate(3 * fog));
|
||||
result.g = lerp(0, dot(diffuse, lumVec), saturate(3 * fog));
|
||||
result.ba = comp.yx;
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
float3 lgridOffset(float3 v, float3 n)
|
||||
{
|
||||
// cells are 4 studs in size
|
||||
// offset in normal direction to prevent self-occlusion
|
||||
// the offset has to be 1.5 cells in order to fully eliminate the influence of the source cell with trilinear filtering
|
||||
// (i.e. 1 cell is enough for point filtering, but is not enough for trilinear filtering)
|
||||
return v + n * (1.5f * 4.f);
|
||||
}
|
||||
|
||||
float3 lgridPrepareSample(float3 c)
|
||||
{
|
||||
// yxz swizzle is necessary for GLSLES sampling to work efficiently
|
||||
// (having .y as the first component allows to do the LUT lookup as a non-dependent texture fetch)
|
||||
return c.yxz * G(LightConfig0).xyz + G(LightConfig1).xyz;
|
||||
}
|
||||
|
||||
#if defined(GLSLES) && !defined(GL3)
|
||||
#define LGRID_SAMPLER(name, register) TEX_DECLARE2D(name, register)
|
||||
|
||||
float4 lgridSample(TEXTURE_IN_2D(t), TEXTURE_IN_2D(lut), float3 data)
|
||||
{
|
||||
float4 offsets = tex2D(lut, data.xy);
|
||||
|
||||
// texture is 64 pixels high
|
||||
// let's compute slice lerp coeff
|
||||
float slicef = frac(data.x * 64);
|
||||
|
||||
// texture has 64 slices with 8x8 atlas setup
|
||||
float2 base = saturate(data.yz) * 0.125;
|
||||
|
||||
float4 s0 = tex2D(t, base + offsets.xy);
|
||||
float4 s1 = tex2D(t, base + offsets.zw);
|
||||
|
||||
return lerp(s0, s1, slicef);
|
||||
}
|
||||
#else
|
||||
#define LGRID_SAMPLER(name, register) TEX_DECLARE3D(name, register)
|
||||
|
||||
float4 lgridSample(TEXTURE_IN_3D(t), TEXTURE_IN_2D(lut), float3 data)
|
||||
{
|
||||
float3 edge = step(G(LightConfig3).xyz, abs(data - G(LightConfig2).xyz));
|
||||
float edgef = saturate1(dot(edge, 1));
|
||||
|
||||
// replace data with 0 on edges to minimize texture cache misses
|
||||
float4 light = tex3D(t, data.yzx - data.yzx * edgef);
|
||||
|
||||
return lerp(light, G(LightBorder), edgef);
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef GLSLES
|
||||
float3 nmapUnpack(float4 value)
|
||||
{
|
||||
return value.rgb * 2 - 1;
|
||||
}
|
||||
#else
|
||||
float3 nmapUnpack(float4 value)
|
||||
{
|
||||
float2 xy = value.ag * 2 - 1;
|
||||
|
||||
return float3(xy, sqrt(saturate(1 + dot(-xy, xy))));
|
||||
}
|
||||
#endif
|
||||
|
||||
float3 terrainNormal(float4 tnp0, float4 tnp1, float4 tnp2, float3 w, float3 normal, float3 tsel)
|
||||
{
|
||||
// Inspired by "Voxel-Based Terrain for Real-Time Virtual Simulations" [Lengyel2010] 5.5.2
|
||||
float3 tangentTop = float3(normal.y, -normal.x, 0);
|
||||
float3 tangentSide = float3(normal.z, 0, -normal.x);
|
||||
|
||||
float3 bitangentTop = float3(0, -normal.z, normal.y);
|
||||
float3 bitangentSide = float3(0, -1, 0);
|
||||
|
||||
// Blend pre-unpack to save cycles
|
||||
float3 tn = nmapUnpack(tnp0 * w.x + tnp1 * w.y + tnp2 * w.z);
|
||||
|
||||
// We blend all tangent frames together as a faster approximation to the correct world normal blend
|
||||
float tselw = dot(tsel, w);
|
||||
|
||||
float3 tangent = lerp(tangentSide, tangentTop, tselw);
|
||||
float3 bitangent = lerp(bitangentSide, bitangentTop, tselw);
|
||||
|
||||
return normalize(tangent * tn.x + bitangent * tn.y + normal * tn.z);
|
||||
}
|
||||
|
||||
float3 shadowPrepareSample(float3 p)
|
||||
{
|
||||
float4 c = float4(p, 1);
|
||||
|
||||
return float3(dot(G(ShadowMatrix0), c), dot(G(ShadowMatrix1), c), dot(G(ShadowMatrix2), c));
|
||||
}
|
||||
|
||||
float shadowDepth(float3 lpos)
|
||||
{
|
||||
return lpos.z;
|
||||
}
|
||||
|
||||
float shadowStep(float d, float z)
|
||||
{
|
||||
// saturate returns 1 for z in [0.1..0.9]; it fades to 0 as z approaches 0 or 1
|
||||
return step(d, z) * saturate(9 - 20 * abs(z - 0.5));
|
||||
}
|
||||
|
||||
float shadowSample(TEXTURE_IN_2D(map), float3 lpos, float lightShadow)
|
||||
{
|
||||
float2 smDepth = tex2D(map, lpos.xy).rg;
|
||||
float smShadow = shadowStep(smDepth.x, shadowDepth(lpos));
|
||||
|
||||
return (1 - smShadow * smDepth.y * G(OutlineBrightness_ShadowInfo).w) * lightShadow;
|
||||
}
|
||||
@@ -0,0 +1,23 @@
|
||||
#define CFG_TEXTURE_TILING 1
|
||||
|
||||
#define CFG_DIFFUSE_SCALE 1
|
||||
#define CFG_SPECULAR_SCALE 1.3
|
||||
#define CFG_GLOSS_SCALE 128
|
||||
#define CFG_REFLECTION_SCALE 0
|
||||
|
||||
#define CFG_NORMAL_SHADOW_SCALE 0
|
||||
|
||||
#define CFG_SPECULAR_LOD 0.07
|
||||
#define CFG_GLOSS_LOD 22
|
||||
|
||||
#define CFG_NORMAL_DETAIL_TILING 10
|
||||
#define CFG_NORMAL_DETAIL_SCALE 1
|
||||
|
||||
#define CFG_FAR_TILING 0.25
|
||||
#define CFG_FAR_DIFFUSE_CUTOFF 0.75
|
||||
#define CFG_FAR_NORMAL_CUTOFF 0
|
||||
#define CFG_FAR_SPECULAR_CUTOFF 0
|
||||
|
||||
#define CFG_OPT_NORMAL_CONST
|
||||
|
||||
#include "material.hlsl"
|
||||
@@ -0,0 +1,329 @@
|
||||
#include "common.h"
|
||||
|
||||
#define LQMAT_FADE_FACTOR (1.0f/300.0f)
|
||||
|
||||
struct Appdata
|
||||
{
|
||||
float4 Position : POSITION;
|
||||
float3 Normal : NORMAL;
|
||||
float2 Uv : TEXCOORD0;
|
||||
float2 UvStuds : TEXCOORD1;
|
||||
|
||||
float4 Color : COLOR0;
|
||||
ATTR_INT4 Extra : COLOR1;
|
||||
|
||||
#ifdef PIN_SURFACE
|
||||
float3 Tangent : TEXCOORD2;
|
||||
#endif
|
||||
float4 EdgeDistances : TEXCOORD3;
|
||||
};
|
||||
|
||||
struct VertexOutput
|
||||
{
|
||||
float4 Uv_EdgeDistance1 : TEXCOORD0;
|
||||
float4 UvStuds_EdgeDistance2 : TEXCOORD1;
|
||||
|
||||
float4 Color : COLOR0;
|
||||
float4 LightPosition_Fog : TEXCOORD2;
|
||||
|
||||
float4 View_Depth : TEXCOORD3;
|
||||
#if defined(PIN_HQ) || defined(PIN_REFLECTION)
|
||||
float4 Normal_SpecPower : TEXCOORD4;
|
||||
#endif
|
||||
|
||||
#ifdef PIN_SURFACE
|
||||
float3 Tangent : TEXCOORD5;
|
||||
#else
|
||||
float4 Diffuse_Specular : COLOR1;
|
||||
#endif
|
||||
|
||||
float4 PosLightSpace_Reflectance: TEXCOORD6;
|
||||
};
|
||||
|
||||
#ifdef PIN_SKINNED
|
||||
WORLD_MATRIX_ARRAY(WorldMatrixArray, MAX_BONE_COUNT * 3);
|
||||
#endif
|
||||
|
||||
#ifdef PIN_DEBUG
|
||||
uniform float4 DebugColor;
|
||||
#endif
|
||||
|
||||
VertexOutput DefaultVS(Appdata IN, out float4 HPosition: POSITION)
|
||||
{
|
||||
VertexOutput OUT = (VertexOutput)0;
|
||||
|
||||
// Transform position and normal to world space
|
||||
#ifdef PIN_SKINNED
|
||||
int boneIndex = IN.Extra.r;
|
||||
|
||||
float4 worldRow0 = WorldMatrixArray[boneIndex * 3 + 0];
|
||||
float4 worldRow1 = WorldMatrixArray[boneIndex * 3 + 1];
|
||||
float4 worldRow2 = WorldMatrixArray[boneIndex * 3 + 2];
|
||||
|
||||
float3 posWorld = float3(dot(worldRow0, IN.Position), dot(worldRow1, IN.Position), dot(worldRow2, IN.Position));
|
||||
float3 normalWorld = float3(dot(worldRow0.xyz, IN.Normal), dot(worldRow1.xyz, IN.Normal), dot(worldRow2.xyz, IN.Normal));
|
||||
#else
|
||||
float3 posWorld = IN.Position.xyz;
|
||||
float3 normalWorld = IN.Normal;
|
||||
#endif
|
||||
|
||||
// Decode diffuse/specular parameters; encoding depends on the skinned flag due to vertex declaration differences
|
||||
#if defined(PIN_DEBUG)
|
||||
float4 color = DebugColor;
|
||||
#else
|
||||
float4 color = IN.Color;
|
||||
#endif
|
||||
|
||||
float specularIntensity = IN.Extra.g / 255.f;
|
||||
float specularPower = IN.Extra.b;
|
||||
|
||||
float ndotl = dot(normalWorld, -G(Lamp0Dir));
|
||||
|
||||
#ifdef PIN_HQ
|
||||
// We'll calculate specular in pixel shader
|
||||
float2 lt = float2(saturate(ndotl), (ndotl > 0));
|
||||
#else
|
||||
// Using lit here improves performance on software vertex shader implementations
|
||||
float2 lt = lit(ndotl, dot(normalize(-G(Lamp0Dir) + normalize(G(CameraPosition).xyz - posWorld.xyz)), normalWorld), specularPower).yz;
|
||||
#endif
|
||||
|
||||
HPosition = mul(G(ViewProjection), float4(posWorld, 1));
|
||||
|
||||
OUT.Uv_EdgeDistance1.xy = IN.Uv;
|
||||
OUT.UvStuds_EdgeDistance2.xy = IN.UvStuds;
|
||||
|
||||
OUT.Color = color;
|
||||
OUT.LightPosition_Fog = float4(lgridPrepareSample(lgridOffset(posWorld, normalWorld)), (G(FogParams).z - HPosition.w) * G(FogParams).w);
|
||||
|
||||
OUT.View_Depth = float4(G(CameraPosition).xyz - posWorld, HPosition.w);
|
||||
|
||||
#if defined(PIN_HQ) || defined(PIN_REFLECTION)
|
||||
float4 edgeDistances = IN.EdgeDistances*G(FadeDistance_GlowFactor).z + 0.5 * OUT.View_Depth.w * G(FadeDistance_GlowFactor).y;
|
||||
|
||||
OUT.Uv_EdgeDistance1.zw = edgeDistances.xy;
|
||||
OUT.UvStuds_EdgeDistance2.zw = edgeDistances.zw;
|
||||
OUT.Normal_SpecPower = float4(normalWorld, specularPower);
|
||||
OUT.PosLightSpace_Reflectance.w = IN.Extra.a / 255.f;
|
||||
#endif
|
||||
|
||||
#ifdef PIN_SURFACE
|
||||
#ifdef PIN_SKINNED
|
||||
float3 tangent = float3(dot(worldRow0.xyz, IN.Tangent), dot(worldRow1.xyz, IN.Tangent), dot(worldRow2.xyz, IN.Tangent));
|
||||
#else
|
||||
float3 tangent = IN.Tangent;
|
||||
#endif
|
||||
|
||||
OUT.Tangent = tangent;
|
||||
#else
|
||||
float3 diffuse = lt.x * G(Lamp0Color) + max(-ndotl, 0) * G(Lamp1Color);
|
||||
|
||||
OUT.Diffuse_Specular = float4(diffuse, lt.y * specularIntensity);
|
||||
#endif
|
||||
|
||||
OUT.PosLightSpace_Reflectance.xyz = shadowPrepareSample(posWorld);
|
||||
|
||||
return OUT;
|
||||
}
|
||||
|
||||
#ifdef PIN_SURFACE
|
||||
struct SurfaceInput
|
||||
{
|
||||
float4 Color;
|
||||
float2 Uv;
|
||||
float2 UvStuds;
|
||||
|
||||
#ifdef PIN_REFLECTION
|
||||
float Reflectance;
|
||||
#endif
|
||||
};
|
||||
|
||||
struct Surface
|
||||
{
|
||||
float3 albedo;
|
||||
float3 normal;
|
||||
float specular;
|
||||
float gloss;
|
||||
float reflectance;
|
||||
};
|
||||
|
||||
Surface surfaceShader(SurfaceInput IN, float2 fade);
|
||||
|
||||
Surface surfaceShaderExec(VertexOutput IN)
|
||||
{
|
||||
SurfaceInput SIN;
|
||||
SIN.Color = IN.Color;
|
||||
SIN.Uv = IN.Uv_EdgeDistance1.xy;
|
||||
SIN.UvStuds = IN.UvStuds_EdgeDistance2.xy;
|
||||
|
||||
#ifdef PIN_REFLECTION
|
||||
SIN.Reflectance = IN.PosLightSpace_Reflectance.w;
|
||||
#endif
|
||||
|
||||
float2 fade;
|
||||
fade.x = saturate0(1 - IN.View_Depth.w * LQMAT_FADE_FACTOR );
|
||||
fade.y = saturate0(1 - IN.View_Depth.w * G(FadeDistance_GlowFactor).y );
|
||||
|
||||
return surfaceShader(SIN, fade);
|
||||
}
|
||||
#endif
|
||||
|
||||
TEX_DECLARE2D(StudsMap, 0);
|
||||
|
||||
LGRID_SAMPLER(LightMap, 1);
|
||||
TEX_DECLARE2D(LightMapLookup, 2);
|
||||
|
||||
TEX_DECLARE2D(ShadowMap, 3);
|
||||
|
||||
TEX_DECLARECUBE(EnvironmentMap, 4);
|
||||
|
||||
TEX_DECLARE2D(DiffuseMap, 5);
|
||||
TEX_DECLARE2D(NormalMap, 6);
|
||||
TEX_DECLARE2D(SpecularMap, 7);
|
||||
|
||||
#ifndef GLSLES
|
||||
TEX_DECLARE2D(NormalDetailMap, 8);
|
||||
#endif
|
||||
|
||||
uniform float4 LqmatFarTilingFactor; // material tiling factor for low-quality shader, must be the same as CFG_FAR_TILING
|
||||
|
||||
|
||||
float4 sampleFar1(TEXTURE_IN_2D(s), float2 uv, float fade, float cutoff)
|
||||
{
|
||||
#ifdef GLSLES
|
||||
return tex2D(s, uv);
|
||||
#else
|
||||
if (cutoff == 0)
|
||||
return tex2D(s, uv);
|
||||
else
|
||||
{
|
||||
float cscale = 1 / (1 - cutoff);
|
||||
|
||||
return lerp(tex2D(s, uv * (LqmatFarTilingFactor.xy) ), tex2D(s, uv ), saturate0(fade * cscale - cutoff * cscale));
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
#if defined(PIN_WANG) || defined(PIN_WANG_FALLBACK)
|
||||
float4 sampleWangSimple(TEXTURE_IN_2D(s), float2 uv)
|
||||
{
|
||||
float2 wangUv;
|
||||
float4 wangUVDerivatives;
|
||||
getWang(TEXTURE_WANG(NormalDetailMap), uv, 1, wangUv, wangUVDerivatives);
|
||||
return sampleWang(TEXTURE(s), wangUv, wangUVDerivatives);
|
||||
}
|
||||
#endif
|
||||
|
||||
void DefaultPS(VertexOutput IN,
|
||||
#ifdef PIN_GBUFFER
|
||||
out float4 oColor1: COLOR1,
|
||||
#endif
|
||||
out float4 oColor0: COLOR0)
|
||||
{
|
||||
// Compute albedo term
|
||||
#ifdef PIN_SURFACE
|
||||
Surface surface = surfaceShaderExec(IN);
|
||||
|
||||
float4 albedo = float4(surface.albedo, IN.Color.a);
|
||||
|
||||
float3 bitangent = cross(IN.Normal_SpecPower.xyz, IN.Tangent.xyz);
|
||||
float3 normal = normalize(surface.normal.x * IN.Tangent.xyz + surface.normal.y * bitangent + surface.normal.z * IN.Normal_SpecPower.xyz);
|
||||
|
||||
float ndotl = dot(normal, -G(Lamp0Dir));
|
||||
|
||||
float3 diffuseIntensity = saturate0(ndotl) * G(Lamp0Color) + max(-ndotl, 0) * G(Lamp1Color);
|
||||
float specularIntensity = step(0, ndotl) * surface.specular;
|
||||
float specularPower = surface.gloss;
|
||||
|
||||
float reflectance = surface.reflectance;
|
||||
#elif PIN_LOWQMAT
|
||||
|
||||
#ifndef CFG_FAR_DIFFUSE_CUTOFF
|
||||
#define CFG_FAR_DIFFUSE_CUTOFF (0.6f)
|
||||
#endif
|
||||
|
||||
#if defined(PIN_WANG) || defined(PIN_WANG_FALLBACK)
|
||||
float4 albedo = sampleWangSimple(TEXTURE(DiffuseMap), IN.Uv_EdgeDistance1.xy);
|
||||
#else
|
||||
float fade = saturate0(1 - IN.View_Depth.w * LQMAT_FADE_FACTOR);
|
||||
float4 albedo = sampleFar1(TEXTURE(DiffuseMap), IN.Uv_EdgeDistance1.xy, fade, CFG_FAR_DIFFUSE_CUTOFF);
|
||||
#endif
|
||||
|
||||
albedo.rgb = lerp(float3(1, 1, 1), IN.Color.rgb, albedo.a ) * albedo.rgb;
|
||||
albedo.a = IN.Color.a;
|
||||
|
||||
float3 diffuseIntensity = IN.Diffuse_Specular.xyz;
|
||||
float specularIntensity = IN.Diffuse_Specular.w;
|
||||
float reflectance = 0;
|
||||
|
||||
#else
|
||||
#ifdef PIN_PLASTIC
|
||||
float4 studs = tex2D(StudsMap, IN.UvStuds_EdgeDistance2.xy);
|
||||
float4 albedo = float4(IN.Color.rgb * (studs.r * 2), IN.Color.a);
|
||||
#else
|
||||
float4 albedo = tex2D(DiffuseMap, IN.Uv_EdgeDistance1.xy) * IN.Color;
|
||||
#endif
|
||||
|
||||
#ifdef PIN_HQ
|
||||
float3 normal = normalize(IN.Normal_SpecPower.xyz);
|
||||
float specularPower = IN.Normal_SpecPower.w;
|
||||
#elif defined(PIN_REFLECTION)
|
||||
float3 normal = IN.Normal_SpecPower.xyz;
|
||||
#endif
|
||||
|
||||
float3 diffuseIntensity = IN.Diffuse_Specular.xyz;
|
||||
float specularIntensity = IN.Diffuse_Specular.w;
|
||||
|
||||
#ifdef PIN_REFLECTION
|
||||
float reflectance = IN.PosLightSpace_Reflectance.w;
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
float4 light = lgridSample(TEXTURE(LightMap), TEXTURE(LightMapLookup), IN.LightPosition_Fog.xyz);
|
||||
float shadow = shadowSample(TEXTURE(ShadowMap), IN.PosLightSpace_Reflectance.xyz, light.a);
|
||||
|
||||
// Compute reflection term
|
||||
#if defined(PIN_SURFACE) || defined(PIN_REFLECTION)
|
||||
float3 reflection = texCUBE(EnvironmentMap, reflect(-IN.View_Depth.xyz, normal)).rgb;
|
||||
|
||||
albedo.rgb = lerp(albedo.rgb, reflection.rgb, reflectance);
|
||||
#endif
|
||||
|
||||
// Compute diffuse term
|
||||
float3 diffuse = (G(AmbientColor) + diffuseIntensity * shadow + light.rgb) * albedo.rgb;
|
||||
|
||||
// Compute specular term
|
||||
#ifdef PIN_HQ
|
||||
float3 specular = G(Lamp0Color) * (specularIntensity * shadow * (float)(half)pow(saturate(dot(normal, normalize(-G(Lamp0Dir) + normalize(IN.View_Depth.xyz)))), specularPower));
|
||||
#else
|
||||
float3 specular = G(Lamp0Color) * (specularIntensity * shadow);
|
||||
#endif
|
||||
|
||||
// Combine
|
||||
oColor0.rgb = diffuse.rgb + specular.rgb;
|
||||
oColor0.a = albedo.a;
|
||||
|
||||
#ifdef PIN_HQ
|
||||
float ViewDepthMul = IN.View_Depth.w * G(FadeDistance_GlowFactor).y;
|
||||
float outlineFade = saturate1( ViewDepthMul * G(OutlineBrightness_ShadowInfo).x + G(OutlineBrightness_ShadowInfo).y);
|
||||
float2 minIntermediate = min(IN.Uv_EdgeDistance1.wz, IN.UvStuds_EdgeDistance2.wz);
|
||||
float minEdgesPlus = min(minIntermediate.x, minIntermediate.y) / ViewDepthMul;
|
||||
oColor0.rgb *= saturate1(outlineFade *(1.5 - minEdgesPlus) + minEdgesPlus);
|
||||
#endif
|
||||
|
||||
float fogAlpha = saturate(IN.LightPosition_Fog.w);
|
||||
|
||||
#ifdef PIN_NEON
|
||||
oColor0.rgb = IN.Color.rgb * G(FadeDistance_GlowFactor).w;
|
||||
oColor0.a = 1 - fogAlpha * IN.Color.a;
|
||||
diffuse.rgb = 0;
|
||||
specular.rgb = 0;
|
||||
#endif
|
||||
|
||||
oColor0.rgb = lerp(G(FogColor), oColor0.rgb, fogAlpha);
|
||||
|
||||
#ifdef PIN_GBUFFER
|
||||
oColor1 = gbufferPack(IN.View_Depth.w, diffuse.rgb, specular.rgb, fogAlpha);
|
||||
#endif
|
||||
|
||||
}
|
||||
@@ -0,0 +1,21 @@
|
||||
#define CFG_TEXTURE_TILING 1
|
||||
|
||||
#define CFG_DIFFUSE_SCALE 1
|
||||
#define CFG_SPECULAR_SCALE 2.7
|
||||
#define CFG_GLOSS_SCALE 256
|
||||
#define CFG_REFLECTION_SCALE 0
|
||||
|
||||
#define CFG_NORMAL_SHADOW_SCALE 0.5
|
||||
|
||||
#define CFG_SPECULAR_LOD 0.9
|
||||
#define CFG_GLOSS_LOD 160
|
||||
|
||||
#define CFG_NORMAL_DETAIL_TILING 0
|
||||
#define CFG_NORMAL_DETAIL_SCALE 0
|
||||
|
||||
#define CFG_FAR_TILING 0
|
||||
#define CFG_FAR_DIFFUSE_CUTOFF 0
|
||||
#define CFG_FAR_NORMAL_CUTOFF 0
|
||||
#define CFG_FAR_SPECULAR_CUTOFF 0
|
||||
|
||||
#include "material.hlsl"
|
||||
@@ -0,0 +1,23 @@
|
||||
#define CFG_TEXTURE_TILING 1
|
||||
|
||||
#define CFG_DIFFUSE_SCALE 1
|
||||
#define CFG_SPECULAR_SCALE 0.2
|
||||
#define CFG_GLOSS_SCALE 128
|
||||
#define CFG_REFLECTION_SCALE 0
|
||||
|
||||
#define CFG_NORMAL_SHADOW_SCALE 0.2
|
||||
|
||||
#define CFG_SPECULAR_LOD 0.03
|
||||
#define CFG_GLOSS_LOD 16
|
||||
|
||||
#define CFG_NORMAL_DETAIL_TILING 0
|
||||
#define CFG_NORMAL_DETAIL_SCALE 0
|
||||
|
||||
#define CFG_FAR_TILING 0
|
||||
#define CFG_FAR_DIFFUSE_CUTOFF 0
|
||||
#define CFG_FAR_NORMAL_CUTOFF 0
|
||||
#define CFG_FAR_SPECULAR_CUTOFF 0
|
||||
|
||||
#define CFG_OPT_BLEND_COLOR
|
||||
|
||||
#include "material.hlsl"
|
||||
@@ -0,0 +1,52 @@
|
||||
#include "common.h"
|
||||
|
||||
// .xy = gbuffer width/height, .zw = inverse gbuffer width/height
|
||||
uniform float4 TextureSize;
|
||||
|
||||
TEX_DECLARE2D(tex, 0);
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float4 pos : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
#if defined(GLSL) || defined(DX11)
|
||||
float4 convertPosition(float4 p)
|
||||
{
|
||||
return p;
|
||||
}
|
||||
#else
|
||||
float4 convertPosition(float4 p)
|
||||
{
|
||||
// half-pixel offset
|
||||
return p + float4(-TextureSize.z, TextureSize.w, 0, 0);
|
||||
}
|
||||
#endif
|
||||
|
||||
#if defined(GLSL)
|
||||
float2 convertUv(float4 p)
|
||||
{
|
||||
return p.xy * 0.5 + 0.5;
|
||||
}
|
||||
#else
|
||||
float2 convertUv(float4 p)
|
||||
{
|
||||
return p.xy * float2(0.5, -0.5) + 0.5;
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
v2f gbufferVS( in float4 pos : POSITION )
|
||||
{
|
||||
v2f o;
|
||||
o.pos = convertPosition(pos);
|
||||
o.uv = convertUv(pos);
|
||||
return o;
|
||||
}
|
||||
|
||||
|
||||
float4 gbufferPS( v2f i ) : COLOR0
|
||||
{
|
||||
return tex2D( tex, i.uv );
|
||||
}
|
||||
@@ -0,0 +1,44 @@
|
||||
#ifndef GLSL
|
||||
struct Globals
|
||||
{
|
||||
#endif
|
||||
float4x4 ViewProjection;
|
||||
|
||||
float4 ViewRight;
|
||||
float4 ViewUp;
|
||||
float4 ViewDir;
|
||||
float3 CameraPosition;
|
||||
|
||||
float3 AmbientColor;
|
||||
float3 Lamp0Color;
|
||||
float3 Lamp0Dir;
|
||||
float3 Lamp1Color;
|
||||
|
||||
float3 FogColor;
|
||||
float4 FogParams;
|
||||
|
||||
float4 LightBorder;
|
||||
float4 LightConfig0;
|
||||
float4 LightConfig1;
|
||||
float4 LightConfig2;
|
||||
float4 LightConfig3;
|
||||
|
||||
float4 FadeDistance_GlowFactor;
|
||||
float4 OutlineBrightness_ShadowInfo;
|
||||
|
||||
float4 ShadowMatrix0;
|
||||
float4 ShadowMatrix1;
|
||||
float4 ShadowMatrix2;
|
||||
#ifndef GLSL
|
||||
};
|
||||
|
||||
#ifdef DX11
|
||||
cbuffer Globals: register( b0 ) { Globals _G; };
|
||||
#else
|
||||
uniform Globals _G: register(c0);
|
||||
#endif
|
||||
|
||||
#define G(x) _G.x
|
||||
#else
|
||||
#define G(x) x
|
||||
#endif
|
||||
@@ -0,0 +1,23 @@
|
||||
#define CFG_TEXTURE_TILING 1
|
||||
|
||||
#define CFG_DIFFUSE_SCALE 1
|
||||
#define CFG_SPECULAR_SCALE 0.5
|
||||
#define CFG_GLOSS_SCALE 128
|
||||
#define CFG_REFLECTION_SCALE 0.2
|
||||
|
||||
#define CFG_NORMAL_SHADOW_SCALE 0.1
|
||||
|
||||
#define CFG_SPECULAR_LOD 0.19
|
||||
#define CFG_GLOSS_LOD 24
|
||||
|
||||
#define CFG_NORMAL_DETAIL_TILING 0
|
||||
#define CFG_NORMAL_DETAIL_SCALE 0
|
||||
|
||||
#define CFG_FAR_TILING 0.25
|
||||
#define CFG_FAR_DIFFUSE_CUTOFF 0.6
|
||||
#define CFG_FAR_NORMAL_CUTOFF 0
|
||||
#define CFG_FAR_SPECULAR_CUTOFF 0
|
||||
|
||||
#define CFG_OPT_NORMAL_CONST
|
||||
|
||||
#include "material.hlsl"
|
||||
@@ -0,0 +1,23 @@
|
||||
#define CFG_TEXTURE_TILING 1
|
||||
|
||||
#define CFG_DIFFUSE_SCALE 1
|
||||
#define CFG_SPECULAR_SCALE 1
|
||||
#define CFG_GLOSS_SCALE 256
|
||||
#define CFG_REFLECTION_SCALE 0
|
||||
|
||||
#define CFG_NORMAL_SHADOW_SCALE 0.5
|
||||
|
||||
#define CFG_SPECULAR_LOD 0.17
|
||||
#define CFG_GLOSS_LOD 18
|
||||
|
||||
#define CFG_NORMAL_DETAIL_TILING 0
|
||||
#define CFG_NORMAL_DETAIL_SCALE 0
|
||||
|
||||
#define CFG_FAR_TILING 0.25
|
||||
#define CFG_FAR_DIFFUSE_CUTOFF 0.6
|
||||
#define CFG_FAR_NORMAL_CUTOFF 0
|
||||
#define CFG_FAR_SPECULAR_CUTOFF 0
|
||||
|
||||
#define CFG_OPT_BLEND_COLOR
|
||||
|
||||
#include "material.hlsl"
|
||||
@@ -0,0 +1,23 @@
|
||||
#define CFG_TEXTURE_TILING 1
|
||||
|
||||
#define CFG_DIFFUSE_SCALE 1.0
|
||||
#define CFG_SPECULAR_SCALE 1.2
|
||||
#define CFG_GLOSS_SCALE 256
|
||||
#define CFG_REFLECTION_SCALE 0.3
|
||||
|
||||
#define CFG_NORMAL_SHADOW_SCALE 0
|
||||
|
||||
#define CFG_SPECULAR_LOD 1
|
||||
#define CFG_GLOSS_LOD 190
|
||||
|
||||
#define CFG_NORMAL_DETAIL_TILING 0
|
||||
#define CFG_NORMAL_DETAIL_SCALE 0
|
||||
|
||||
#define CFG_FAR_TILING 0.25
|
||||
#define CFG_FAR_DIFFUSE_CUTOFF 0
|
||||
#define CFG_FAR_NORMAL_CUTOFF 0
|
||||
#define CFG_FAR_SPECULAR_CUTOFF 0.75
|
||||
|
||||
#define CFG_OPT_DIFFUSE_CONST
|
||||
|
||||
#include "material.hlsl"
|
||||
@@ -0,0 +1,23 @@
|
||||
#define CFG_TEXTURE_TILING 1
|
||||
|
||||
#define CFG_DIFFUSE_SCALE 1
|
||||
#define CFG_SPECULAR_SCALE 1.0
|
||||
#define CFG_GLOSS_SCALE 128
|
||||
#define CFG_REFLECTION_SCALE 0.2
|
||||
|
||||
#define CFG_NORMAL_SHADOW_SCALE 0.1
|
||||
|
||||
#define CFG_SPECULAR_LOD 0.7
|
||||
#define CFG_GLOSS_LOD 54
|
||||
|
||||
#define CFG_NORMAL_DETAIL_TILING 0
|
||||
#define CFG_NORMAL_DETAIL_SCALE 0
|
||||
|
||||
#define CFG_FAR_TILING 0
|
||||
#define CFG_FAR_DIFFUSE_CUTOFF 0
|
||||
#define CFG_FAR_NORMAL_CUTOFF 0
|
||||
#define CFG_FAR_SPECULAR_CUTOFF 0
|
||||
|
||||
#define CFG_OPT_NORMAL_CONST
|
||||
|
||||
#include "material.hlsl"
|
||||
@@ -0,0 +1,100 @@
|
||||
#define PIN_SURFACE
|
||||
#include "default.hlsl"
|
||||
|
||||
#ifndef CFG_WANG_TILES
|
||||
float4 sampleFar(TEXTURE_IN_2D(s), float2 uv, float fade, float cutoff)
|
||||
{
|
||||
#ifdef GLSLES
|
||||
return tex2D(s, uv);
|
||||
#else
|
||||
if (cutoff == 0)
|
||||
return tex2D(s, uv);
|
||||
else
|
||||
{
|
||||
float cscale = 1 / (1 - cutoff);
|
||||
|
||||
return lerp(tex2D(s, uv * (CFG_FAR_TILING) ), tex2D(s, uv ), saturate0(fade * cscale - cutoff * cscale));
|
||||
}
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
|
||||
Surface surfaceShader(SurfaceInput IN, float2 fade2)
|
||||
{
|
||||
#ifdef CFG_WANG_TILES
|
||||
float2 wangUv;
|
||||
float4 wangUVDerivatives;
|
||||
getWang(TEXTURE_WANG(NormalDetailMap), IN.Uv, CFG_TEXTURE_TILING, wangUv, wangUVDerivatives);
|
||||
#endif
|
||||
|
||||
float2 uv = IN.Uv * (CFG_TEXTURE_TILING);
|
||||
|
||||
float fadeDiffuse = fade2.x;
|
||||
float fade = fade2.y;
|
||||
|
||||
#ifdef CFG_OPT_DIFFUSE_CONST
|
||||
float4 diffuse = 1;
|
||||
#else
|
||||
|
||||
#ifdef CFG_WANG_TILES
|
||||
float4 diffuse = sampleWang(TEXTURE(DiffuseMap), wangUv, wangUVDerivatives);
|
||||
#else
|
||||
float4 diffuse = sampleFar(TEXTURE(DiffuseMap), uv, fadeDiffuse, CFG_FAR_DIFFUSE_CUTOFF);
|
||||
#endif
|
||||
|
||||
diffuse.rgba = diffuse.rgba * (CFG_DIFFUSE_SCALE);
|
||||
|
||||
#endif
|
||||
|
||||
#ifdef CFG_OPT_NORMAL_CONST
|
||||
float3 normal = float3(0, 0, 1);
|
||||
#else
|
||||
#ifdef CFG_WANG_TILES
|
||||
float3 normal = nmapUnpack(sampleWang(TEXTURE(NormalMap), wangUv, wangUVDerivatives));
|
||||
#else
|
||||
float3 normal = nmapUnpack(sampleFar(TEXTURE(NormalMap), uv, fade, CFG_FAR_NORMAL_CUTOFF));
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifndef GLSLES
|
||||
#ifndef CFG_WANG_TILES // normal detail unavailable when running wang tiles
|
||||
float3 normalDetail = nmapUnpack(tex2D(NormalDetailMap, uv * (CFG_NORMAL_DETAIL_TILING)));
|
||||
normal.xy += normalDetail.xy * (CFG_NORMAL_DETAIL_SCALE);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
normal.xy *= fade;
|
||||
|
||||
float shadowFactor = 1 + normal.x * (CFG_NORMAL_SHADOW_SCALE);
|
||||
|
||||
#ifdef CFG_OPT_BLEND_COLOR
|
||||
float3 albedo = lerp(float3(1, 1, 1), IN.Color.rgb, diffuse.a) * diffuse.rgb * shadowFactor;
|
||||
#else
|
||||
float3 albedo = IN.Color.rgb * diffuse.rgb * shadowFactor;
|
||||
#endif
|
||||
|
||||
#ifndef GLSLES
|
||||
float4 studs = tex2D(StudsMap, IN.UvStuds);
|
||||
|
||||
albedo *= studs.r * 2;
|
||||
#endif
|
||||
|
||||
#ifdef CFG_WANG_TILES
|
||||
float2 specular = sampleWang(TEXTURE(SpecularMap), wangUv, wangUVDerivatives).rg;
|
||||
#else
|
||||
float2 specular = sampleFar(TEXTURE(SpecularMap), uv, fade, CFG_FAR_SPECULAR_CUTOFF).rg;
|
||||
#endif
|
||||
|
||||
// make sure glossiness is never 0 to avoid fp specials
|
||||
float2 specbase = specular * float2(CFG_SPECULAR_SCALE, CFG_GLOSS_SCALE) + float2(0, 0.01);
|
||||
float2 specfade = lerp(float2(CFG_SPECULAR_LOD, CFG_GLOSS_LOD), specbase, fade);
|
||||
|
||||
Surface surface = (Surface)0;
|
||||
surface.albedo = albedo;
|
||||
surface.normal = normal;
|
||||
surface.specular = specfade.r;
|
||||
surface.gloss = specfade.g;
|
||||
surface.reflectance = specular.g * fade * (CFG_REFLECTION_SCALE);
|
||||
|
||||
return surface;
|
||||
}
|
||||
@@ -0,0 +1,151 @@
|
||||
#include "common.h"
|
||||
|
||||
struct Appdata
|
||||
{
|
||||
ATTR_INT4 Position : POSITION;
|
||||
ATTR_INT3 Normal : NORMAL;
|
||||
ATTR_INT4 Uv : TEXCOORD0;
|
||||
#ifdef PIN_HQ
|
||||
ATTR_INT4 EdgeDistances : TEXCOORD1;
|
||||
ATTR_INT3 Tangent : TEXCOORD2;
|
||||
#endif
|
||||
};
|
||||
|
||||
struct VertexOutput
|
||||
{
|
||||
float4 HPosition : POSITION;
|
||||
|
||||
float4 UvHigh_EdgeDistance1 : TEXCOORD0;
|
||||
float4 UvLow_EdgeDistance2 : TEXCOORD1;
|
||||
|
||||
float4 LightPosition_Fog : TEXCOORD2;
|
||||
|
||||
#ifdef PIN_HQ
|
||||
float4 View_Depth : TEXCOORD3;
|
||||
float4 Normal_Blend : TEXCOORD4;
|
||||
float3 Tangent : TEXCOORD5;
|
||||
#else
|
||||
float4 Diffuse_Blend : COLOR0;
|
||||
#endif
|
||||
|
||||
float3 PosLightSpace : TEXCOORD7;
|
||||
};
|
||||
|
||||
WORLD_MATRIX(WorldMatrix);
|
||||
|
||||
VertexOutput MegaClusterVS(Appdata IN)
|
||||
{
|
||||
VertexOutput OUT = (VertexOutput)0;
|
||||
|
||||
// Decode vertex data
|
||||
float3 Normal = (IN.Normal - 127.0) / 127.0;
|
||||
float4 UV = IN.Uv / 2048.0;
|
||||
|
||||
// Transform position and normal to world space
|
||||
// Note: world matrix does not contain rotation/scale for static geometry so we can avoid transforming normal
|
||||
float3 posWorld = mul(WorldMatrix, IN.Position).xyz;
|
||||
float3 normalWorld = Normal;
|
||||
|
||||
OUT.HPosition = mul(G(ViewProjection), float4(posWorld, 1));
|
||||
|
||||
float blend = OUT.HPosition.w / 200;
|
||||
|
||||
OUT.LightPosition_Fog = float4(lgridPrepareSample(lgridOffset(posWorld, normalWorld)), (G(FogParams).z - OUT.HPosition.w) * G(FogParams).w);
|
||||
|
||||
OUT.UvHigh_EdgeDistance1.xy = UV.xy;
|
||||
OUT.UvLow_EdgeDistance2.xy = UV.zw;
|
||||
|
||||
#ifdef PIN_HQ
|
||||
OUT.View_Depth = float4(posWorld, OUT.HPosition.w * G(FadeDistance_GlowFactor).y);
|
||||
float4 edgeDistances = IN.EdgeDistances*G(FadeDistance_GlowFactor).z + 0.5 * OUT.View_Depth.w;
|
||||
|
||||
OUT.UvHigh_EdgeDistance1.zw = edgeDistances.xy;
|
||||
OUT.UvLow_EdgeDistance2.zw = edgeDistances.zw;
|
||||
|
||||
OUT.View_Depth.xyz = G(CameraPosition).xyz - posWorld;
|
||||
OUT.Normal_Blend = float4(Normal, blend);
|
||||
// decode tangent
|
||||
OUT.Tangent = (IN.Tangent - 127.0) / 127.0;
|
||||
#else
|
||||
// IF LQ shading is performed in VS
|
||||
float ndotl = dot(normalWorld, -G(Lamp0Dir));
|
||||
float3 diffuse = saturate(ndotl) * G(Lamp0Color) + max(-ndotl, 0) * G(Lamp1Color);
|
||||
|
||||
OUT.Diffuse_Blend = float4(diffuse, blend);
|
||||
#endif
|
||||
|
||||
OUT.PosLightSpace = shadowPrepareSample(posWorld);
|
||||
|
||||
return OUT;
|
||||
}
|
||||
|
||||
TEX_DECLARE2D(DiffuseHighMap, 0);
|
||||
TEX_DECLARE2D(DiffuseLowMap, 1);
|
||||
TEX_DECLARE2D(NormalMap, 2);
|
||||
TEX_DECLARE2D(SpecularMap, 3);
|
||||
LGRID_SAMPLER(LightMap, 4);
|
||||
TEX_DECLARE2D(LightMapLookup, 5);
|
||||
TEX_DECLARE2D(ShadowMap, 6);
|
||||
|
||||
void MegaClusterPS(VertexOutput IN,
|
||||
#ifdef PIN_GBUFFER
|
||||
out float4 oColor1: COLOR1,
|
||||
#endif
|
||||
out float4 oColor0: COLOR0)
|
||||
{
|
||||
float4 high = tex2D(DiffuseHighMap, IN.UvHigh_EdgeDistance1.xy);
|
||||
float4 low = tex2D(DiffuseLowMap, IN.UvLow_EdgeDistance2.xy);
|
||||
|
||||
float4 light = lgridSample(TEXTURE(LightMap), TEXTURE(LightMapLookup), IN.LightPosition_Fog.xyz);
|
||||
float shadow = shadowSample(TEXTURE(ShadowMap), IN.PosLightSpace, light.a);
|
||||
|
||||
#ifdef PIN_HQ
|
||||
float3 albedo = lerp(high.rgb, low.rgb, saturate1(IN.Normal_Blend.a));
|
||||
|
||||
// sample normal map and specular map
|
||||
float4 normalMapSample = tex2D(NormalMap, IN.UvHigh_EdgeDistance1.xy);
|
||||
float4 specularMapSample = tex2D(SpecularMap, IN.UvHigh_EdgeDistance1.xy);
|
||||
|
||||
// compute bitangent and world space normal
|
||||
float3 bitangent = cross(IN.Normal_Blend.xyz, IN.Tangent.xyz);
|
||||
float3 nmap = nmapUnpack(normalMapSample);
|
||||
float3 normal = normalize(nmap.x * IN.Tangent.xyz + nmap.y * bitangent + nmap.z * IN.Normal_Blend.xyz);
|
||||
|
||||
float ndotl = dot(normal, -G(Lamp0Dir));
|
||||
float3 diffuseIntensity = saturate0(ndotl) * G(Lamp0Color) + max(-ndotl, 0) * G(Lamp1Color);
|
||||
float specularIntensity = step(0, ndotl) * specularMapSample.r;
|
||||
float specularPower = specularMapSample.g * 255 + 0.01;
|
||||
|
||||
// Compute diffuse and specular and combine them
|
||||
float3 diffuse = (G(AmbientColor) + diffuseIntensity * shadow + light.rgb) * albedo.rgb;
|
||||
float3 specular = G(Lamp0Color) * (specularIntensity * shadow * (float)(half)pow(saturate(dot(normal, normalize(-G(Lamp0Dir) + normalize(IN.View_Depth.xyz)))), specularPower));
|
||||
oColor0.rgb = diffuse + specular;
|
||||
|
||||
// apply outlines
|
||||
float outlineFade = saturate1(IN.View_Depth.w * G(OutlineBrightness_ShadowInfo).x + G(OutlineBrightness_ShadowInfo).y);
|
||||
float2 minIntermediate = min(IN.UvHigh_EdgeDistance1.wz, IN.UvLow_EdgeDistance2.wz);
|
||||
float minEdgesPlus = min(minIntermediate.x, minIntermediate.y) / IN.View_Depth.w;
|
||||
oColor0.rgb *= saturate1(outlineFade * (1.5 - minEdgesPlus) + minEdgesPlus);
|
||||
|
||||
oColor0.a = 1;
|
||||
|
||||
#else
|
||||
float3 albedo = lerp(high.rgb, low.rgb, saturate1(IN.Diffuse_Blend.a));
|
||||
|
||||
// Compute diffuse term
|
||||
float3 diffuse = (G(AmbientColor) + IN.Diffuse_Blend.rgb * shadow + light.rgb) * albedo.rgb;
|
||||
|
||||
// Combine
|
||||
oColor0.rgb = diffuse;
|
||||
oColor0.a = 1;
|
||||
|
||||
#endif
|
||||
|
||||
float fogAlpha = saturate(IN.LightPosition_Fog.w);
|
||||
|
||||
oColor0.rgb = lerp(G(FogColor), oColor0.rgb, fogAlpha);
|
||||
|
||||
#ifdef PIN_GBUFFER
|
||||
oColor1 = gbufferPack(IN.View_Depth.w*G(FadeDistance_GlowFactor).x, diffuse.rgb, 0, fogAlpha);
|
||||
#endif
|
||||
}
|
||||
@@ -0,0 +1,21 @@
|
||||
#define CFG_TEXTURE_TILING 1
|
||||
|
||||
#define CFG_DIFFUSE_SCALE 1
|
||||
#define CFG_SPECULAR_SCALE 2
|
||||
#define CFG_GLOSS_SCALE 256
|
||||
#define CFG_REFLECTION_SCALE 0
|
||||
|
||||
#define CFG_NORMAL_SHADOW_SCALE 0.3
|
||||
|
||||
#define CFG_SPECULAR_LOD 0.8
|
||||
#define CFG_GLOSS_LOD 120
|
||||
|
||||
#define CFG_NORMAL_DETAIL_TILING 0
|
||||
#define CFG_NORMAL_DETAIL_SCALE 0
|
||||
|
||||
#define CFG_FAR_TILING 0.25
|
||||
#define CFG_FAR_DIFFUSE_CUTOFF 0
|
||||
#define CFG_FAR_NORMAL_CUTOFF 0
|
||||
#define CFG_FAR_SPECULAR_CUTOFF 0.75
|
||||
|
||||
#include "material.hlsl"
|
||||
@@ -0,0 +1,3 @@
|
||||
#define PIN_PLASTIC
|
||||
#define PIN_NEON
|
||||
#include "default.hlsl"
|
||||
@@ -0,0 +1,240 @@
|
||||
#include "common.h"
|
||||
|
||||
TEX_DECLARE2D(tex, 0);
|
||||
TEX_DECLARE2D(cstrip, 1);
|
||||
TEX_DECLARE2D(astrip, 2);
|
||||
|
||||
uniform float4 throttleFactor; // .x = alpha cutoff, .y = alpha boost (clamp), .w - additive/alpha ratio for Crazy shaders
|
||||
uniform float4 modulateColor;
|
||||
uniform float4 zOffset;
|
||||
|
||||
struct VS_INPUT
|
||||
{
|
||||
float4 pos : POSITION;
|
||||
ATTR_INT4 scaleRotLife : TEXCOORD0; // transform matrix
|
||||
ATTR_INT2 disp : TEXCOORD1; // .xy = corner, either (0,0), (1,0), (0,1), or (1,1)
|
||||
ATTR_INT2 cline: TEXCOORD2; // .x = color line [0...32767]
|
||||
};
|
||||
|
||||
struct VS_OUTPUT
|
||||
{
|
||||
float4 pos : POSITION;
|
||||
float3 uvFog : TEXCOORD0;
|
||||
float2 colorLookup : TEXCOORD1;
|
||||
};
|
||||
|
||||
float4 rotScale( float4 scaleRotLife )
|
||||
{
|
||||
float cr = cos( scaleRotLife.z );
|
||||
float sr = sin( scaleRotLife.z );
|
||||
|
||||
float4 r;
|
||||
r.x = cr * scaleRotLife.x;
|
||||
r.y = -sr * scaleRotLife.x;
|
||||
r.z = sr * scaleRotLife.y;
|
||||
r.w = cr * scaleRotLife.y;
|
||||
|
||||
return r;
|
||||
}
|
||||
|
||||
float4 mulq( float4 a, float4 b )
|
||||
{
|
||||
float3 i = cross( a.xyz, b.xyz ) + a.w * b.xyz + b.w * a.xyz;
|
||||
float r = a.w * b.w - dot( a.xyz, b.xyz );
|
||||
return float4( i, r );
|
||||
}
|
||||
|
||||
float4 conj( float4 a ) { return float4( -a.xyz, a.w ); }
|
||||
|
||||
float4 rotate( float4 v, float4 q )
|
||||
{
|
||||
return mulq( mulq( q, v ), conj( q ) );
|
||||
}
|
||||
|
||||
float4 axis_angle( float3 axis, float angle )
|
||||
{
|
||||
return float4( sin(angle/2) * axis, cos(angle/2) );
|
||||
}
|
||||
|
||||
VS_OUTPUT vs( VS_INPUT input )
|
||||
{
|
||||
VS_OUTPUT o;
|
||||
|
||||
float4 pos = float4( input.pos.xyz, 1 );
|
||||
float2 disp = input.disp.xy * 2 - 1; // -1..1
|
||||
|
||||
float4 scaleRotLifeFlt = (float4)input.scaleRotLife * float4( 1.0f/256.0f, 1.0f/256.0f, 2.0 * 3.1415926f / 32767.0f, 1.0f / 32767.0f );
|
||||
scaleRotLifeFlt.xy += 127.0f;
|
||||
|
||||
float4 rs = rotScale( scaleRotLifeFlt );
|
||||
|
||||
pos += G(ViewRight) * dot( disp, rs.xy );
|
||||
pos += G(ViewUp) * dot( disp, rs.zw );
|
||||
|
||||
float4 pos2 = pos + G(ViewDir)*zOffset.x; // Z-offset position in world space
|
||||
|
||||
o.pos = mul( G(ViewProjection), pos );
|
||||
|
||||
o.uvFog.xy = input.disp.xy;
|
||||
o.uvFog.y = 1 - o.uvFog.y;
|
||||
o.uvFog.z = (G(FogParams).z - o.pos.w) * G(FogParams).w;
|
||||
|
||||
o.colorLookup.x = 1 - max( 0, min(1, scaleRotLifeFlt.w ) );
|
||||
o.colorLookup.y = (float)input.cline.x * (1.0 / 32767.0f);
|
||||
|
||||
|
||||
pos2 = mul( G(ViewProjection), pos2 ); // Z-offset position in clip space
|
||||
o.pos.z = pos2.z * o.pos.w/pos2.w; // Only need z
|
||||
|
||||
|
||||
return o;
|
||||
}
|
||||
|
||||
|
||||
float4 psAdd( VS_OUTPUT input ) : COLOR0 // #0
|
||||
{
|
||||
float4 texcolor = tex2D( tex, input.uvFog.xy );
|
||||
float4 vcolor = tex2D( cstrip, input.colorLookup.xy );
|
||||
vcolor.a = tex2D( astrip, input.colorLookup.xy ).r;
|
||||
|
||||
float4 result;
|
||||
|
||||
result.rgb = (texcolor.rgb + vcolor.rgb) * modulateColor.rgb;
|
||||
result.a = texcolor.a * vcolor.a;
|
||||
result.rgb *= result.a;
|
||||
|
||||
result.rgb = lerp( 0.0f.xxx, result.rgb, saturate( input.uvFog.zzz ) );
|
||||
return result;
|
||||
}
|
||||
|
||||
float4 psModulate( VS_OUTPUT input ) : COLOR0 // #1
|
||||
{
|
||||
|
||||
float4 texcolor = tex2D( tex, input.uvFog.xy );
|
||||
float4 vcolor = tex2D( cstrip, input.colorLookup.xy ) * modulateColor;
|
||||
vcolor.a = tex2D( astrip, input.colorLookup.xy ).r * modulateColor.a;
|
||||
|
||||
float4 result;
|
||||
|
||||
result.rgb = texcolor.rgb * vcolor.rgb;
|
||||
result.a = texcolor.a * vcolor.a;
|
||||
|
||||
result.rgb = lerp( G(FogColor).rgb, result.rgb, saturate( input.uvFog.zzz ) );
|
||||
return result;
|
||||
}
|
||||
|
||||
|
||||
// - this shader is crazy
|
||||
// - used instead of additive particles to help see bright particles (e.g. fire) on top of extremely bright backgrounds
|
||||
// - requires ONE | INVSRCALPHA blend mode, useless otherwise
|
||||
// - does not use color strip texture
|
||||
// - outputs a blend between additive blend and alpha blend in fragment alpha
|
||||
// - ratio multiplier is in throttleFactor.w
|
||||
float4 psCrazy( VS_OUTPUT input ) : COLOR0
|
||||
{
|
||||
float4 texcolor = tex2D( tex, input.uvFog.xy );
|
||||
float4 vcolor = float4(1,0,0,0); //tex2D( cstrip, input.colorLookup.xy ); // not actually used
|
||||
vcolor.a = tex2D( astrip, input.colorLookup.xy ).r;
|
||||
float blendRatio = throttleFactor.w; // yeah yeah
|
||||
|
||||
float4 result;
|
||||
|
||||
result.rgb = (texcolor.rgb ) * modulateColor.rgb * vcolor.a * texcolor.a;
|
||||
result.a = blendRatio * texcolor.a * vcolor.a;
|
||||
|
||||
result = lerp( 0.0f.xxxx, result, saturate( input.uvFog.zzzz ) );
|
||||
return result;
|
||||
}
|
||||
|
||||
float4 psCrazySparkles( VS_OUTPUT input ) : COLOR0
|
||||
{
|
||||
float4 texcolor = tex2D( tex, input.uvFog.xy );
|
||||
float4 vcolor = tex2D( cstrip, input.colorLookup.xy );
|
||||
vcolor.a = tex2D( astrip, input.colorLookup.xy ).r;
|
||||
float blendRatio = throttleFactor.w;
|
||||
|
||||
float4 result;
|
||||
|
||||
if( texcolor.a < 0.5f )
|
||||
{
|
||||
result.rgb = vcolor.rgb * modulateColor.rgb * (2 * texcolor.a);
|
||||
}
|
||||
else
|
||||
{
|
||||
result.rgb = lerp( vcolor.rgb * modulateColor.rgb, texcolor.rgb, 2*texcolor.a-1 );
|
||||
}
|
||||
|
||||
//vcolor.a *= modulateColor.a;
|
||||
result.rgb *= vcolor.a;
|
||||
result.a = blendRatio * texcolor.a * vcolor.a;
|
||||
|
||||
result = lerp( 0.0f.xxxx, result, saturate( input.uvFog.zzzz ) );
|
||||
return result;
|
||||
}
|
||||
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
struct VS_INPUT2
|
||||
{
|
||||
float4 pos : POSITION;
|
||||
ATTR_INT4 scaleRotLife : TEXCOORD0; // transform matrix
|
||||
ATTR_INT2 disp : TEXCOORD1; // .xy = corner, either (0,0), (1,0), (0,1), or (1,1)
|
||||
ATTR_INT2 cline: TEXCOORD2; // .x = color line [0...32767]
|
||||
ATTR_INT4 color: TEXCOORD3; // .xyzw
|
||||
};
|
||||
|
||||
struct VS_OUTPUT2
|
||||
{
|
||||
float4 pos : POSITION;
|
||||
float3 uvFog : TEXCOORD0;
|
||||
float4 color : TEXCOORD1;
|
||||
};
|
||||
|
||||
VS_OUTPUT2 vsCustom( VS_INPUT2 input )
|
||||
{
|
||||
VS_OUTPUT2 o;
|
||||
|
||||
float4 pos = input.pos;
|
||||
float2 disp = input.disp.xy * 2 - 1; // -1..1
|
||||
|
||||
float4 scaleRotLifeFlt = (float4)input.scaleRotLife * float4( 1.0/256.0f, 1.0/256.0f, 2.0 * 3.1415926f / 32767.0, 1.0 / 32767.0f );
|
||||
scaleRotLifeFlt.xy += 127.0f;
|
||||
|
||||
float4 rs = rotScale( scaleRotLifeFlt );
|
||||
|
||||
pos += G(ViewRight) * dot( disp, rs.xy );
|
||||
pos += G(ViewUp) * dot( disp, rs.zw );
|
||||
|
||||
float4 pos2 = pos + G(ViewDir)*zOffset.x; // Z-offset position in world space
|
||||
|
||||
o.pos = mul( G(ViewProjection), pos );
|
||||
|
||||
o.uvFog.xy = input.disp.xy;
|
||||
o.uvFog.y = 1 - o.uvFog.y;
|
||||
o.uvFog.z = (G(FogParams).z - o.pos.w) * G(FogParams).w;
|
||||
|
||||
o.color = input.color * (1/255.0f);
|
||||
|
||||
pos2 = mul( G(ViewProjection), pos2 ); // Z-offset position in clip space
|
||||
o.pos.z = pos2.z * o.pos.w/pos2.w; // Only need z
|
||||
|
||||
|
||||
return o;
|
||||
}
|
||||
|
||||
float4 psCustom( VS_OUTPUT2 input ) : COLOR0 // #1
|
||||
{
|
||||
float4 texcolor = tex2D( tex, input.uvFog.xy );
|
||||
float4 vcolor = input.color;
|
||||
|
||||
float blendRatio = throttleFactor.w; // yeah yeah
|
||||
|
||||
float4 result;
|
||||
|
||||
result.rgb = texcolor.rgb * vcolor.rgb * vcolor.a * texcolor.a;
|
||||
result.a = blendRatio * texcolor.a * vcolor.a;
|
||||
|
||||
result = lerp( 0.0f.xxxx, result, saturate( input.uvFog.zzzz ) );
|
||||
return result;
|
||||
}
|
||||
@@ -0,0 +1,21 @@
|
||||
#define CFG_TEXTURE_TILING 1
|
||||
|
||||
#define CFG_DIFFUSE_SCALE 1
|
||||
#define CFG_SPECULAR_SCALE 2.5
|
||||
#define CFG_GLOSS_SCALE 128
|
||||
#define CFG_REFLECTION_SCALE 0
|
||||
|
||||
#define CFG_NORMAL_SHADOW_SCALE 0
|
||||
|
||||
#define CFG_SPECULAR_LOD 0.15
|
||||
#define CFG_GLOSS_LOD 22
|
||||
|
||||
#define CFG_NORMAL_DETAIL_TILING 6
|
||||
#define CFG_NORMAL_DETAIL_SCALE 1.5
|
||||
|
||||
#define CFG_FAR_TILING 0
|
||||
#define CFG_FAR_DIFFUSE_CUTOFF 0
|
||||
#define CFG_FAR_NORMAL_CUTOFF 0
|
||||
#define CFG_FAR_SPECULAR_CUTOFF 0
|
||||
|
||||
#include "material.hlsl"
|
||||
@@ -0,0 +1,52 @@
|
||||
#if defined(PIN_HQ)
|
||||
#define PIN_SURFACE
|
||||
#include "default.hlsl"
|
||||
|
||||
#define CFG_TEXTURE_TILING 1
|
||||
|
||||
#define CFG_BUMP_INTENSITY 0.5
|
||||
|
||||
#define CFG_SPECULAR 0.4
|
||||
#define CFG_GLOSS 9
|
||||
|
||||
#define CFG_NORMAL_SHADOW_SCALE 0.1
|
||||
|
||||
Surface surfaceShader(SurfaceInput IN, float2 fade2)
|
||||
{
|
||||
float fade = fade2.y;
|
||||
|
||||
float4 studs = tex2D(DiffuseMap, IN.UvStuds);
|
||||
float3 normal = nmapUnpack(tex2D(NormalMap, IN.UvStuds));
|
||||
|
||||
#ifdef GLSLES
|
||||
float3 noise = float3(0, 0, 1);
|
||||
#else
|
||||
float3 noise = nmapUnpack(tex2D(NormalDetailMap, IN.Uv * (CFG_TEXTURE_TILING)));
|
||||
#endif
|
||||
|
||||
float noiseScale = saturate0(IN.Color.a * 2 * (CFG_BUMP_INTENSITY) - 1 * (CFG_BUMP_INTENSITY));
|
||||
|
||||
#ifdef PIN_REFLECTION
|
||||
noiseScale *= saturate(1 - 2 * IN.Reflectance);
|
||||
#endif
|
||||
|
||||
normal.xy += noise.xy * noiseScale;
|
||||
|
||||
normal.xy *= fade;
|
||||
|
||||
Surface surface = (Surface)0;
|
||||
surface.albedo = IN.Color.rgb * (studs.r * 2);
|
||||
surface.normal = normal;
|
||||
surface.specular = (CFG_SPECULAR);
|
||||
surface.gloss = (CFG_GLOSS);
|
||||
|
||||
#ifdef PIN_REFLECTION
|
||||
surface.reflectance = IN.Reflectance;
|
||||
#endif
|
||||
|
||||
return surface;
|
||||
}
|
||||
#else
|
||||
#define PIN_PLASTIC
|
||||
#include "default.hlsl"
|
||||
#endif
|
||||
@@ -0,0 +1,40 @@
|
||||
#include "common.h"
|
||||
|
||||
|
||||
|
||||
struct Appdata
|
||||
{
|
||||
float4 Position : POSITION;
|
||||
float2 Uv : TEXCOORD0;
|
||||
float4 Color : COLOR0;
|
||||
};
|
||||
|
||||
struct VertexOutput
|
||||
{
|
||||
float4 HPosition : POSITION;
|
||||
float2 Uv : TEXCOORD0;
|
||||
float4 Color : COLOR0;
|
||||
};
|
||||
|
||||
VertexOutput ProfilerVS(Appdata IN)
|
||||
{
|
||||
VertexOutput OUT = (VertexOutput)0;
|
||||
|
||||
OUT.HPosition = mul(G(ViewProjection), IN.Position);
|
||||
OUT.HPosition.y = -OUT.HPosition.y;
|
||||
|
||||
OUT.Uv = IN.Uv;
|
||||
OUT.Color = IN.Color;
|
||||
|
||||
return OUT;
|
||||
}
|
||||
|
||||
TEX_DECLARE2D(DiffuseMap, 0);
|
||||
|
||||
float4 ProfilerPS(VertexOutput IN): COLOR0
|
||||
{
|
||||
float4 c0 = tex2D(DiffuseMap, IN.Uv);
|
||||
float4 c1 = tex2D(DiffuseMap, IN.Uv + float2(0, 1.f / 9.f));
|
||||
|
||||
return c0.a < 0.5 ? float4(0, 0, 0, c1.a) : c0 * IN.Color;
|
||||
}
|
||||
@@ -0,0 +1,23 @@
|
||||
#define CFG_TEXTURE_TILING 1
|
||||
|
||||
#define CFG_DIFFUSE_SCALE 1
|
||||
#define CFG_SPECULAR_SCALE 1
|
||||
#define CFG_GLOSS_SCALE 256
|
||||
#define CFG_REFLECTION_SCALE 0
|
||||
|
||||
#define CFG_NORMAL_SHADOW_SCALE 0.5
|
||||
|
||||
#define CFG_SPECULAR_LOD 0.35
|
||||
#define CFG_GLOSS_LOD 103
|
||||
|
||||
#define CFG_NORMAL_DETAIL_TILING 0
|
||||
#define CFG_NORMAL_DETAIL_SCALE 0
|
||||
|
||||
#define CFG_FAR_TILING 0.5
|
||||
#define CFG_FAR_DIFFUSE_CUTOFF 0.6
|
||||
#define CFG_FAR_NORMAL_CUTOFF 0
|
||||
#define CFG_FAR_SPECULAR_CUTOFF 0
|
||||
|
||||
#define CFG_OPT_BLEND_COLOR
|
||||
|
||||
#include "material.hlsl"
|
||||
@@ -0,0 +1,21 @@
|
||||
#define CFG_TEXTURE_TILING 1
|
||||
|
||||
#define CFG_DIFFUSE_SCALE 1
|
||||
#define CFG_SPECULAR_SCALE 0.4
|
||||
#define CFG_GLOSS_SCALE 32
|
||||
#define CFG_REFLECTION_SCALE 0
|
||||
|
||||
#define CFG_NORMAL_SHADOW_SCALE 0
|
||||
|
||||
#define CFG_SPECULAR_LOD 0.07
|
||||
#define CFG_GLOSS_LOD 6
|
||||
|
||||
#define CFG_NORMAL_DETAIL_TILING 0
|
||||
#define CFG_NORMAL_DETAIL_SCALE 0
|
||||
|
||||
#define CFG_FAR_TILING 0
|
||||
#define CFG_FAR_DIFFUSE_CUTOFF 0
|
||||
#define CFG_FAR_NORMAL_CUTOFF 0
|
||||
#define CFG_FAR_SPECULAR_CUTOFF 0
|
||||
|
||||
#include "material.hlsl"
|
||||
@@ -0,0 +1,211 @@
|
||||
#include "common.h"
|
||||
|
||||
TEX_DECLARE2D(Texture, 0);
|
||||
TEX_DECLARE2D(Mask, 1);
|
||||
|
||||
// .xy = gbuffer width/height, .zw = inverse gbuffer width/height
|
||||
uniform float4 TextureSize;
|
||||
uniform float4 Params1;
|
||||
uniform float4 Params2;
|
||||
|
||||
#if defined(GLSL) || defined(DX11)
|
||||
float4 convertPosition(float4 p, float scale)
|
||||
{
|
||||
return p;
|
||||
}
|
||||
#else
|
||||
float4 convertPosition(float4 p, float scale)
|
||||
{
|
||||
// half-pixel offset
|
||||
return p + float4(-TextureSize.z, TextureSize.w, 0, 0) * scale;
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifndef GLSL
|
||||
float2 convertUv(float4 p)
|
||||
{
|
||||
return p.xy * float2(0.5, -0.5) + 0.5;
|
||||
}
|
||||
#else
|
||||
float2 convertUv(float4 p)
|
||||
{
|
||||
return p.xy * 0.5 + 0.5;
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
// simple pass through structure
|
||||
struct VertexOutput
|
||||
{
|
||||
float4 p : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
// position and tex coord + 4 additional tex coords
|
||||
struct VertexOutput_4uv
|
||||
{
|
||||
float4 p : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 uv12 : TEXCOORD1;
|
||||
float4 uv34 : TEXCOORD2;
|
||||
};
|
||||
|
||||
// position and tex coord + 8 additional tex coords
|
||||
struct VertexOutput_8uv
|
||||
{
|
||||
float4 p : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 uv12 : TEXCOORD1;
|
||||
float4 uv34 : TEXCOORD2;
|
||||
float4 uv56 : TEXCOORD3;
|
||||
float4 uv78 : TEXCOORD4;
|
||||
};
|
||||
|
||||
VertexOutput passThrough_vs(float4 p: POSITION)
|
||||
{
|
||||
VertexOutput OUT;
|
||||
OUT.p = convertPosition(p, 1);
|
||||
OUT.uv = convertUv(p);
|
||||
|
||||
return OUT;
|
||||
}
|
||||
|
||||
float4 passThrough_ps( VertexOutput IN ) : COLOR0
|
||||
{
|
||||
return tex2D(Texture, IN.uv);
|
||||
}
|
||||
|
||||
VertexOutput_4uv downsample4x4_vs(float4 p: POSITION)
|
||||
{
|
||||
float2 uv = convertUv(p);
|
||||
|
||||
VertexOutput_4uv OUT;
|
||||
OUT.p = convertPosition(p, 1);
|
||||
OUT.uv = uv;
|
||||
|
||||
float2 uvOffset = TextureSize.zw * 0.25f;
|
||||
|
||||
OUT.uv12.xy = uv + uvOffset * float2(-1, -1);
|
||||
OUT.uv12.zw = uv + uvOffset * float2(+1, -1);
|
||||
OUT.uv34.xy = uv + uvOffset * float2(-1, +1);
|
||||
OUT.uv34.zw = uv + uvOffset * float2(+1, +1);
|
||||
|
||||
return OUT;
|
||||
}
|
||||
|
||||
float4 imageProcess_ps( VertexOutput IN ) : COLOR0
|
||||
{
|
||||
float3 color = tex2D(Texture, IN.uv).rgb;
|
||||
|
||||
float4 tintColor = float4(Params2.xyz,1);
|
||||
//float4 tintColor = float4(18.0 / 255.0, 58.0 / 255.0, 80.0 / 255.0, 1);
|
||||
float contrast = Params1.y;
|
||||
float brightness = Params1.x;
|
||||
float grayscaleLvl = Params1.z;
|
||||
|
||||
color = contrast*(color - 0.5) + 0.5 + brightness;
|
||||
float grayscale = (color.r + color.g + color.g) / 3.0;
|
||||
|
||||
return lerp(float4(color.rgb,1), float4(grayscale.xxx,1), grayscaleLvl) * tintColor;
|
||||
}
|
||||
|
||||
float4 gauss(float samples, float2 uv)
|
||||
{
|
||||
float2 step = Params1.xy;
|
||||
float sigma = Params1.z;
|
||||
|
||||
float sigmaN1 = 1 / sqrt(2 * 3.1415926 * sigma * sigma);
|
||||
float sigmaN2 = 1 / (2 * sigma * sigma);
|
||||
|
||||
// First sample is in the center and accounts for our pixel
|
||||
float4 result = tex2D(Texture, uv) * sigmaN1;
|
||||
float weight = sigmaN1;
|
||||
|
||||
// Every loop iteration computes impact of 4 pixels
|
||||
// Each sample computes impact of 2 neighbor pixels, starting with the next one to the right
|
||||
// Note that we sample exactly in between pixels to leverage bilinear filtering
|
||||
for (int i = 0; i < samples; ++i)
|
||||
{
|
||||
float ix = 2 * i + 1.5;
|
||||
float iw = 2 * exp(-ix * ix * sigmaN2) * sigmaN1;
|
||||
|
||||
result += (tex2D(Texture, uv + step * ix) + tex2D(Texture, uv - step * ix)) * iw;
|
||||
weight += 2 * iw;
|
||||
}
|
||||
|
||||
// Since the above is an approximation of the integral with step functions, normalization compensates for the error
|
||||
return (result / weight);
|
||||
}
|
||||
|
||||
|
||||
|
||||
float4 blur3_ps(VertexOutput IN): COLOR0
|
||||
{
|
||||
return gauss(3, IN.uv);
|
||||
}
|
||||
|
||||
float4 blur5_ps(VertexOutput IN): COLOR0
|
||||
{
|
||||
return gauss(5, IN.uv);
|
||||
}
|
||||
|
||||
float4 blur7_ps(VertexOutput IN): COLOR0
|
||||
{
|
||||
return gauss(7, IN.uv);
|
||||
}
|
||||
|
||||
float4 glowApply_ps( VertexOutput IN ) : COLOR0
|
||||
{
|
||||
float4 color = tex2D(Texture, IN.uv);
|
||||
return float4(color.rgb * Params1.x, color.a);
|
||||
}
|
||||
|
||||
// this is specific glow downsample
|
||||
float4 downSample4x4Glow_ps( VertexOutput_4uv IN ) : COLOR0
|
||||
{
|
||||
float4 avgColor = tex2D( Texture, IN.uv12.xy );
|
||||
avgColor += tex2D( Texture, IN.uv12.zw );
|
||||
avgColor += tex2D( Texture, IN.uv34.xy );
|
||||
avgColor += tex2D( Texture, IN.uv34.zw );
|
||||
|
||||
avgColor *= 0.25;
|
||||
return float4(avgColor.rgb, 1) * (1-avgColor.a);
|
||||
}
|
||||
|
||||
float4 ShadowBlurPS(VertexOutput IN): COLOR0
|
||||
{
|
||||
#ifdef GLSLES
|
||||
int N = 1;
|
||||
float sigma = 0.5;
|
||||
#else
|
||||
int N = 3;
|
||||
float sigma = 1.5;
|
||||
#endif
|
||||
|
||||
float2 step = Params1.xy;
|
||||
|
||||
float sigmaN1 = 1 / sqrt(2 * 3.1415926 * sigma * sigma);
|
||||
float sigmaN2 = 1 / (2 * sigma * sigma);
|
||||
|
||||
float depth = 1;
|
||||
float color = 0;
|
||||
float weight = 0;
|
||||
|
||||
for (int i = -N; i <= N; ++i)
|
||||
{
|
||||
float ix = i;
|
||||
float iw = exp(-ix * ix * sigmaN2) * sigmaN1;
|
||||
|
||||
float4 data = tex2D(Texture, IN.uv + step * ix);
|
||||
|
||||
depth = min(depth, data.x);
|
||||
color += data.y * iw;
|
||||
weight += iw;
|
||||
}
|
||||
|
||||
float mask = tex2D(Mask, IN.uv).r;
|
||||
|
||||
// Since the above is an approximation of the integral with step functions, normalization compensates for the error
|
||||
return float4(depth, color * mask * (1 / weight), 0, 0);
|
||||
}
|
||||
|
||||
@@ -0,0 +1,50 @@
|
||||
#include "common.h"
|
||||
|
||||
struct Appdata
|
||||
{
|
||||
float4 Position : POSITION;
|
||||
|
||||
ATTR_INT4 Extra : COLOR1;
|
||||
};
|
||||
|
||||
struct VertexOutput
|
||||
{
|
||||
float4 HPosition: POSITION;
|
||||
|
||||
float3 PosLightSpace: TEXCOORD0;
|
||||
};
|
||||
|
||||
#ifdef PIN_SKINNED
|
||||
WORLD_MATRIX_ARRAY(WorldMatrixArray, MAX_BONE_COUNT * 3);
|
||||
#endif
|
||||
|
||||
VertexOutput ShadowVS(Appdata IN)
|
||||
{
|
||||
VertexOutput OUT = (VertexOutput)0;
|
||||
|
||||
// Transform position to world space
|
||||
#ifdef PIN_SKINNED
|
||||
int boneIndex = IN.Extra.r;
|
||||
|
||||
float4 worldRow0 = WorldMatrixArray[boneIndex * 3 + 0];
|
||||
float4 worldRow1 = WorldMatrixArray[boneIndex * 3 + 1];
|
||||
float4 worldRow2 = WorldMatrixArray[boneIndex * 3 + 2];
|
||||
|
||||
float3 posWorld = float3(dot(worldRow0, IN.Position), dot(worldRow1, IN.Position), dot(worldRow2, IN.Position));
|
||||
#else
|
||||
float3 posWorld = IN.Position.xyz;
|
||||
#endif
|
||||
|
||||
OUT.HPosition = mul(G(ViewProjection), float4(posWorld, 1));
|
||||
|
||||
OUT.PosLightSpace = shadowPrepareSample(posWorld);
|
||||
|
||||
return OUT;
|
||||
}
|
||||
|
||||
float4 ShadowPS(VertexOutput IN): COLOR0
|
||||
{
|
||||
float depth = shadowDepth(IN.PosLightSpace);
|
||||
|
||||
return float4(depth, 1, 0, 0);
|
||||
}
|
||||
@@ -0,0 +1,53 @@
|
||||
#include "common.h"
|
||||
|
||||
struct Appdata
|
||||
{
|
||||
float4 Position : POSITION;
|
||||
float2 Uv : TEXCOORD0;
|
||||
float4 Color : COLOR0;
|
||||
};
|
||||
|
||||
struct VertexOutput
|
||||
{
|
||||
float4 HPosition : POSITION;
|
||||
float PSize : PSIZE;
|
||||
|
||||
float2 Uv : TEXCOORD0;
|
||||
float4 Color : COLOR0;
|
||||
};
|
||||
|
||||
WORLD_MATRIX(WorldMatrix);
|
||||
|
||||
uniform float4 Color;
|
||||
uniform float4 Color2;
|
||||
|
||||
VertexOutput SkyVS(Appdata IN)
|
||||
{
|
||||
VertexOutput OUT = (VertexOutput)0;
|
||||
|
||||
float4 wpos = mul(WorldMatrix, IN.Position);
|
||||
|
||||
OUT.HPosition = mul(G(ViewProjection), wpos);
|
||||
|
||||
#ifndef GLSLES
|
||||
// snap to far plane to prevent scene-sky intersections
|
||||
// small offset is needed to prevent 0/0 division in case w=0, which causes rasterization issues
|
||||
// some mobile chips (hello, Vivante!) don't like it
|
||||
OUT.HPosition.z = OUT.HPosition.w - 1.f / 16;
|
||||
#endif
|
||||
|
||||
OUT.PSize = 2.0; // star size
|
||||
|
||||
OUT.Uv = IN.Uv;
|
||||
OUT.Color = IN.Color * lerp(Color2,Color,wpos.y/1700);
|
||||
//OUT.Color = IN.Color * Color;
|
||||
|
||||
return OUT;
|
||||
}
|
||||
|
||||
TEX_DECLARE2D(DiffuseMap, 0);
|
||||
|
||||
float4 SkyPS(VertexOutput IN): COLOR0
|
||||
{
|
||||
return tex2D(DiffuseMap, IN.Uv) * IN.Color;
|
||||
}
|
||||
@@ -0,0 +1,21 @@
|
||||
#define CFG_TEXTURE_TILING 1
|
||||
|
||||
#define CFG_DIFFUSE_SCALE 1
|
||||
#define CFG_SPECULAR_SCALE 0.9
|
||||
#define CFG_GLOSS_SCALE 128
|
||||
#define CFG_REFLECTION_SCALE 0
|
||||
|
||||
#define CFG_NORMAL_SHADOW_SCALE 0.5
|
||||
|
||||
#define CFG_SPECULAR_LOD 0.14
|
||||
#define CFG_GLOSS_LOD 20
|
||||
|
||||
#define CFG_NORMAL_DETAIL_TILING 5
|
||||
#define CFG_NORMAL_DETAIL_SCALE 1
|
||||
|
||||
#define CFG_FAR_TILING 0.25
|
||||
#define CFG_FAR_DIFFUSE_CUTOFF 0.75
|
||||
#define CFG_FAR_NORMAL_CUTOFF 0
|
||||
#define CFG_FAR_SPECULAR_CUTOFF 0
|
||||
|
||||
#include "material.hlsl"
|
||||
@@ -0,0 +1,174 @@
|
||||
#include "common.h"
|
||||
|
||||
struct Appdata
|
||||
{
|
||||
ATTR_INT4 Position : POSITION;
|
||||
|
||||
ATTR_INT4 Normal : NORMAL;
|
||||
|
||||
ATTR_INT4 Material0 : TEXCOORD0;
|
||||
ATTR_INT4 Material1 : TEXCOORD1;
|
||||
};
|
||||
|
||||
struct VertexOutput
|
||||
{
|
||||
float4 HPosition : POSITION;
|
||||
|
||||
float3 Weights: COLOR0;
|
||||
|
||||
float4 Uv0: TEXCOORD0;
|
||||
float4 Uv1: TEXCOORD1;
|
||||
float4 Uv2: TEXCOORD2;
|
||||
|
||||
float4 LightPosition_Fog : TEXCOORD3;
|
||||
float3 PosLightSpace : TEXCOORD4;
|
||||
|
||||
#ifdef PIN_HQ
|
||||
float3 Normal: TEXCOORD5;
|
||||
float4 View_Depth: TEXCOORD6;
|
||||
|
||||
float3 Tangents: COLOR1;
|
||||
#else
|
||||
float3 Diffuse: COLOR1;
|
||||
#endif
|
||||
};
|
||||
|
||||
WORLD_MATRIX_ARRAY(WorldMatrixArray, 72);
|
||||
|
||||
uniform float4 LayerScale;
|
||||
|
||||
float4 getUV(float3 position, ATTR_INT material, ATTR_INT projection, float seed)
|
||||
{
|
||||
float3 u = WorldMatrixArray[1 + int(projection)].xyz;
|
||||
float3 v = WorldMatrixArray[19 + int(projection)].xyz;
|
||||
|
||||
float4 m = WorldMatrixArray[37 + int(material)];
|
||||
|
||||
float2 uv = float2(dot(position, u), dot(position, v)) * m.x + m.y * float2(seed, floor(seed * 2.6651441f));
|
||||
|
||||
return float4(uv, m.zw);
|
||||
}
|
||||
|
||||
VertexOutput TerrainVS(Appdata IN)
|
||||
{
|
||||
VertexOutput OUT = (VertexOutput)0;
|
||||
|
||||
float3 posWorld = IN.Position.xyz * WorldMatrixArray[0].w + WorldMatrixArray[0].xyz;
|
||||
float3 normalWorld = IN.Normal.xyz * (1.0 / 127.0) - 1.0;
|
||||
|
||||
OUT.HPosition = mul(G(ViewProjection), float4(posWorld, 1));
|
||||
|
||||
OUT.LightPosition_Fog = float4(lgridPrepareSample(lgridOffset(posWorld, normalWorld)), (G(FogParams).z - OUT.HPosition.w) * G(FogParams).w);
|
||||
|
||||
OUT.PosLightSpace = shadowPrepareSample(posWorld);
|
||||
|
||||
OUT.Uv0 = getUV(posWorld, IN.Material0.x, IN.Material1.x, IN.Normal.w);
|
||||
OUT.Uv1 = getUV(posWorld, IN.Material0.y, IN.Material1.y, IN.Material0.w);
|
||||
OUT.Uv2 = getUV(posWorld, IN.Material0.z, IN.Material1.z, IN.Material1.w);
|
||||
|
||||
#if defined(GLSLES) && !defined(GL3) // iPad2 workaround
|
||||
OUT.Weights = abs(IN.Position.www - float3(0, 1, 2)) < 0.1;
|
||||
#else
|
||||
OUT.Weights = IN.Position.www == float3(0, 1, 2);
|
||||
#endif
|
||||
|
||||
#ifdef PIN_HQ
|
||||
OUT.Normal = normalWorld;
|
||||
OUT.View_Depth = float4(G(CameraPosition) - posWorld, OUT.HPosition.w);
|
||||
OUT.Tangents = float3(IN.Material1.xyz) > 7.5; // side vs top
|
||||
#else
|
||||
float ndotl = dot(normalWorld, -G(Lamp0Dir));
|
||||
float3 diffuse = max(ndotl, 0) * G(Lamp0Color) + max(-ndotl, 0) * G(Lamp1Color);
|
||||
|
||||
OUT.Diffuse = diffuse;
|
||||
#endif
|
||||
|
||||
return OUT;
|
||||
}
|
||||
|
||||
TEX_DECLARE2D(AlbedoMap, 0);
|
||||
TEX_DECLARE2D(NormalMap, 1);
|
||||
TEX_DECLARE2D(SpecularMap, 2);
|
||||
TEX_DECLARECUBE(EnvMap, 3);
|
||||
LGRID_SAMPLER(LightMap, 4);
|
||||
TEX_DECLARE2D(LightMapLookup, 5);
|
||||
TEX_DECLARE2D(ShadowMap, 6);
|
||||
|
||||
float4 sampleMap(TEXTURE_IN_2D(s), float4 uv)
|
||||
{
|
||||
#ifdef PIN_HQ
|
||||
float2 uvs = uv.xy * LayerScale.xy;
|
||||
|
||||
return tex2Dgrad(s, frac(uv.xy) * LayerScale.xy + uv.zw, ddx(uvs), ddy(uvs));
|
||||
#else
|
||||
return tex2D(s, frac(uv.xy) * LayerScale.xy + uv.zw);
|
||||
#endif
|
||||
}
|
||||
|
||||
float4 sampleBlend(TEXTURE_IN_2D(s), float4 uv0, float4 uv1, float4 uv2, float3 w)
|
||||
{
|
||||
return
|
||||
sampleMap(TEXTURE(s), uv0) * w.x +
|
||||
sampleMap(TEXTURE(s), uv1) * w.y +
|
||||
sampleMap(TEXTURE(s), uv2) * w.z;
|
||||
}
|
||||
|
||||
float3 sampleNormal(TEXTURE_IN_2D(s), float4 uv0, float4 uv1, float4 uv2, float3 w, float3 normal, float3 tsel)
|
||||
{
|
||||
return terrainNormal(sampleMap(TEXTURE(s), uv0), sampleMap(TEXTURE(s), uv1), sampleMap(TEXTURE(s), uv2), w, normal, tsel);
|
||||
}
|
||||
|
||||
void TerrainPS(VertexOutput IN,
|
||||
#ifdef PIN_GBUFFER
|
||||
out float4 oColor1: COLOR1,
|
||||
#endif
|
||||
out float4 oColor0: COLOR0)
|
||||
{
|
||||
float4 light = lgridSample(TEXTURE(LightMap), TEXTURE(LightMapLookup), IN.LightPosition_Fog.xyz);
|
||||
float shadow = shadowSample(TEXTURE(ShadowMap), IN.PosLightSpace, light.a);
|
||||
|
||||
float3 w = IN.Weights.xyz;
|
||||
|
||||
float4 albedo = sampleBlend(TEXTURE(AlbedoMap), IN.Uv0, IN.Uv1, IN.Uv2, w);
|
||||
|
||||
#ifdef PIN_HQ
|
||||
float fade = saturate0(1 - IN.View_Depth.w * G(FadeDistance_GlowFactor).y);
|
||||
|
||||
#ifndef PIN_GBUFFER
|
||||
float3 normal = IN.Normal;
|
||||
#else
|
||||
float3 normal = sampleNormal(TEXTURE(NormalMap), IN.Uv0, IN.Uv1, IN.Uv2, w, IN.Normal, IN.Tangents);
|
||||
#endif
|
||||
|
||||
float4 params = sampleBlend(TEXTURE(SpecularMap), IN.Uv0, IN.Uv1, IN.Uv2, w);
|
||||
|
||||
float ndotl = dot(normal, -G(Lamp0Dir));
|
||||
|
||||
// Compute diffuse term
|
||||
float3 diffuse = (G(AmbientColor) + (saturate(ndotl) * G(Lamp0Color) + max(-ndotl, 0) * G(Lamp1Color)) * shadow + light.rgb + params.b * 2) * albedo.rgb;
|
||||
|
||||
// Compute specular term
|
||||
float specularIntensity = step(0, ndotl) * params.r * fade;
|
||||
float specularPower = params.g * 128 + 0.01;
|
||||
|
||||
float3 specular = G(Lamp0Color) * (specularIntensity * shadow * (float)(half)pow(saturate(dot(normal, normalize(-G(Lamp0Dir) + normalize(IN.View_Depth.xyz)))), specularPower));
|
||||
#else
|
||||
// Compute diffuse term
|
||||
float3 diffuse = (G(AmbientColor) + IN.Diffuse * shadow + light.rgb) * albedo.rgb;
|
||||
|
||||
// Compute specular term
|
||||
float3 specular = 0;
|
||||
#endif
|
||||
|
||||
// Combine
|
||||
oColor0.rgb = diffuse + specular;
|
||||
oColor0.a = 1;
|
||||
|
||||
float fogAlpha = saturate(IN.LightPosition_Fog.w);
|
||||
|
||||
oColor0.rgb = lerp(G(FogColor), oColor0.rgb, fogAlpha);
|
||||
|
||||
#ifdef PIN_GBUFFER
|
||||
oColor1 = gbufferPack(IN.View_Depth.w, diffuse.rgb, specular.rgb, fogAlpha);
|
||||
#endif
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
#define PIN_PLASTIC
|
||||
#include "default.hlsl"
|
||||
@@ -0,0 +1,310 @@
|
||||
#include "common.h"
|
||||
|
||||
// Tunables
|
||||
#define CFG_TEXTURE_TILING 0.2
|
||||
#define CFG_TEXTURE_DETILING 0.1
|
||||
|
||||
#define CFG_SPECULAR 2
|
||||
#define CFG_GLOSS 900
|
||||
|
||||
#define CFG_NORMAL_STRENGTH 0.25
|
||||
|
||||
#define CFG_REFRACTION_STRENGTH 0.05
|
||||
|
||||
#define CFG_FRESNEL_OFFSET 0.3
|
||||
|
||||
#define CFG_SSR_STEPS 8
|
||||
#define CFG_SSR_START_DISTANCE 1
|
||||
#define CFG_SSR_STEP_CLAMP 0.2
|
||||
#define CFG_SSR_DEPTH_CUTOFF 10
|
||||
|
||||
// Shader code
|
||||
struct Appdata
|
||||
{
|
||||
ATTR_INT4 Position : POSITION;
|
||||
|
||||
ATTR_INT4 Normal : NORMAL;
|
||||
|
||||
ATTR_INT4 Material0 : TEXCOORD0;
|
||||
ATTR_INT4 Material1 : TEXCOORD1;
|
||||
};
|
||||
|
||||
struct VertexOutput
|
||||
{
|
||||
float4 HPosition : POSITION;
|
||||
|
||||
float4 Weights_Wave: COLOR0;
|
||||
float3 Tangents: COLOR1;
|
||||
|
||||
float2 Uv0: TEXCOORD0;
|
||||
float2 Uv1: TEXCOORD1;
|
||||
float2 Uv2: TEXCOORD2;
|
||||
|
||||
float4 LightPosition_Fog : TEXCOORD3;
|
||||
|
||||
float3 Normal: TEXCOORD4;
|
||||
float4 View_Depth: TEXCOORD5;
|
||||
|
||||
#ifdef PIN_HQ
|
||||
float4 PositionScreen: TEXCOORD6;
|
||||
#endif
|
||||
};
|
||||
|
||||
WORLD_MATRIX_ARRAY(WorldMatrixArray, 72);
|
||||
|
||||
uniform float4 WaveParams; // .x = frequency .y = phase .z = height .w = lerp
|
||||
uniform float4 WaterColor; // deep water color
|
||||
uniform float4 WaterParams; // .x = refraction depth scale, .y = refraction depth offset
|
||||
|
||||
float3 displacePosition(float3 position, float waveFactor)
|
||||
{
|
||||
float x = sin((position.z - position.x) * WaveParams.x - WaveParams.y);
|
||||
float z = sin((position.z + position.x) * WaveParams.x + WaveParams.y);
|
||||
float p = (x + z) * WaveParams.z;
|
||||
|
||||
float3 result = position;
|
||||
|
||||
result.y += p * waveFactor;
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
float4 clipToScreen(float4 pos)
|
||||
{
|
||||
#ifdef GLSL
|
||||
pos.xy = pos.xy * 0.5 + 0.5 * pos.w;
|
||||
#else
|
||||
pos.xy = pos.xy * float2(0.5, -0.5) + 0.5 * pos.w;
|
||||
#endif
|
||||
return pos;
|
||||
}
|
||||
|
||||
float2 getUV(float3 position, ATTR_INT projection, float seed)
|
||||
{
|
||||
float3 u = WorldMatrixArray[1 + int(projection)].xyz;
|
||||
float3 v = WorldMatrixArray[19 + int(projection)].xyz;
|
||||
|
||||
float2 uv = float2(dot(position, u), dot(position, v)) * (0.25 * CFG_TEXTURE_TILING) + CFG_TEXTURE_DETILING * float2(seed, floor(seed * 2.6651441f));
|
||||
|
||||
return uv;
|
||||
}
|
||||
|
||||
VertexOutput WaterVS(Appdata IN)
|
||||
{
|
||||
VertexOutput OUT = (VertexOutput)0;
|
||||
|
||||
float3 posWorld = IN.Position.xyz * WorldMatrixArray[0].w + WorldMatrixArray[0].xyz;
|
||||
float3 normalWorld = IN.Normal.xyz * (1.0 / 127.0) - 1.0;
|
||||
|
||||
#if defined(GLSLES) && !defined(GL3) // iPad2 workaround
|
||||
float3 weights = abs(IN.Position.www - float3(0, 1, 2)) < 0.1;
|
||||
#else
|
||||
float3 weights = IN.Position.www == float3(0, 1, 2);
|
||||
#endif
|
||||
|
||||
float waveFactor = dot(weights, IN.Material0.xyz) * (1.0 / 255.0);
|
||||
|
||||
#ifdef PIN_HQ
|
||||
float fade = saturate0(1 - dot(posWorld - G(CameraPosition), -G(ViewDir).xyz) * G(FadeDistance_GlowFactor).y);
|
||||
|
||||
posWorld = displacePosition(posWorld, waveFactor * fade);
|
||||
#endif
|
||||
|
||||
OUT.HPosition = mul(G(ViewProjection), float4(posWorld, 1));
|
||||
|
||||
OUT.LightPosition_Fog = float4(lgridPrepareSample(lgridOffset(posWorld, normalWorld)), (G(FogParams).z - OUT.HPosition.w) * G(FogParams).w);
|
||||
|
||||
OUT.Uv0 = getUV(posWorld, IN.Material1.x, IN.Normal.w);
|
||||
OUT.Uv1 = getUV(posWorld, IN.Material1.y, IN.Material0.w);
|
||||
OUT.Uv2 = getUV(posWorld, IN.Material1.z, IN.Material1.w);
|
||||
|
||||
OUT.Weights_Wave.xyz = weights;
|
||||
OUT.Weights_Wave.w = waveFactor;
|
||||
|
||||
OUT.Normal = normalWorld;
|
||||
OUT.View_Depth = float4(G(CameraPosition) - posWorld, OUT.HPosition.w);
|
||||
OUT.Tangents = float3(IN.Material1.xyz) > 7.5; // side vs top
|
||||
|
||||
#ifdef PIN_HQ
|
||||
OUT.PositionScreen = clipToScreen(OUT.HPosition);
|
||||
#endif
|
||||
|
||||
return OUT;
|
||||
}
|
||||
|
||||
TEX_DECLARE2D(NormalMap1, 0);
|
||||
TEX_DECLARE2D(NormalMap2, 1);
|
||||
TEX_DECLARECUBE(EnvMap, 2);
|
||||
LGRID_SAMPLER(LightMap, 3);
|
||||
TEX_DECLARE2D(LightMapLookup, 4);
|
||||
TEX_DECLARE2D(GBufferColor, 5);
|
||||
TEX_DECLARE2D(GBufferDepth, 6);
|
||||
|
||||
float fresnel(float ndotv)
|
||||
{
|
||||
return saturate(0.78 - 2.5 * abs(ndotv)) + CFG_FRESNEL_OFFSET;
|
||||
}
|
||||
|
||||
float4 sampleMix(float2 uv)
|
||||
{
|
||||
#ifdef PIN_HQ
|
||||
return lerp(tex2D(NormalMap1, uv), tex2D(NormalMap2, uv), WaveParams.w);
|
||||
#else
|
||||
return tex2D(NormalMap1, uv);
|
||||
#endif
|
||||
}
|
||||
|
||||
float3 sampleNormal(float2 uv0, float2 uv1, float2 uv2, float3 w, float3 normal, float3 tsel)
|
||||
{
|
||||
return terrainNormal(sampleMix(uv0), sampleMix(uv1), sampleMix(uv2), w, normal, tsel);
|
||||
}
|
||||
|
||||
float3 sampleNormalSimple(float2 uv0, float2 uv1, float2 uv2, float3 w)
|
||||
{
|
||||
float4 data = sampleMix(uv0) * w.x + sampleMix(uv1) * w.y + sampleMix(uv2) * w.z;
|
||||
|
||||
return nmapUnpack(data).xzy;
|
||||
}
|
||||
|
||||
float unpackDepth(float2 uv)
|
||||
{
|
||||
float4 geomTex = tex2D(GBufferDepth, uv);
|
||||
float d = geomTex.z * (1.0f/256.0f) + geomTex.w;
|
||||
return d * GBUFFER_MAX_DEPTH;
|
||||
}
|
||||
|
||||
float3 getRefractedColor(float4 cpos, float3 N, float3 waterColor)
|
||||
{
|
||||
float2 refruv0 = cpos.xy / cpos.w;
|
||||
float2 refruv1 = refruv0 + N.xz * CFG_REFRACTION_STRENGTH;
|
||||
|
||||
float4 refr0 = tex2D(GBufferColor, refruv0);
|
||||
refr0.w = unpackDepth(refruv0);
|
||||
|
||||
float4 refr1 = tex2D(GBufferColor, refruv1);
|
||||
refr1.w = unpackDepth(refruv1);
|
||||
|
||||
float4 result = lerp(refr0, refr1, saturate(refr1.w - cpos.w));
|
||||
|
||||
// Estimate water absorption by a scaled depth difference
|
||||
float depthfade = saturate((result.w - cpos.w) * WaterParams.x + WaterParams.y);
|
||||
|
||||
// Since GBuffer depth is clamped we tone the refraction down after half of the range for a smooth fadeout
|
||||
float gbuffade = saturate(cpos.w * (2.f / GBUFFER_MAX_DEPTH) - 1);
|
||||
|
||||
float fade = saturate(depthfade + gbuffade);
|
||||
|
||||
return lerp(result.rgb, waterColor, fade);
|
||||
}
|
||||
|
||||
float3 getReflectedColor(float4 cpos, float3 wpos, float3 R)
|
||||
{
|
||||
float3 result = 0;
|
||||
float inside = 0;
|
||||
|
||||
float distance = CFG_SSR_START_DISTANCE;
|
||||
float diff = 0;
|
||||
float diffclamp = cpos.w * CFG_SSR_STEP_CLAMP;
|
||||
|
||||
float4 Pproj = cpos;
|
||||
float4 Rproj = clipToScreen(mul(G(ViewProjection), float4(R, 0)));
|
||||
|
||||
#ifndef GLSL
|
||||
[unroll]
|
||||
#endif
|
||||
for (int i = 0; i < CFG_SSR_STEPS; ++i)
|
||||
{
|
||||
distance += clamp(diff, -diffclamp, diffclamp);
|
||||
|
||||
float4 cposi = Pproj + Rproj * distance;
|
||||
float2 uv = cposi.xy / cposi.w;
|
||||
float depth = unpackDepth(uv);
|
||||
|
||||
diff = depth - cposi.w;
|
||||
}
|
||||
|
||||
float4 cposi = Pproj + Rproj * distance;
|
||||
float2 uv = cposi.xy / cposi.w;
|
||||
|
||||
// Ray hit has to be inside the screen bounds
|
||||
float ufade = abs(uv.x - 0.5) < 0.5;
|
||||
float vfade = abs(uv.y - 0.5) < 0.5;
|
||||
|
||||
// Fade reflections out with distance; use max(ray hit, original depth) to discard hits that are too far
|
||||
// 4 - depth * 4 would give us fade out from 0.75 to 1; 3.9 makes sure reflections go to 0 slightly before GBUFFER_MAX_DEPTH
|
||||
float wfade = saturate((4 - 0.1) - max(cpos.w, cposi.w) * (4.f / GBUFFER_MAX_DEPTH));
|
||||
|
||||
// Ray hit has to be reasonably close to where we started
|
||||
float dfade = abs(diff) < CFG_SSR_DEPTH_CUTOFF;
|
||||
|
||||
// Avoid back-projection
|
||||
float Vfade = Rproj.w > 0;
|
||||
|
||||
float fade = ufade * vfade * wfade * dfade * Vfade;
|
||||
|
||||
return lerp(texCUBE(EnvMap, R).rgb, tex2D(GBufferColor, uv).rgb, fade);
|
||||
}
|
||||
|
||||
float4 WaterPS(VertexOutput IN): COLOR0
|
||||
{
|
||||
float4 light = lgridSample(TEXTURE(LightMap), TEXTURE(LightMapLookup), IN.LightPosition_Fog.xyz);
|
||||
float shadow = light.a;
|
||||
|
||||
float3 w = IN.Weights_Wave.xyz;
|
||||
|
||||
// Use simplified normal reconstruction for LQ mobile (assumes flat water surface)
|
||||
#if defined(GLSLES) && !defined(PIN_HQ)
|
||||
float3 normal = sampleNormalSimple(IN.Uv0, IN.Uv1, IN.Uv2, w);
|
||||
#else
|
||||
float3 normal = sampleNormal(IN.Uv0, IN.Uv1, IN.Uv2, w, IN.Normal, IN.Tangents);
|
||||
#endif
|
||||
|
||||
// Flatten the normal for Fresnel and for reflections to make them less chaotic
|
||||
float3 flatNormal = lerp(IN.Normal, normal, CFG_NORMAL_STRENGTH);
|
||||
|
||||
float3 waterColor = WaterColor.rgb;
|
||||
|
||||
#ifdef PIN_HQ
|
||||
float fade = saturate0(1 - IN.View_Depth.w * G(FadeDistance_GlowFactor).y);
|
||||
|
||||
float3 view = normalize(IN.View_Depth.xyz);
|
||||
|
||||
float fre = fresnel(dot(flatNormal, view)) * IN.Weights_Wave.w;
|
||||
|
||||
float3 position = G(CameraPosition) - IN.View_Depth.xyz;
|
||||
|
||||
#ifdef PIN_GBUFFER
|
||||
float3 refr = getRefractedColor(IN.PositionScreen, normal, waterColor);
|
||||
float3 refl = getReflectedColor(IN.PositionScreen, position, reflect(-view, flatNormal));
|
||||
#else
|
||||
float3 refr = waterColor;
|
||||
float3 refl = texCUBE(EnvMap, reflect(-view, flatNormal)).rgb;
|
||||
#endif
|
||||
|
||||
float specularIntensity = CFG_SPECULAR * fade;
|
||||
float specularPower = CFG_GLOSS;
|
||||
|
||||
float3 specular = G(Lamp0Color) * (specularIntensity * shadow * (float)(half)pow(saturate(dot(normal, normalize(-G(Lamp0Dir) + view))), specularPower));
|
||||
#else
|
||||
float3 view = normalize(IN.View_Depth.xyz);
|
||||
|
||||
float fre = fresnel(dot(flatNormal, view));
|
||||
|
||||
float3 refr = waterColor;
|
||||
|
||||
float3 refl = texCUBE(EnvMap, reflect(-IN.View_Depth.xyz, flatNormal)).rgb;
|
||||
|
||||
float3 specular = 0;
|
||||
#endif
|
||||
|
||||
// Combine
|
||||
float4 result;
|
||||
result.rgb = lerp(refr, refl, fre) * (G(AmbientColor).rgb + G(Lamp0Color).rgb * shadow + light.rgb) + specular;
|
||||
result.a = 1;
|
||||
|
||||
float fogAlpha = saturate(IN.LightPosition_Fog.w);
|
||||
|
||||
result.rgb = lerp(G(FogColor), result.rgb, fogAlpha);
|
||||
|
||||
return result;
|
||||
}
|
||||
@@ -0,0 +1,349 @@
|
||||
#include "screenspace.hlsl"
|
||||
|
||||
// tweakables
|
||||
#define SSAO_NUM_PAIRS 8
|
||||
#define SSAO_SPHERE_RAD 2.0f // world-space
|
||||
#define SSAO_MIN_PIXEL_RANGE 10.0f
|
||||
#define SSAO_MAX_PIXEL_RANGE 100.0f
|
||||
#define BLUR_DEPTH_DELTA 0.4f
|
||||
|
||||
#define COMPOSITE_DEPTH_DELTA 0.02f
|
||||
#define COMPOSITE_DEPTH_DELTA2 0.4f
|
||||
|
||||
TEX_DECLARE2D(depthBuffer, 0);
|
||||
TEX_DECLARE2D(randMap, 1);
|
||||
TEX_DECLARE2D(map, 2);
|
||||
TEX_DECLARE2D(geomMap, 3);
|
||||
TEX_DECLARE2D(colorMap, 4);
|
||||
|
||||
VertexOutput_4uv ssaoDepthDown_vs(float4 p: POSITION)
|
||||
{
|
||||
float2 uv = convertUv(p);
|
||||
|
||||
VertexOutput_4uv OUT;
|
||||
OUT.p = convertPosition(p, 2);
|
||||
OUT.uv = uv;
|
||||
|
||||
float2 uvOffset = TextureSize.zw * 0.25f;
|
||||
|
||||
OUT.uv12.xy = uv + uvOffset * float2(-1, -1);
|
||||
OUT.uv12.zw = uv + uvOffset * float2(+1, -1);
|
||||
OUT.uv34.xy = uv + uvOffset * float2(-1, +1);
|
||||
OUT.uv34.zw = uv + uvOffset * float2(+1, +1);
|
||||
|
||||
return OUT;
|
||||
}
|
||||
|
||||
// used for ssao blurring passes
|
||||
VertexOutput_8uv ssaoBlur_vs(float4 position, float2 uvOffset)
|
||||
{
|
||||
float2 uv = convertUv(position);
|
||||
|
||||
VertexOutput_8uv OUT;
|
||||
OUT.p = convertPosition(position, 2);
|
||||
OUT.uv = uv;
|
||||
|
||||
OUT.uv12.xy = uv + 1 * uvOffset;
|
||||
OUT.uv12.zw = uv + 2 * uvOffset;
|
||||
OUT.uv34.xy = uv + 3 * uvOffset;
|
||||
OUT.uv34.zw = uv + 4 * uvOffset;
|
||||
|
||||
OUT.uv56.xy = uv - 1 * uvOffset;
|
||||
OUT.uv56.zw = uv - 2 * uvOffset;
|
||||
OUT.uv78.xy = uv - 3 * uvOffset;
|
||||
OUT.uv78.zw = uv - 4 * uvOffset;
|
||||
|
||||
return OUT;
|
||||
}
|
||||
|
||||
VertexOutput_8uv ssaoBlurX_vs(float4 p: POSITION)
|
||||
{
|
||||
return ssaoBlur_vs(p, float2(TextureSize.z * 1, 0));
|
||||
}
|
||||
|
||||
VertexOutput_8uv ssaoBlurY_vs(float4 p: POSITION)
|
||||
{
|
||||
return ssaoBlur_vs(p, float2(0, TextureSize.w * 1));
|
||||
}
|
||||
|
||||
float unpackDepth( TEXTURE_IN_2D(s), float2 uv )
|
||||
{
|
||||
float4 geomTex = tex2D(s, uv);
|
||||
float d = geomTex.z * (1.0f/256.0f) + geomTex.w;
|
||||
return d;
|
||||
}
|
||||
|
||||
float getDepth( TEXTURE_IN_2D(s), float2 uv )
|
||||
{
|
||||
return (float)tex2D(s,uv).r;
|
||||
}
|
||||
|
||||
#define NUM_PAIRS SSAO_NUM_PAIRS
|
||||
#define RANGE 60.0/1024.0
|
||||
|
||||
#define pi 3.14159265359
|
||||
#define RAD(X) ( (X) * (pi/180) )
|
||||
|
||||
float2 GetRotatedSample(float i)
|
||||
{
|
||||
return (i+1) / (NUM_PAIRS+2) * float2(cos( RAD(45) + i / NUM_PAIRS * 2 * pi ), sin( RAD(45) + i / NUM_PAIRS * 2 * pi ) );
|
||||
}
|
||||
|
||||
#define NUM_SAMPLES NUM_PAIRS*2+1
|
||||
|
||||
float4 ssao_ps(
|
||||
VertexOutput IN): COLOR0
|
||||
{
|
||||
float2 mapSize = TextureSize.xy;
|
||||
|
||||
float baseDepth = getDepth( TEXTURE(depthBuffer), IN.uv );
|
||||
|
||||
float4 noiseTex = tex2D(randMap, IN.uv*mapSize/4) * 2 - 1;
|
||||
|
||||
float2x2 rotation =
|
||||
{
|
||||
{ noiseTex.y, noiseTex.x },
|
||||
{ -noiseTex.x, noiseTex.y }
|
||||
};
|
||||
|
||||
float2 OFFSETS1[NUM_PAIRS] =
|
||||
{
|
||||
GetRotatedSample(0),
|
||||
GetRotatedSample(1),
|
||||
GetRotatedSample(2),
|
||||
GetRotatedSample(3),
|
||||
GetRotatedSample(4),
|
||||
GetRotatedSample(5),
|
||||
#if NUM_PAIRS > 6
|
||||
GetRotatedSample(6),
|
||||
GetRotatedSample(7),
|
||||
#if NUM_PAIRS > 8
|
||||
GetRotatedSample(8),
|
||||
GetRotatedSample(9),
|
||||
GetRotatedSample(10),
|
||||
GetRotatedSample(11),
|
||||
#endif
|
||||
#endif
|
||||
};
|
||||
|
||||
float occ = 1;
|
||||
|
||||
float sphereRadiusZB = (float) ( 2.0f / GBUFFER_MAX_DEPTH );
|
||||
|
||||
#define MINPIXEL SSAO_MIN_PIXEL_RANGE
|
||||
#define MAXPIXEL SSAO_MAX_PIXEL_RANGE
|
||||
|
||||
float radiusTex = (float)clamp( 0.5*sphereRadiusZB / baseDepth, MINPIXEL / mapSize.x, MAXPIXEL / mapSize.y);
|
||||
|
||||
float numSamples = 2;
|
||||
|
||||
for(int i = 0; i < NUM_PAIRS; i++)
|
||||
{
|
||||
float2 offset1 = mul(rotation, OFFSETS1[i]);
|
||||
|
||||
float2 offseted1 = IN.uv + offset1 * radiusTex;
|
||||
float2 offseted2 = IN.uv - offset1 * radiusTex;
|
||||
|
||||
float2 offsetDepth;
|
||||
offsetDepth.x = getDepth( TEXTURE(depthBuffer), offseted1 );
|
||||
offsetDepth.y = getDepth( TEXTURE(depthBuffer), offseted2 );
|
||||
|
||||
float2 diff = offsetDepth - baseDepth.xx;
|
||||
|
||||
float normalizedOffsetLen = (float)(i+1)/(NUM_PAIRS+2);
|
||||
|
||||
float segmentDiff = (float) ( 1.5f*sphereRadiusZB*sqrt(1-normalizedOffsetLen*normalizedOffsetLen) );
|
||||
|
||||
float2 normalizedDiff = (diff / segmentDiff) + 0.5;
|
||||
|
||||
float minDiff = min(normalizedDiff.x, normalizedDiff.y);
|
||||
|
||||
// At 0, full sample
|
||||
// At -1, zero sample, zero weight
|
||||
|
||||
float sampleadd = (float) saturate(1+minDiff);
|
||||
|
||||
float a = (float)(saturate(normalizedDiff.x) + saturate(normalizedDiff.y))*sampleadd;
|
||||
occ += a;
|
||||
numSamples += 2 * sampleadd;
|
||||
}
|
||||
|
||||
occ = occ / numSamples;
|
||||
|
||||
float finalocc = (float)saturate(occ*2);
|
||||
|
||||
if(baseDepth - (1.0f-1/256.0f) > 0)
|
||||
finalocc += 1;
|
||||
|
||||
return float4(finalocc, finalocc, finalocc, 1);
|
||||
}
|
||||
|
||||
// this function estimates depth discrepancy tolerance for the blur filter
|
||||
float depthTolerance( float baseDepth, float sphereRadiusZB )
|
||||
{
|
||||
float ramp = 80; // tweak
|
||||
return ( clamp( sphereRadiusZB * (baseDepth * ramp) , 0.1f * sphereRadiusZB, 40*sphereRadiusZB ) );
|
||||
}
|
||||
|
||||
float ssaoBlur(
|
||||
float2 uv,
|
||||
|
||||
float4 uv12,
|
||||
float4 uv34,
|
||||
float4 uv56,
|
||||
float4 uv78,
|
||||
|
||||
TEXTURE_IN_2D(map),
|
||||
TEXTURE_IN_2D(depthBuffer)
|
||||
)
|
||||
{
|
||||
float sphereRadiusZB = BLUR_DEPTH_DELTA / GBUFFER_MAX_DEPTH;
|
||||
float4 i = { 1, 2, 3, 4 };
|
||||
float4 iw = 4-i;
|
||||
float4 denom = 1;
|
||||
|
||||
|
||||
float4 sum = tex2D(map, uv).rrrr * denom;
|
||||
|
||||
float baseDepth = getDepth( TEXTURE(depthBuffer), uv );
|
||||
|
||||
float4 newDepth, delta, ssample, coef;
|
||||
|
||||
newDepth.x = getDepth( TEXTURE(depthBuffer), uv12.xy );
|
||||
newDepth.y = getDepth( TEXTURE(depthBuffer), uv12.zw );
|
||||
newDepth.z = getDepth( TEXTURE(depthBuffer), uv34.xy );
|
||||
newDepth.w = getDepth( TEXTURE(depthBuffer), uv34.zw );
|
||||
|
||||
delta = (newDepth - baseDepth.xxxx);
|
||||
coef = iw * ( abs(delta) < depthTolerance( baseDepth, sphereRadiusZB ).xxxx );
|
||||
|
||||
|
||||
ssample.x = tex2D( map, uv12.xy ).r;
|
||||
ssample.y = tex2D( map, uv12.zw ).r;
|
||||
ssample.z = tex2D( map, uv34.xy ).r;
|
||||
ssample.w = tex2D( map, uv34.zw ).r;
|
||||
|
||||
sum += ssample * coef;
|
||||
denom += coef;
|
||||
|
||||
////////////////////////////////////////
|
||||
|
||||
newDepth.x = getDepth( TEXTURE(depthBuffer), uv56.xy );
|
||||
newDepth.y = getDepth( TEXTURE(depthBuffer), uv56.zw );
|
||||
newDepth.z = getDepth( TEXTURE(depthBuffer), uv78.xy );
|
||||
newDepth.w = getDepth( TEXTURE(depthBuffer), uv78.zw );
|
||||
|
||||
delta = newDepth - baseDepth.xxxx;
|
||||
coef = iw * ( abs(delta) < depthTolerance( baseDepth, sphereRadiusZB ).xxxx );
|
||||
|
||||
ssample.x = tex2D( map, uv56.xy ).r;
|
||||
ssample.y = tex2D( map, uv56.zw ).r;
|
||||
ssample.z = tex2D( map, uv78.xy ).r;
|
||||
ssample.w = tex2D( map, uv78.zw ).r;
|
||||
|
||||
sum += ssample * coef;
|
||||
denom += coef;
|
||||
|
||||
return dot( sum, float4(1,1,1,1) ) / dot( denom, float4(1,1,1,1) );
|
||||
}
|
||||
|
||||
|
||||
float4 ssaoBlurX_ps(VertexOutput_8uv IN): COLOR0
|
||||
{
|
||||
float ssaoTerm = ssaoBlur( IN.uv, IN.uv12, IN.uv34, IN.uv56, IN.uv78, TEXTURE(map), TEXTURE(depthBuffer));
|
||||
|
||||
return float4(ssaoTerm.xxx, 1);
|
||||
}
|
||||
|
||||
#define SPECULAR_WEIGHT 3
|
||||
|
||||
|
||||
float4 ssaoBlurY_ps(VertexOutput_8uv IN): COLOR0
|
||||
{
|
||||
float ssaoTerm = ssaoBlur( IN.uv, IN.uv12, IN.uv34, IN.uv56, IN.uv78, TEXTURE(map), TEXTURE(depthBuffer));
|
||||
|
||||
float4 geom = tex2D(geomMap, IN.uv);
|
||||
|
||||
float specular = geom.x;
|
||||
float diffuse = geom.y + 0.001;
|
||||
|
||||
// Making specular kill SSAO faster, so it doesn't get capped by 1
|
||||
return (SPECULAR_WEIGHT*specular + diffuse * ssaoTerm) / (SPECULAR_WEIGHT*specular + diffuse);
|
||||
}
|
||||
|
||||
|
||||
|
||||
float4 ssaoDepthDown_ps( VertexOutput_4uv IN ) : COLOR0
|
||||
{
|
||||
|
||||
float4 d;
|
||||
d.x = unpackDepth( TEXTURE(depthBuffer), IN.uv12.xy );
|
||||
d.y = unpackDepth( TEXTURE(depthBuffer), IN.uv12.zw );
|
||||
d.z = unpackDepth( TEXTURE(depthBuffer), IN.uv34.xy );
|
||||
d.w = unpackDepth( TEXTURE(depthBuffer), IN.uv34.zw );
|
||||
|
||||
float2 tmp = min( d.xy, d.zw );
|
||||
return min( tmp.x, tmp.y ).x;
|
||||
}
|
||||
|
||||
VertexOutput_4uv ssaoComposit_vs(float4 p: POSITION)
|
||||
{
|
||||
float2 uv = convertUv(p);
|
||||
|
||||
VertexOutput_4uv OUT;
|
||||
OUT.p = convertPosition(p, 1);
|
||||
OUT.uv = uv;
|
||||
|
||||
float2 uvOffset = TextureSize.zw * 2;
|
||||
|
||||
OUT.uv12.xy = uv + float2(uvOffset.x, 0);
|
||||
OUT.uv12.zw = uv - float2(uvOffset.x, 0);
|
||||
OUT.uv34.xy = uv + float2(0, uvOffset.y);
|
||||
OUT.uv34.zw = uv - float2(0, uvOffset.y);
|
||||
|
||||
return OUT;
|
||||
}
|
||||
|
||||
#define CMP_LESS(X,Y) ( (X) < (Y) )
|
||||
|
||||
float4 ssaoComposit_ps(VertexOutput_4uv IN): COLOR0
|
||||
{
|
||||
//return float4(1,0,0,0.5);
|
||||
float depth_range = COMPOSITE_DEPTH_DELTA / GBUFFER_MAX_DEPTH;
|
||||
float depth_range2 = COMPOSITE_DEPTH_DELTA2 / GBUFFER_MAX_DEPTH;
|
||||
|
||||
// we're here
|
||||
float baseDepth = unpackDepth( TEXTURE(geomMap), IN.uv );
|
||||
float ssaoTerm = 1.0f;
|
||||
|
||||
float depth = getDepth( TEXTURE(depthBuffer), IN.uv );
|
||||
float diff = abs( depth - baseDepth );
|
||||
ssaoTerm = tex2D( map, IN.uv ).x;
|
||||
|
||||
float chk1 = CMP_LESS( depth_range, diff ); // can we trust the base depth? 0 - yes, 1 - no
|
||||
float4 ssaoTermNew = 0, chk2, depth2, diff2;
|
||||
|
||||
depth2.x = getDepth( TEXTURE(depthBuffer), IN.uv12.xy );
|
||||
depth2.y = getDepth( TEXTURE(depthBuffer), IN.uv12.zw );
|
||||
depth2.z = getDepth( TEXTURE(depthBuffer), IN.uv34.xy );
|
||||
depth2.w = getDepth( TEXTURE(depthBuffer), IN.uv34.zw );
|
||||
|
||||
ssaoTermNew.x = tex2D( map, IN.uv12.xy ).x;
|
||||
ssaoTermNew.y = tex2D( map, IN.uv12.zw ).x;
|
||||
ssaoTermNew.z = tex2D( map, IN.uv34.xy ).x;
|
||||
ssaoTermNew.w = tex2D( map, IN.uv34.zw ).x;
|
||||
|
||||
diff2 = abs( depth2 - baseDepth.xxxx );
|
||||
chk2 = CMP_LESS( diff2, depth_range2.xxxx );
|
||||
|
||||
ssaoTermNew *= chk2;
|
||||
float den = dot( chk2, 1 ); // + 1e-5f; - TODO: add this if we encounter glitches; //
|
||||
ssaoTermNew.x = dot( ssaoTermNew, 1 ) / den;
|
||||
|
||||
// the final decision: pick the base sample or its estimate, if base depth in unauthorative
|
||||
ssaoTerm = saturate(den*chk1) ? ssaoTermNew.x : ssaoTerm;
|
||||
|
||||
//return float4(ssaoTermNew.rgb,1);
|
||||
float4 colorMapSample = tex2D(colorMap, IN.uv);
|
||||
return float4(colorMapSample.rgb * ssaoTerm, colorMapSample.a);
|
||||
}
|
||||
@@ -0,0 +1,39 @@
|
||||
#include "common.h"
|
||||
|
||||
struct Appdata
|
||||
{
|
||||
float4 Position : POSITION;
|
||||
float2 Uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct VertexOutput
|
||||
{
|
||||
float4 HPosition : POSITION;
|
||||
float2 Uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
VertexOutput TexCompVS(Appdata IN)
|
||||
{
|
||||
VertexOutput OUT = (VertexOutput)0;
|
||||
|
||||
OUT.HPosition = mul(G(ViewProjection), IN.Position);
|
||||
OUT.Uv = IN.Uv;
|
||||
|
||||
return OUT;
|
||||
}
|
||||
|
||||
TEX_DECLARE2D(DiffuseMap, 0);
|
||||
|
||||
uniform float4 Color;
|
||||
|
||||
float4 TexCompPS(VertexOutput IN): COLOR0
|
||||
{
|
||||
return tex2Dbias(DiffuseMap, float4(IN.Uv, 0, -10)) * Color;
|
||||
}
|
||||
|
||||
float4 TexCompPMAPS(VertexOutput IN): COLOR0
|
||||
{
|
||||
float4 tex = tex2Dbias(DiffuseMap, float4(IN.Uv, 0, -10));
|
||||
|
||||
return float4(tex.rgb * tex.a * Color.rgb, tex.a * Color.a);
|
||||
}
|
||||
@@ -0,0 +1,58 @@
|
||||
#include "common.h"
|
||||
|
||||
struct Appdata
|
||||
{
|
||||
float4 Position : POSITION;
|
||||
float2 Uv : TEXCOORD0;
|
||||
float4 Color : COLOR0;
|
||||
};
|
||||
|
||||
struct VertexOutput
|
||||
{
|
||||
float4 HPosition : POSITION;
|
||||
|
||||
float2 Uv : TEXCOORD0;
|
||||
float4 Color : COLOR0;
|
||||
|
||||
#if defined(PIN_FOG)
|
||||
float FogFactor : TEXCOORD1;
|
||||
#endif
|
||||
};
|
||||
|
||||
uniform float4 UIParams; // x = luminance sampling on/off, w = z offset
|
||||
TEX_DECLARE2D(DiffuseMap, 0);
|
||||
|
||||
VertexOutput UIVS(Appdata IN)
|
||||
{
|
||||
VertexOutput OUT = (VertexOutput)0;
|
||||
|
||||
OUT.HPosition = mul(G(ViewProjection), IN.Position);
|
||||
OUT.HPosition.z -= UIParams.w; // against z-fighting
|
||||
|
||||
OUT.Uv = IN.Uv;
|
||||
OUT.Color = IN.Color;
|
||||
|
||||
#if defined(PIN_FOG)
|
||||
OUT.FogFactor = (G(FogParams).z - OUT.HPosition.w) * G(FogParams).w;
|
||||
#endif
|
||||
|
||||
return OUT;
|
||||
}
|
||||
|
||||
float4 UIPS(VertexOutput IN): COLOR0
|
||||
{
|
||||
float4 base;
|
||||
|
||||
if (UIParams.x > 0.5)
|
||||
base = float4(1, 1, 1,tex2D(DiffuseMap, IN.Uv).r);
|
||||
else
|
||||
base = tex2D(DiffuseMap, IN.Uv);
|
||||
|
||||
float4 result = IN.Color * base;
|
||||
|
||||
#if defined(PIN_FOG)
|
||||
result.rgb = lerp(G(FogColor), result.rgb, saturate(IN.FogFactor));
|
||||
#endif
|
||||
|
||||
return result;
|
||||
}
|
||||
@@ -0,0 +1,215 @@
|
||||
|
||||
//
|
||||
// Water shader.
|
||||
// Big, fat and ugly.
|
||||
//
|
||||
// All (most) things considered, I have converged to this particular way of rendering water:
|
||||
//
|
||||
// Vertex waves
|
||||
// No transparency. Solid color for deep water.
|
||||
// Fresnel law, reflects environment.
|
||||
// Phong speculars.
|
||||
// Ripples via animated normal map. Adjustable intensity, speed and scale. Affect reflection and speculars.
|
||||
|
||||
#include "common.h"
|
||||
|
||||
WORLD_MATRIX(WorldMatrix);
|
||||
|
||||
uniform float4 nmAnimLerp; // ratio between normal map frames
|
||||
uniform float4 waveParams; // .x = frequency .y = phase .z = height
|
||||
uniform float4 WaterColor; // deep water color
|
||||
|
||||
#ifdef PIN_HQ
|
||||
# define WATER_LOD 1
|
||||
#else
|
||||
# define WATER_LOD 2
|
||||
#endif
|
||||
|
||||
#define LODBIAS (-1)
|
||||
|
||||
float fadeFactor( float3 wspos )
|
||||
{
|
||||
return saturate( -0.4f + 1.4f*length( G(CameraPosition) - wspos.xyz ) * G(FadeDistance_GlowFactor).y );
|
||||
}
|
||||
|
||||
float wave( float4 wspos )
|
||||
{
|
||||
float x = sin( ( wspos.z - wspos.x - waveParams.y ) * waveParams.x );
|
||||
float z = sin( ( wspos.z + wspos.x + waveParams.y ) * waveParams.x );
|
||||
float p = (x + z) * waveParams.z;
|
||||
return p - p * fadeFactor( wspos.xyz );
|
||||
}
|
||||
|
||||
|
||||
|
||||
// perturbs the water mesh and vertex normals
|
||||
void makeWaves( inout float4 wspos, inout float3 wsnrm )
|
||||
{
|
||||
#if WATER_LOD == 0
|
||||
float gridSize = 4.0f;
|
||||
|
||||
float4 wspos1 = wspos;
|
||||
float4 wspos2 = wspos;
|
||||
|
||||
wspos1.x += gridSize;
|
||||
wspos2.z += gridSize;
|
||||
|
||||
wspos.y += wave(wspos) ;
|
||||
wspos1.y += wave(wspos1);
|
||||
wspos2.y += wave(wspos2);
|
||||
|
||||
wsnrm = normalize( cross( wspos2.xyz - wspos.xyz, wspos1.xyz - wspos.xyz ) );
|
||||
#elif WATER_LOD == 1
|
||||
wspos.y += wave( wspos );
|
||||
#else /* do n0thing */
|
||||
#endif
|
||||
}
|
||||
|
||||
struct V2P
|
||||
{
|
||||
float4 pos : POSITION;
|
||||
float4 tc0Fog : TEXCOORD0;
|
||||
float4 wspos : TEXCOORD1;
|
||||
float3 wsnrm : TEXCOORD2;
|
||||
float3 light : TEXCOORD3;
|
||||
float3 fade : TEXCOORD4;
|
||||
};
|
||||
|
||||
V2P water_vs(
|
||||
ATTR_INT4 pos : POSITION,
|
||||
ATTR_INT3 nrm : NORMAL
|
||||
)
|
||||
{
|
||||
V2P o;
|
||||
|
||||
// Decode vertex data
|
||||
float3 normal = (nrm - 127.0) / 127.0;
|
||||
|
||||
normal = normalize(normal);
|
||||
|
||||
float4 wspos = mul( WorldMatrix, pos );
|
||||
float3 wsnrm = normal;
|
||||
|
||||
wspos.y -= 2*waveParams.z;
|
||||
|
||||
makeWaves( /*INOUT*/ wspos, /*INOUT*/ wsnrm );
|
||||
|
||||
o.wspos = wspos;
|
||||
o.wsnrm = wsnrm;
|
||||
|
||||
if( normal.y < 0.01f ) o.wsnrm = normal;
|
||||
|
||||
// box mapping
|
||||
//float3x2 m = { wspos.xz, wspos.xy, wspos.yz };
|
||||
//float2 tcselect = mul( abs( nrm.yzx ), m );
|
||||
|
||||
float2 tcselect;
|
||||
float3 wspostc = float3( wspos.x, -wspos.y, wspos.z );
|
||||
|
||||
tcselect.x = dot( abs( normal.yxz ), wspostc.xzx );
|
||||
tcselect.y = dot( abs( normal.yxz ), wspostc.zyy );
|
||||
|
||||
o.pos = mul( G(ViewProjection), wspos );
|
||||
o.tc0Fog.xy = tcselect * .05f;
|
||||
o.tc0Fog.z = saturate( (G(FogParams).z - o.pos.w) * G(FogParams).w );
|
||||
o.tc0Fog.w = LODBIAS;
|
||||
|
||||
o.light = lgridPrepareSample(lgridOffset(wspos.xyz, wsnrm.xyz));
|
||||
|
||||
o.fade.x = fadeFactor( wspos.xyz );
|
||||
o.fade.y = (1-o.fade.x) * saturate( dot( wsnrm, -G(Lamp0Dir) ) ) * 100;
|
||||
o.fade.z = 1 - 0.9*saturate1( exp( -0.005 * length( G(CameraPosition) - wspos.xyz ) ) );
|
||||
|
||||
return o;
|
||||
}
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
TEX_DECLARE2D(NormalMap1, 0);
|
||||
TEX_DECLARE2D(NormalMap2, 1);
|
||||
TEX_DECLARECUBE(EnvMap, 2);
|
||||
LGRID_SAMPLER(LightMap, 3);
|
||||
TEX_DECLARE2D(LightMapLookup, 4);
|
||||
|
||||
float3 pixelNormal( float4 tc0 )
|
||||
{
|
||||
float4 nm1 = tex2Dbias( NormalMap1, tc0 );
|
||||
#if WATER_LOD <= 1
|
||||
float4 nm2 = tex2Dbias( NormalMap2, tc0 );
|
||||
float4 nm3 = lerp( nm1, nm2, nmAnimLerp.xxxx );
|
||||
#else
|
||||
float4 nm3 = nm1;
|
||||
#endif
|
||||
return nmapUnpack( nm3 );
|
||||
}
|
||||
|
||||
// Fresnel approximation. N1 and N2 are refractive indices.
|
||||
// for above water, use n1 = 1, n2 = 1.3, for underwater use n1 = 1.3, n2 = 1
|
||||
float fresnel( float3 N, float3 V, float n1, float n2, float p, float fade )
|
||||
{
|
||||
#if WATER_LOD == 0
|
||||
float r0 = (n1-n2)/(n1+n2);
|
||||
r0 *= r0;
|
||||
return r0 + (1-r0) * pow( 1 - abs( dot( normalize(N), V ) ), p );
|
||||
#else
|
||||
return 0.1 + saturate( - 1.9 * abs( dot( N, V ) ) + 0.8); // HAXX!
|
||||
//return 1 - 2 * abs( dot( N, V ) );
|
||||
#endif
|
||||
}
|
||||
|
||||
float4 envColor( float3 N, float3 V, float fade )
|
||||
{
|
||||
float3 dir = reflect( V, N );
|
||||
return texCUBE(EnvMap, dir) * 0.91f;
|
||||
}
|
||||
|
||||
float4 deepWaterColor(float4 light)
|
||||
{
|
||||
//float4 tint = 5*float4( 0.1f, 0.1f, 0.13f, 1);
|
||||
float4 tint = 0.8f*float4( 118, 143, 153, 255 ) / 255;
|
||||
return (light + texCUBEbias( EnvMap, float4( 0,1,0, 10.0f) )) * tint;
|
||||
}
|
||||
|
||||
|
||||
//////////////////////////////////////////
|
||||
//////////////////////////////////////////
|
||||
|
||||
|
||||
|
||||
float4 water_ps( V2P v ) : COLOR0
|
||||
{
|
||||
|
||||
float4 WaterColorTest = 0.5 * float4( 26, 169, 185, 0 ) / 255;
|
||||
float4 FogColorTest = 0.8 * float4( 35, 107, 130, 0 ) / 255;
|
||||
|
||||
float3 N2 = v.wsnrm;
|
||||
float3 N1 = pixelNormal( v.tc0Fog ).xzy;
|
||||
float3 N3 = 0.5*(N2 + N1);
|
||||
|
||||
N3 = lerp( N3, N2, v.fade.z );
|
||||
|
||||
float3 L = /*normalize*/(-G(Lamp0Dir).xyz);
|
||||
float3 E = normalize( G(CameraPosition) - v.wspos.xyz );
|
||||
|
||||
float4 light = lgridSample(TEXTURE(LightMap), TEXTURE(LightMapLookup), v.light.xyz);
|
||||
|
||||
float fre = fresnel( N3, E, 1.0f, 1.3f, 5, v.fade.x );
|
||||
float3 diffuse = deepWaterColor(light).rgb;
|
||||
float3 env = envColor( N3, -E, v.fade.x ).rgb;
|
||||
|
||||
float3 R = reflect( -L, N1 );
|
||||
|
||||
#if WATER_LOD <= 1
|
||||
float specular = pow( saturate0( dot( R, E ) ), 1600 ) * L.y * 100; // baseline
|
||||
# ifndef GLSLES
|
||||
specular = 0.65 * saturate1( specular * saturate0( light.a - 0.4f ) );
|
||||
# endif
|
||||
#else
|
||||
float specular = 0;
|
||||
#endif
|
||||
|
||||
float3 result = lerp( diffuse, env, fre ) + specular.xxx;
|
||||
result = lerp( G(FogColor).rgb, result, v.tc0Fog.z );
|
||||
|
||||
return float4( result, 1 );
|
||||
}
|
||||
@@ -0,0 +1,21 @@
|
||||
#define CFG_TEXTURE_TILING 1
|
||||
|
||||
#define CFG_DIFFUSE_SCALE 1
|
||||
#define CFG_SPECULAR_SCALE 2
|
||||
#define CFG_GLOSS_SCALE 256
|
||||
#define CFG_REFLECTION_SCALE 0
|
||||
|
||||
#define CFG_NORMAL_SHADOW_SCALE 0.3
|
||||
|
||||
#define CFG_SPECULAR_LOD 0.25
|
||||
#define CFG_GLOSS_LOD 32
|
||||
|
||||
#define CFG_NORMAL_DETAIL_TILING 7
|
||||
#define CFG_NORMAL_DETAIL_SCALE 0.6
|
||||
|
||||
#define CFG_FAR_TILING 0
|
||||
#define CFG_FAR_DIFFUSE_CUTOFF 0
|
||||
#define CFG_FAR_NORMAL_CUTOFF 0
|
||||
#define CFG_FAR_SPECULAR_CUTOFF 0
|
||||
|
||||
#include "material.hlsl"
|
||||
@@ -0,0 +1,23 @@
|
||||
#define CFG_TEXTURE_TILING 1
|
||||
|
||||
#define CFG_DIFFUSE_SCALE 1
|
||||
#define CFG_SPECULAR_SCALE 2
|
||||
#define CFG_GLOSS_SCALE 256
|
||||
#define CFG_REFLECTION_SCALE 0
|
||||
|
||||
#define CFG_NORMAL_SHADOW_SCALE 0.3
|
||||
|
||||
#define CFG_SPECULAR_LOD 0.28
|
||||
#define CFG_GLOSS_LOD 53
|
||||
|
||||
#define CFG_NORMAL_DETAIL_TILING 0
|
||||
#define CFG_NORMAL_DETAIL_SCALE 0
|
||||
|
||||
#define CFG_FAR_TILING 0
|
||||
#define CFG_FAR_DIFFUSE_CUTOFF 0
|
||||
#define CFG_FAR_NORMAL_CUTOFF 0
|
||||
#define CFG_FAR_SPECULAR_CUTOFF 0
|
||||
|
||||
#define CFG_OPT_BLEND_COLOR
|
||||
|
||||
#include "material.hlsl"
|
||||
Reference in New Issue
Block a user