//========== Copyright (c) Valve Corporation, All rights reserved. ==========// // STATIC: "PARALLAXCORRECT" "0..1" // DYNAMIC: "PIXELFOGTYPE" "0..1" // SKIP: $PARALLAXCORRECT [ps20] #include "common_ps_fxc.h" #include "shader_constant_register_map.h" sampler EnvmapSampler : register( s0 ); const float4 g_FogParams : register( PSREG_FOG_PARAMS ); const float4 g_EyePos_SpecExponent : register( PSREG_EYEPOS_SPEC_EXPONENT ); #if PARALLAXCORRECT // Parallax cubemaps const float3 cubemapPos : register(c0); const float4x4 obbMatrix : register(c1); //through c4 #endif struct PS_INPUT { float3 eyeToVertVector : TEXCOORD0; float4 vertexColor : COLOR; #if PARALLAXCORRECT float3 worldSpaceNormal : TEXCOORD1; #endif float4 worldPos_projPosZ : TEXCOORD2; // Necessary for pixel fog }; float4 main( PS_INPUT i ) : COLOR { #if PARALLAXCORRECT float3 reflectVect = CalcReflectionVectorUnnormalized( i.worldSpaceNormal, g_EyePos_SpecExponent.xyz - i.worldPos_projPosZ.xyz ); //i.eyeToVertVector; //CalcReflectionVectorUnnormalized( i.worldSpaceNormal, i.eyeToVertVector ); //Parallax correction (2_0b and beyond) //Adapted from http://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/ float3 worldPos = i.worldPos_projPosZ.xyz; float3 positionLS = mul(float4(worldPos, 1), obbMatrix); float3 rayLS = mul(reflectVect, (float3x3) obbMatrix); float3 firstPlaneIntersect = (float3(1.0f, 1.0f, 1.0f) - positionLS) / rayLS; float3 secondPlaneIntersect = (-positionLS) / rayLS; float3 furthestPlane = max(firstPlaneIntersect, secondPlaneIntersect); float distance = min(furthestPlane.x, min(furthestPlane.y, furthestPlane.z)); // Use distance in WS directly to recover intersection float3 intersectPositionWS = worldPos + reflectVect * distance; reflectVect = intersectPositionWS - cubemapPos; #else float3 reflectVect = i.eyeToVertVector; #endif HALF4 color; color.xyz = ENV_MAP_SCALE * texCUBE( EnvmapSampler, reflectVect ); color.a = 1.0f; color *= i.vertexColor; float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos_SpecExponent.xyz, i.worldPos_projPosZ.xyz, i.worldPos_projPosZ.w ); return FinalOutput( color, fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR ); }