Joe Ludwig 7309a5f13f Added many shader source files
This should include the latest version of every shader that was in the
2007 SDK. It also includes a smattering of debug shaders, both VR
distortion shaders, and other assorted shaders that will hopefully be
useful.

None of these new files are included in the game shader DLL project. If
you need to modify one of these shaders for use in your mod you will
need to rename it so that you don't collide with the version of that
shader that lives in stdshader_dx9.dll.
2013-12-23 15:00:03 -08:00

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// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
// STATIC: "MULTITEXTURE" "0..1"
// STATIC: "FRESNEL" "0..1"
// STATIC: "BLEND" "0..1"
// STATIC: "REFRACTALPHA" "0..1"
// STATIC: "HDRTYPE" "0..2"
// STATIC: "NORMAL_DECODE_MODE" "0..0" [XBOX]
// STATIC: "NORMAL_DECODE_MODE" "0..0" [PC]
// DYNAMIC: "HDRENABLED" "0..1"
// DYNAMIC: "PIXELFOGTYPE" "0..1"
#include "common_ps_fxc.h"
const HALF3 g_WaterFogColor : register( c0 );
const HALF4 g_CheapWaterParams : register( c1 );
const HALF4 g_ReflectTint : register( c2 );
const float4 g_PixelFogParams : register( c3 );
#define g_CheapWaterStart g_CheapWaterParams.x
#define g_CheapWaterEnd g_CheapWaterParams.y
#define g_CheapWaterDeltaRecip g_CheapWaterParams.z
#define g_CheapWaterStartDivDelta g_CheapWaterParams.w
sampler EnvmapSampler : register( s0 );
sampler NormalMapSampler : register( s1 );
#if REFRACTALPHA
sampler RefractSampler : register( s2 );
#endif
sampler NormalizeSampler : register( s6 );
struct PS_INPUT
{
float2 normalMapTexCoord : TEXCOORD0;
HALF3 worldSpaceEyeVect : TEXCOORD1;
HALF3x3 tangentSpaceTranspose : TEXCOORD2;
float4 vRefract_W_ProjZ : TEXCOORD5;
#if MULTITEXTURE
float4 vExtraBumpTexCoord : TEXCOORD6;
#endif
float4 fogFactorW : COLOR1;
};
float4 main( PS_INPUT i ) : COLOR
{
bool bBlend = BLEND ? true : false;
#if MULTITEXTURE
float3 vNormal = tex2D( NormalMapSampler, i.normalMapTexCoord );
float3 vNormal1 = tex2D( NormalMapSampler, i.vExtraBumpTexCoord.xy );
float3 vNormal2 = tex2D( NormalMapSampler, i.vExtraBumpTexCoord.zw );
vNormal = 0.33 * ( vNormal + vNormal1 + vNormal2 );
#if ( NORMAL_DECODE_MODE == NORM_DECODE_ATI2N )
vNormal.xy = vNormal.xy * 2.0f - 1.0f;
vNormal.z = sqrt( 1.0f - dot(vNormal.xy, vNormal.xy) );
#else
vNormal = 2.0 * vNormal - 1.0;
#endif
#else
float3 vNormal = DecompressNormal( NormalMapSampler, i.normalMapTexCoord, NORMAL_DECODE_MODE );
#endif
HALF3 worldSpaceNormal = mul( vNormal, i.tangentSpaceTranspose );
HALF3 worldSpaceEye;
HALF flWorldSpaceDist = 1.0f;
#ifdef NV3X
// for some reason, fxc doesn't convert length( half3 v ) into all _pp opcodes.
if (bBlend)
{
worldSpaceEye = i.worldSpaceEyeVect;
HALF worldSpaceDistSqr = dot( worldSpaceEye, worldSpaceEye );
HALF rcpWorldSpaceDist = rsqrt( worldSpaceDistSqr );
worldSpaceEye *= rcpWorldSpaceDist;
flWorldSpaceDist = worldSpaceDistSqr * rcpWorldSpaceDist;
}
else
{
worldSpaceEye = NormalizeWithCubemap( NormalizeSampler, i.worldSpaceEyeVect );
}
#else // !NV3X
if (bBlend)
{
worldSpaceEye = i.worldSpaceEyeVect;
flWorldSpaceDist = length( worldSpaceEye );
worldSpaceEye /= flWorldSpaceDist;
}
else
{
worldSpaceEye = NormalizeWithCubemap( NormalizeSampler, i.worldSpaceEyeVect );
}
#endif
HALF3 reflectVect = CalcReflectionVectorUnnormalized( worldSpaceNormal, worldSpaceEye );
HALF3 specularLighting = ENV_MAP_SCALE * texCUBE( EnvmapSampler, reflectVect );
specularLighting *= g_ReflectTint;
#if FRESNEL
// FIXME: It's unclear that we want to do this for cheap water
// but the code did this previously and I didn't want to change it
HALF flDotResult = dot( worldSpaceEye, worldSpaceNormal );
flDotResult = 1.0f - max( 0.0f, flDotResult );
HALF flFresnelFactor = flDotResult * flDotResult;
flFresnelFactor *= flFresnelFactor;
flFresnelFactor *= flDotResult;
#else
HALF flFresnelFactor = g_ReflectTint.a;
#endif
HALF flAlpha;
if (bBlend)
{
HALF flReflectAmount = saturate( flWorldSpaceDist * g_CheapWaterDeltaRecip - g_CheapWaterStartDivDelta );
flAlpha = saturate( flFresnelFactor + flReflectAmount );
#if REFRACTALPHA
// Perform division by W only once
float ooW = 1.0f / i.vRefract_W_ProjZ.z;
float2 unwarpedRefractTexCoord = i.vRefract_W_ProjZ * ooW;
float fogDepthValue = tex2D( RefractSampler, unwarpedRefractTexCoord ).a;
// Fade on the border between the water and land.
flAlpha *= saturate( ( fogDepthValue - .05f ) * 20.0f );
#endif
}
else
{
flAlpha = 1.0f;
#if HDRTYPE == 0 || HDRENABLED == 0
specularLighting = lerp( g_WaterFogColor, specularLighting, flFresnelFactor );
#else
specularLighting = lerp( GammaToLinear( g_WaterFogColor ), specularLighting, flFresnelFactor );
#endif
}
// multiply the color by alpha.since we are using alpha blending to blend against dest alpha for borders.
#if (PIXELFOGTYPE == PIXEL_FOG_TYPE_RANGE)
float fogFactor = CalcRangeFog( i.vRefract_W_ProjZ.w, g_PixelFogParams.x, g_PixelFogParams.z, g_PixelFogParams.w );
#else
float fogFactor = 0;
#endif
return FinalOutput( float4( specularLighting, flAlpha ), fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR );
}