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https://github.com/mapbase-source/source-sdk-2013.git
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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.
153 lines
4.7 KiB
Plaintext
153 lines
4.7 KiB
Plaintext
// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
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// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
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// STATIC: "MULTITEXTURE" "0..1"
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// STATIC: "FRESNEL" "0..1"
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// STATIC: "BLEND" "0..1"
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// STATIC: "REFRACTALPHA" "0..1"
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// STATIC: "HDRTYPE" "0..2"
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// STATIC: "NORMAL_DECODE_MODE" "0..0" [XBOX]
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// STATIC: "NORMAL_DECODE_MODE" "0..0" [PC]
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// DYNAMIC: "HDRENABLED" "0..1"
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// DYNAMIC: "PIXELFOGTYPE" "0..1"
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#include "common_ps_fxc.h"
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const HALF3 g_WaterFogColor : register( c0 );
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const HALF4 g_CheapWaterParams : register( c1 );
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const HALF4 g_ReflectTint : register( c2 );
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const float4 g_PixelFogParams : register( c3 );
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#define g_CheapWaterStart g_CheapWaterParams.x
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#define g_CheapWaterEnd g_CheapWaterParams.y
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#define g_CheapWaterDeltaRecip g_CheapWaterParams.z
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#define g_CheapWaterStartDivDelta g_CheapWaterParams.w
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sampler EnvmapSampler : register( s0 );
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sampler NormalMapSampler : register( s1 );
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#if REFRACTALPHA
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sampler RefractSampler : register( s2 );
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#endif
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sampler NormalizeSampler : register( s6 );
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struct PS_INPUT
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{
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float2 normalMapTexCoord : TEXCOORD0;
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HALF3 worldSpaceEyeVect : TEXCOORD1;
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HALF3x3 tangentSpaceTranspose : TEXCOORD2;
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float4 vRefract_W_ProjZ : TEXCOORD5;
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#if MULTITEXTURE
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float4 vExtraBumpTexCoord : TEXCOORD6;
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#endif
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float4 fogFactorW : COLOR1;
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};
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float4 main( PS_INPUT i ) : COLOR
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{
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bool bBlend = BLEND ? true : false;
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#if MULTITEXTURE
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float3 vNormal = tex2D( NormalMapSampler, i.normalMapTexCoord );
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float3 vNormal1 = tex2D( NormalMapSampler, i.vExtraBumpTexCoord.xy );
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float3 vNormal2 = tex2D( NormalMapSampler, i.vExtraBumpTexCoord.zw );
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vNormal = 0.33 * ( vNormal + vNormal1 + vNormal2 );
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#if ( NORMAL_DECODE_MODE == NORM_DECODE_ATI2N )
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vNormal.xy = vNormal.xy * 2.0f - 1.0f;
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vNormal.z = sqrt( 1.0f - dot(vNormal.xy, vNormal.xy) );
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#else
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vNormal = 2.0 * vNormal - 1.0;
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#endif
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#else
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float3 vNormal = DecompressNormal( NormalMapSampler, i.normalMapTexCoord, NORMAL_DECODE_MODE );
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#endif
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HALF3 worldSpaceNormal = mul( vNormal, i.tangentSpaceTranspose );
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HALF3 worldSpaceEye;
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HALF flWorldSpaceDist = 1.0f;
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#ifdef NV3X
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// for some reason, fxc doesn't convert length( half3 v ) into all _pp opcodes.
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if (bBlend)
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{
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worldSpaceEye = i.worldSpaceEyeVect;
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HALF worldSpaceDistSqr = dot( worldSpaceEye, worldSpaceEye );
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HALF rcpWorldSpaceDist = rsqrt( worldSpaceDistSqr );
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worldSpaceEye *= rcpWorldSpaceDist;
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flWorldSpaceDist = worldSpaceDistSqr * rcpWorldSpaceDist;
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}
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else
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{
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worldSpaceEye = NormalizeWithCubemap( NormalizeSampler, i.worldSpaceEyeVect );
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}
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#else // !NV3X
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if (bBlend)
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{
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worldSpaceEye = i.worldSpaceEyeVect;
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flWorldSpaceDist = length( worldSpaceEye );
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worldSpaceEye /= flWorldSpaceDist;
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}
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else
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{
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worldSpaceEye = NormalizeWithCubemap( NormalizeSampler, i.worldSpaceEyeVect );
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}
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#endif
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HALF3 reflectVect = CalcReflectionVectorUnnormalized( worldSpaceNormal, worldSpaceEye );
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HALF3 specularLighting = ENV_MAP_SCALE * texCUBE( EnvmapSampler, reflectVect );
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specularLighting *= g_ReflectTint;
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#if FRESNEL
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// FIXME: It's unclear that we want to do this for cheap water
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// but the code did this previously and I didn't want to change it
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HALF flDotResult = dot( worldSpaceEye, worldSpaceNormal );
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flDotResult = 1.0f - max( 0.0f, flDotResult );
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HALF flFresnelFactor = flDotResult * flDotResult;
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flFresnelFactor *= flFresnelFactor;
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flFresnelFactor *= flDotResult;
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#else
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HALF flFresnelFactor = g_ReflectTint.a;
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#endif
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HALF flAlpha;
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if (bBlend)
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{
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HALF flReflectAmount = saturate( flWorldSpaceDist * g_CheapWaterDeltaRecip - g_CheapWaterStartDivDelta );
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flAlpha = saturate( flFresnelFactor + flReflectAmount );
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#if REFRACTALPHA
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// Perform division by W only once
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float ooW = 1.0f / i.vRefract_W_ProjZ.z;
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float2 unwarpedRefractTexCoord = i.vRefract_W_ProjZ * ooW;
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float fogDepthValue = tex2D( RefractSampler, unwarpedRefractTexCoord ).a;
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// Fade on the border between the water and land.
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flAlpha *= saturate( ( fogDepthValue - .05f ) * 20.0f );
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#endif
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}
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else
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{
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flAlpha = 1.0f;
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#if HDRTYPE == 0 || HDRENABLED == 0
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specularLighting = lerp( g_WaterFogColor, specularLighting, flFresnelFactor );
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#else
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specularLighting = lerp( GammaToLinear( g_WaterFogColor ), specularLighting, flFresnelFactor );
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#endif
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}
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// multiply the color by alpha.since we are using alpha blending to blend against dest alpha for borders.
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#if (PIXELFOGTYPE == PIXEL_FOG_TYPE_RANGE)
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float fogFactor = CalcRangeFog( i.vRefract_W_ProjZ.w, g_PixelFogParams.x, g_PixelFogParams.z, g_PixelFogParams.w );
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#else
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float fogFactor = 0;
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#endif
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return FinalOutput( float4( specularLighting, flAlpha ), fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR );
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}
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