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//====== Copyright <20> 1996-2004, Valve Corporation, All rights reserved. =======
//
// Purpose:
//
//=============================================================================
// STATIC: "PARALLAXCORRECT" "0..1"
// DYNAMIC: "PIXELFOGTYPE" "0..2"
// SKIP: $PARALLAXCORRECT [ps20]
// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
#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;
float4 worldPos_projPosZ : TEXCOORD1; // Necessary for pixel fog
#if PARALLAXCORRECT
float3 worldSpaceNormal : TEXCOORD2;
#endif
};
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 );
}