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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /materialsystem/stdshaders/cloak_blended_pass_ps2x.fxc
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
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+//========= Copyright � 1996-2006, Valve Corporation, All rights reserved. ============//
+
+// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
+// STATIC: "CONVERT_TO_SRGB" "0..1" [ps30][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
+// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
+// STATIC: "BUMPMAP" "0..1"
+
+// Includes =======================================================================================
+#include "common_vertexlitgeneric_dx9.h"
+
+// Texture Samplers ===============================================================================
+sampler g_tRefractionSampler : register( s0 );
+#if BUMPMAP
+ sampler g_tBumpSampler : register( s1 );
+#endif
+
+// Shaders Constants and Globals ==================================================================
+const float4 g_mViewProj0 : register( c0 ); // 1st row of matrix
+const float4 g_mViewProj1 : register( c1 ); // 2nd row of matrix
+
+const float4 g_vCameraPosition : register( c5 );
+const float4 g_vPackedConst6 : register( c6 );
+#define g_flCloakFactor g_vPackedConst6.x // Default = 1.0f
+#define g_flRefractAmount g_vPackedConst6.y // Default = 1.0f
+
+const float4 g_cCloakColorTint : register( c7 );
+
+// 8 2D Poisson offsets (designed to use .xy and .wz swizzles (not .zw)
+static const float4 g_vPoissonOffset[4] = { float4 (-0.0876f, 0.9703f, 0.5651f, 0.4802f ),
+ float4 ( 0.1851f, 0.1580f, -0.0617f, -0.2616f ),
+ float4 (-0.5477f, -0.6603f, 0.0711f, -0.5325f ),
+ float4 (-0.0751f, -0.8954f, 0.4054f, 0.6384f ) };
+
+// Interpolated values ============================================================================
+struct PS_INPUT
+{
+ float3 vWorldNormal : TEXCOORD0; // World-space normal
+ float3 vProjPosForRefract : TEXCOORD1;
+ float3 vWorldViewVector : TEXCOORD2;
+ #if BUMPMAP
+ float3x3 mTangentSpaceTranspose : TEXCOORD3;
+ // second row : TEXCOORD4;
+ // third row : TEXCOORD5;
+ float2 vTexCoord0 : TEXCOORD6;
+ #endif
+};
+
+// Main ===========================================================================================
+float4 main( PS_INPUT i ) : COLOR
+{
+ float3 vWorldNormal = normalize( i.vWorldNormal.xyz );
+
+ #if BUMPMAP
+ float4 vBumpTexel = tex2D( g_tBumpSampler, i.vTexCoord0.xy );
+ float3 vTangentNormal = ( 2.0f * vBumpTexel ) - 1.0f;
+ vWorldNormal.xyz = mul( i.mTangentSpaceTranspose, vTangentNormal.xyz );
+ #endif
+
+ // Transform world space normal into clip space and project
+ float3 vProjNormal;
+ vProjNormal.x = dot( vWorldNormal.xyz, g_mViewProj0.xyz ); // 1st row
+ vProjNormal.y = dot( vWorldNormal.xyz, g_mViewProj1.xyz ); // 2nd row
+
+ // Compute coordinates for sampling refraction
+ float2 vRefractTexCoordNoWarp = i.vProjPosForRefract.xy / i.vProjPosForRefract.z;
+ float2 vRefractTexCoord = vProjNormal.xy;
+ float scale = lerp( g_flRefractAmount, 0.0f, saturate( g_flCloakFactor ) );
+ vRefractTexCoord.xy *= scale;
+ vRefractTexCoord.xy += vRefractTexCoordNoWarp.xy;
+
+ // Blur by scalable Poisson filter
+ float flBlurAmount = lerp( 0.05f, 0.0f, saturate( g_flCloakFactor ) );
+ float3 cRefract = tex2D( g_tRefractionSampler, vRefractTexCoord.xy );
+ cRefract += tex2D( g_tRefractionSampler, vRefractTexCoord.xy + ( g_vPoissonOffset[0].xy * flBlurAmount ) );
+ cRefract += tex2D( g_tRefractionSampler, vRefractTexCoord.xy + ( g_vPoissonOffset[0].wz * flBlurAmount ) );
+ cRefract += tex2D( g_tRefractionSampler, vRefractTexCoord.xy + ( g_vPoissonOffset[1].xy * flBlurAmount ) );
+ cRefract += tex2D( g_tRefractionSampler, vRefractTexCoord.xy + ( g_vPoissonOffset[1].wz * flBlurAmount ) );
+ cRefract += tex2D( g_tRefractionSampler, vRefractTexCoord.xy + ( g_vPoissonOffset[2].xy * flBlurAmount ) );
+ cRefract += tex2D( g_tRefractionSampler, vRefractTexCoord.xy + ( g_vPoissonOffset[2].wz * flBlurAmount ) );
+ cRefract += tex2D( g_tRefractionSampler, vRefractTexCoord.xy + ( g_vPoissonOffset[3].xy * flBlurAmount ) );
+ cRefract += tex2D( g_tRefractionSampler, vRefractTexCoord.xy + ( g_vPoissonOffset[3].wz * flBlurAmount ) );
+ cRefract /= 9.0f;
+
+ // 1-(N.V) for Fresnel term (NOTE: If this math changes, you need to update the C code that mimics this on the CPU)
+ float flFresnel = 1.0f - saturate( dot( i.vWorldNormal.xyz, normalize( -i.vWorldViewVector.xyz ) ) );
+ float flCloakLerpFactor = saturate( lerp( 1.0f, flFresnel - 1.35f, saturate( g_flCloakFactor ) ) );
+ flCloakLerpFactor = 1.0f - smoothstep( 0.4f, 0.425f, flCloakLerpFactor );
+
+ // Slightly dim the facing pixels and brighten the silhouette pixels
+ cRefract.rgb *= lerp( flFresnel * 0.4 + 0.8, 1.0f, saturate( g_flCloakFactor ) * saturate( g_flCloakFactor ) ); // This gives a scalar in the range [0.8 1.2]
+
+ // Refract color tint
+ float fColorTintStrength = saturate( ( saturate( g_flCloakFactor ) - 0.75f ) * 4.0f );
+ cRefract.rgb *= lerp( g_cCloakColorTint, 1.0f, fColorTintStrength );
+
+ //===============//
+ // Combine terms //
+ //===============//
+ float4 result;
+ result.rgb = cRefract.rgb;
+
+ // Set alpha to cloak mask
+ result.a = flCloakLerpFactor;
+
+ return FinalOutput( result, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
+}