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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_ps2x.fxc
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
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+//====== Copyright � 1996-2005, Valve Corporation, All rights reserved. =======
+//
+// Purpose:
+//
+//=============================================================================
+
+// 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: "LIGHTWARPTEXTURE" "0..1"
+// DYNAMIC: "PIXELFOGTYPE" "0..1"
+// DYNAMIC: "WRITEWATERFOGTODESTALPHA" "0..1"
+// DYNAMIC: "NUM_LIGHTS" "0..2" [ps20]
+// DYNAMIC: "NUM_LIGHTS" "0..4" [ps20b]
+// DYNAMIC: "NUM_LIGHTS" "0..4" [ps30]
+
+
+#include "shader_constant_register_map.h"
+
+sampler BaseSampler : register( s0 ); // Base map
+sampler DiffuseWarpSampler : register( s1 ); // 1D texture for diffuse lighting modification
+sampler RefractSampler : register( s2 ); // Refraction map copied from back buffer
+sampler NormalSampler : register( s3 ); // Normal map
+sampler SpecExponentSampler : register( s4 ); // Flashlight cookie
+sampler NormalizeSampler : register( s5 ); // Normalization cube map
+
+const float3x3 g_ViewProj : register( c0 ); // 1st row of Projection matrix
+// c1 // 2nd row
+// c2 // 4th row
+const float2 g_CloakControl : register( c3 ); // { refract amount, cloak, ?, ? }
+const float3 cAmbientCube[6] : register( PSREG_AMBIENT_CUBE );
+const float4 g_EyePos_SpecExponent : register( PSREG_EYEPOS_SPEC_EXPONENT );
+const float4 g_FogParams : register( PSREG_FOG_PARAMS );
+const float4 g_FlashlightAttenuationFactors_RimMask : register( PSREG_FLASHLIGHT_ATTENUATION ); // On non-flashlight pass, x has rim mask control
+const float4 g_RimBoost : register( PSREG_FLASHLIGHT_POSITION_RIM_BOOST );
+const float4 g_FresnelSpecParams : register( PSREG_FRESNEL_SPEC_PARAMS ); // xyz are fresnel, w is specular boost
+const float4 g_SpecularRimParams : register( PSREG_SPEC_RIM_PARAMS ); // xyz are specular tint color, w is rim power
+PixelShaderLightInfo cLightInfo[3] : register( PSREG_LIGHT_INFO_ARRAY ); // 2 registers each - 6 registers total
+
+#define g_fRimBoost g_RimBoost.w
+#define g_FresnelRanges g_FresnelSpecParams.xyz
+#define g_SpecularBoost g_FresnelSpecParams.w
+#define g_SpecularTint g_SpecularRimParams.xyz
+#define g_RimExponent g_SpecularRimParams.w
+#define g_FlashlightAttenuationFactors g_FlashlightAttenuationFactors_RimMask
+#define g_RimMaskControl g_FlashlightAttenuationFactors_RimMask.x
+
+// 8 2D Poisson offsets (designed to use .xy and .wz swizzles (not .zw)
+static const float4 gPoissonOffset[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 ) };
+
+struct PS_INPUT
+{
+ float2 vBaseTexCoord : TEXCOORD0;
+ float3x3 tangentSpaceTranspose : TEXCOORD1;
+ // second row : TEXCOORD2;
+ // third row : TEXCOORD3;
+ float3 worldPos : TEXCOORD4;
+ float3 projPos : TEXCOORD5;
+ float4 lightAtten : TEXCOORD6;
+};
+
+float4 main( PS_INPUT i ) : COLOR
+{
+ float3 vSpecular = float3( 0.0f, 0.0f, 0.0f );
+ bool bDoDiffuseWarp = LIGHTWARPTEXTURE ? true : false;
+ int nNumLights = NUM_LIGHTS;
+
+ // Base color
+ float4 albedo = tex2D( BaseSampler, i.vBaseTexCoord );
+
+ // Load normal and expand range
+ float4 vNormalSample = tex2D( NormalSampler, i.vBaseTexCoord );
+ float3 tangentSpaceNormal = 2.0f * vNormalSample.xyz - 1.0f;
+
+ // We need a world space normal if we're doing any lighting
+ float3 vWorldNormal = normalize( mul( i.tangentSpaceTranspose, tangentSpaceNormal ) );
+ float3 vWorldEyeDir = normalize( g_EyePos_SpecExponent.xyz - i.worldPos );
+
+ // Vanilla 1-(N.V) fresnel term used later in transition lerp
+ float fresnel = 1-saturate( dot( vWorldNormal, vWorldEyeDir ) );
+
+ // Summation of diffuse illumination from all local lights
+ float3 diffuseLighting = PixelShaderDoLighting( i.worldPos, vWorldNormal,
+ float3( 0.0f, 0.0f, 0.0f ), false,
+ true, i.lightAtten, cAmbientCube, NormalizeSampler,
+ nNumLights, cLightInfo, true, false, 1.0f,
+ bDoDiffuseWarp, DiffuseWarpSampler );
+
+
+
+
+
+ // Transform world space normal into clip space and project
+ float2 vProjNormal;
+ vProjNormal.x = dot( vWorldNormal, g_ViewProj[0] ); // 1st row
+ vProjNormal.y = dot( vWorldNormal, g_ViewProj[1] ); // 2nd row
+
+ // Compute coordinates for sampling refraction
+ float2 vRefractTexCoordNoWarp = i.projPos.xy / i.projPos.z;
+ float2 vRefractTexCoord = vProjNormal.xy;
+ float scale = lerp( g_CloakControl.x, 0.0f, g_CloakControl.y );
+ vRefractTexCoord *= scale;
+ vRefractTexCoord += vRefractTexCoordNoWarp;
+
+#ifdef SHADER_MODEL_PS_2_0
+ float3 vRefract = tex2D( RefractSampler, vRefractTexCoordNoWarp );
+#endif
+
+ // Extra refraction rays, specular, rim etc are only done on ps_2_b
+#if defined( SHADER_MODEL_PS_2_B ) || defined( SHADER_MODEL_PS_3_0 )
+ // Blur by scalable Poisson filter
+ float fBlurAmount = lerp( 0.05f, 0.0f, g_CloakControl.y );
+ float3 vRefract = tex2D( RefractSampler, vRefractTexCoord );
+ vRefract += tex2D( RefractSampler, vRefractTexCoord + gPoissonOffset[0].xy * fBlurAmount );
+ vRefract += tex2D( RefractSampler, vRefractTexCoord + gPoissonOffset[0].wz * fBlurAmount );
+ vRefract += tex2D( RefractSampler, vRefractTexCoord + gPoissonOffset[1].xy * fBlurAmount );
+ vRefract += tex2D( RefractSampler, vRefractTexCoord + gPoissonOffset[1].wz * fBlurAmount );
+ vRefract += tex2D( RefractSampler, vRefractTexCoord + gPoissonOffset[2].xy * fBlurAmount );
+ vRefract += tex2D( RefractSampler, vRefractTexCoord + gPoissonOffset[2].wz * fBlurAmount );
+
+// We're right at the hairy edge of constant register usage and hence have to drop these taps...
+// vRefract += tex2D( RefractSampler, vRefractTexCoord + gPoissonOffset[3].xy * fBlurAmount );
+// vRefract += tex2D( RefractSampler, vRefractTexCoord + gPoissonOffset[3].wz * fBlurAmount );
+ vRefract /= 7.0f;
+
+ float3 rimLighting = float3( 0.0f, 0.0f, 0.0f );
+ float3 specularLighting = float3( 0.0f, 0.0f, 0.0f );
+ float fSpecExp = g_EyePos_SpecExponent.w;
+ float fSpecMask = vNormalSample.a;
+
+ float4 vSpecExpMap = tex2D( SpecExponentSampler, i.vBaseTexCoord );
+ float fSpecExpMap = vSpecExpMap.r;
+ float fRimMask = 1.0f;//lerp( 1.0f, vSpecExpMap.a, g_RimMaskControl ); // Select rim mask
+ float3 vSpecularTint;
+
+ // If the exponent passed in as a constant is zero, use the value from the map as the exponent
+ if ( fSpecExp == 0 )
+ fSpecExp = 1.0f - fSpecExpMap + 150.0f * fSpecExpMap;
+
+ // If constant tint is negative, tint with albedo, based upon scalar tint map
+ if ( g_SpecularTint.r == -1 )
+ vSpecularTint = lerp( float3(1.0f, 1.0f, 1.0f), albedo, vSpecExpMap.g );
+ else
+ vSpecularTint = g_SpecularTint.rgb;
+
+ // Fresnel to match regular specular lighting
+ float fFresnelRanges = Fresnel( vWorldNormal, vWorldEyeDir, g_FresnelRanges );
+
+ // Summation of specular from all local lights besides the flashlight
+ PixelShaderDoSpecularLighting( i.worldPos, vWorldNormal, fSpecExp, vWorldEyeDir,
+ i.lightAtten, nNumLights, cLightInfo, false, 1.0f, false,
+ NormalizeSampler, 1.0f, true, g_RimExponent,
+
+ // Outputs
+ specularLighting, rimLighting );
+
+ // Modulate with spec mask, boost, tint and fresnel ranges
+ specularLighting *= fSpecMask * g_SpecularBoost * fFresnelRanges * vSpecularTint;
+
+ float fRimFresnel = Fresnel4( vWorldNormal, vWorldEyeDir );
+
+ // Add in rim light modulated with tint, mask and traditional Fresnel (not using Fresnel ranges)
+ rimLighting *= vSpecularTint * fRimMask * fRimFresnel;
+
+ // Fold rim lighting into specular term by using the max so that we don't really add light twice...
+ specularLighting = max (specularLighting, rimLighting);
+
+ // Add in view-ray lookup from ambient cube
+ specularLighting += fRimFresnel * fRimMask * vSpecularTint /* g_fRimBoost */ * PixelShaderAmbientLight( vWorldEyeDir, cAmbientCube) * saturate(dot(vWorldNormal, float3(0, 0 , 1)) );
+
+ float tintLerpFactor = saturate(lerp( 1, fresnel-1.1, saturate(g_CloakControl.y)));
+ tintLerpFactor = smoothstep( 0.4f, 0.425f, tintLerpFactor );
+ float3 vTintedRefract = lerp( vRefract, albedo * vRefract, 0.7f );
+ vRefract = lerp( vRefract, vTintedRefract, tintLerpFactor );
+
+ vSpecular = specularLighting * smoothstep( 0.98, 0.8, saturate(g_CloakControl.y ));
+#endif
+
+ // Blend refraction component with diffusely lit model
+ float diffuseLerpFactor = saturate(lerp( 1, fresnel - 1.35, saturate(g_CloakControl.y)));
+ diffuseLerpFactor = smoothstep( 0.4f, 0.425f, diffuseLerpFactor );
+
+ float3 fDiffuse = lerp( vRefract, albedo * diffuseLighting, diffuseLerpFactor );
+ float3 result = fDiffuse + vSpecular;
+
+ float alpha = 1.0f;
+
+ // Emulate LinearColorToHDROutput() when uncloaked
+ result = lerp( result.xyz * LINEAR_LIGHT_SCALE, result, saturate(g_CloakControl.y) );
+
+ float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos_SpecExponent.z, i.worldPos.z, i.projPos.z );
+
+#if WRITEWATERFOGTODESTALPHA && (PIXELFOGTYPE == PIXEL_FOG_TYPE_HEIGHT)
+ alpha = fogFactor;
+#endif
+
+ return FinalOutput( float4( result, alpha ), fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_NONE );
+}