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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /materialsystem/stdshaders/flesh_interior_blended_pass_ps2x.fxc | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'materialsystem/stdshaders/flesh_interior_blended_pass_ps2x.fxc')
| -rw-r--r-- | materialsystem/stdshaders/flesh_interior_blended_pass_ps2x.fxc | 127 |
1 files changed, 127 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/flesh_interior_blended_pass_ps2x.fxc b/materialsystem/stdshaders/flesh_interior_blended_pass_ps2x.fxc new file mode 100644 index 0000000..3e288e5 --- /dev/null +++ b/materialsystem/stdshaders/flesh_interior_blended_pass_ps2x.fxc @@ -0,0 +1,127 @@ +//========= Copyright � 1996-2006, Valve Corporation, All rights reserved. ============// +// Includes ======================================================================================= +// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC] +// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX] +#include "common_vertexlitgeneric_dx9.h" + +// Texture Samplers =============================================================================== +sampler g_tBaseSampler : register( s0 ); +sampler g_tNoiseSampler : register( s1 ); +sampler g_tBorder1DSampler : register( s2 ); +sampler g_tNormalSampler : register( s3 ); +sampler g_tSubsurfaceSampler: register( s4 ); +sampler g_tCubeSampler : register( s5 ); + +// Shaders Constants and Globals ================================================================== +const float3 g_cSubsurfaceTint : register( c0 ); +const float2 g_flBorderWidth : register( c1 ); //{ 1.0f / g_flBorderWidthFromVmt, ( 1.0f / g_flBorderWidthFromVmt ) - 1.0f }; +const float g_flBorderSoftness : register( c2 ); +const float3 g_cBorderTint : register( c3 ); +const float g_flGlobalOpacity : register( c4 ); +const float g_flGlossBrightness : register( c5 ); + +// Interpolated values ============================================================================ +struct PS_INPUT +{ + float2 vTexCoord0 : TEXCOORD0; + float2 flDistanceToEffectCenter_flFresnelEffect : TEXCOORD1; + float4 vNoiseTexCoord : TEXCOORD2; + float3 vTangentViewVector : TEXCOORD3; + float3 cVertexLight : TEXCOORD4; + float3x3 mTangentSpaceTranspose : TEXCOORD5; + // second row : TEXCOORD6; + // third row : TEXCOORD7; +}; + +// Main =========================================================================================== +float4 main( PS_INPUT i ) : COLOR +{ + // Color texture + float4 cBaseColor = tex2D( g_tBaseSampler, i.vTexCoord0.xy ); + float flFleshMaskFromTexture = cBaseColor.a; + + // Subsurface colors + float4 cSubsurfaceColor = tex2D( g_tSubsurfaceSampler, i.vTexCoord0.xy ); + cBaseColor.rgb += cBaseColor.rgb * cSubsurfaceColor.rgb * g_cSubsurfaceTint.rgb; + + // Scroll noise textures to ripple border of opening + float flNoise0 = tex2D( g_tNoiseSampler, i.vNoiseTexCoord.xy ).g; // Use green so we can DXT1 if we want + float flNoise1 = tex2D( g_tNoiseSampler, i.vNoiseTexCoord.wz ).g; // Use green so we can DXT1 if we want + float flNoise = ( flNoise0 + flNoise1 ) * 0.5f; + + // Generate 0-1 mask from distance computed in the VS + float flClampedInputMask = 0.0f; + flClampedInputMask = 1.0f - saturate( i.flDistanceToEffectCenter_flFresnelEffect.x ); + flClampedInputMask *= i.flDistanceToEffectCenter_flFresnelEffect.y; + flClampedInputMask *= flFleshMaskFromTexture; + + // Noise mask - Only apply noise around border of sphere + float flBorderMask = saturate( ( 1.0f - flClampedInputMask ) * g_flBorderWidth.x - g_flBorderWidth.y ); + float flNoiseMask = 1.0f - abs( ( flBorderMask * 2.0f ) - 1.0f ); + + // This is used to lerp in the 1D border texture over the flesh color + float flBorderMaskWithNoise = ( 1.0f - smoothstep( flNoiseMask - g_flBorderSoftness, flNoiseMask + g_flBorderSoftness, flNoise.r ) ) * flNoiseMask; + + // Border color + float vBorderUv = ( sign( flBorderMask - 0.5 ) * (1.0f - pow( flBorderMaskWithNoise, 4.0f )) * 0.5f ) + 0.5f; + float4 cBorderColor = 2.0f * tex2D( g_tBorder1DSampler, vBorderUv ); + cBorderColor.rgb *= g_cBorderTint; + cBorderColor.rgb *= flNoise; + + // Normal map + float4 vNormalMapValue = tex2D( g_tNormalSampler, i.vTexCoord0.xy ); + float3 vTangentNormal = ( vNormalMapValue.xyz * 2.0f ) - 1.0f; + vTangentNormal.xy += ( flNoise * 1.5f ) - 0.75f; // NOTE: This will denormalize the normal. + //float3 vWorldNormal = mul( i.mTangentSpaceTranspose, vTangentNormal.xyz ); + + // Specular gloss layer + float3 vTangentReflectionVector = reflect( i.vTangentViewVector.xyz, vTangentNormal.xyz ); + //vTangentReflectionVector.xy += ( flNoise * 1.5f ) - 0.75f; + float3 vWorldReflectionVector = mul( i.mTangentSpaceTranspose, vTangentReflectionVector.xyz ); + float3 cGlossLayer = ENV_MAP_SCALE * texCUBE( g_tCubeSampler, vWorldReflectionVector.xyz ).rgb; + cGlossLayer.rgb *= g_flGlossBrightness; + + // Gloss mask is just hard-coded fresnel for now + float flGlossMask = pow( saturate( dot( vTangentNormal.xyz, -i.vTangentViewVector.xyz ) ), 8.0f ); + + // Opacity + float flOpacity = 1.0f; + flOpacity = max( flBorderMaskWithNoise, step( flBorderMask, 0.5f ) ); + + // Apply global opacity + flOpacity *= g_flGlobalOpacity; + + //===============// + // Combine terms // + //===============// + float4 result; + result.rgb = cBaseColor.rgb * i.cVertexLight.rgb; + result.rgb += cGlossLayer.rgb * flGlossMask; + result.rgb *= pow( 1.0f - flBorderMaskWithNoise, 2.0f ); // Darken near border + result.rgb = lerp( result.rgb, cBorderColor.rgb, saturate( vBorderUv * 2.0f ) ); // bring in transition 1D texture + + //result.rgb = flClampedInputMask; + //result.rgb = flBorderMask; + //result.rgb = saturate( flClampedInputMask * 2.0f ); + //result.rgb = i.flDistanceToEffectCenter_flFresnelEffect.x;// * i.flDistanceToEffectCenter_flFresnelEffect.y; + //result.rgb = i.flDistanceToEffectCenter_flFresnelEffect.y * g_flBorderWidth.x - g_flBorderWidth.y; + //result.rgb = flNoiseMask; + //result.rgb = flBorderMaskWithNoise; + //result.rgb = flOpacity; + //result.rgb = flBorderUv; + //result.rgb = cBorderColor; + //result.rgb = -i.vTangentViewVector.z; + //result.rgb = vNormalMapValue.xyz; + //result.rgb = vTangentNormal.xyz; + //result.rgb = flGlossLayer; + //result.rgb = i.cVertexLight.rgb; + //result.rgb = texCUBE( g_tCubeSampler, vTangentNormal.xyz ).rgb; + //result.rgb = i.vTangentViewVector.x; + //result.rgb = cGlossLayer.rgb; + + // Set alpha for blending + result.a = flOpacity; + //result.a = 1.0f; + + return FinalOutput( result, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_LINEAR ); +} |