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Diffstat (limited to 'materialsystem/stdshaders/flashlight_ps2x.fxc')
| -rw-r--r-- | materialsystem/stdshaders/flashlight_ps2x.fxc | 235 |
1 files changed, 235 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/flashlight_ps2x.fxc b/materialsystem/stdshaders/flashlight_ps2x.fxc new file mode 100644 index 0000000..8ac860c --- /dev/null +++ b/materialsystem/stdshaders/flashlight_ps2x.fxc @@ -0,0 +1,235 @@ +//====== Copyright c 1996-2004, Valve Corporation, All rights reserved. ======= +// +// Purpose: +// +//============================================================================= + + + +// STATIC: "NORMALMAP" "0..2" +// STATIC: "NORMALMAP2" "0..1" +// STATIC: "WORLDVERTEXTRANSITION" "0..1" +// STATIC: "SEAMLESS" "0..1" +// STATIC: "DETAILTEXTURE" "0..1" +// STATIC: "DETAIL_BLEND_MODE" "0..1" +// STATIC: "FLASHLIGHTDEPTHFILTERMODE" "0..2" [ps20b] [PC] +// STATIC: "FLASHLIGHTDEPTHFILTERMODE" "0..0" [ps20b] [XBOX] + +// DYNAMIC: "PIXELFOGTYPE" "0..1" +// DYNAMIC: "FLASHLIGHTSHADOWS" "0..1" [ps20b] + +// SKIP: !$WORLDVERTEXTRANSITION && $NORMALMAP2 +// SKIP: !$NORMALMAP && $NORMALMAP2 +// SKIP: !$DETAILTEXTURE && ( $DETAIL_BLEND_MODE != 0 ) + +#include "shader_constant_register_map.h" +#include "common_flashlight_fxc.h" +#include "common_lightmappedgeneric_fxc.h" + +const float4 g_vShadowTweaks : register( PSREG_ENVMAP_TINT__SHADOW_TWEAKS ); +const float4 g_FogParams : register( PSREG_FOG_PARAMS ); +const float4 g_EyePos : register( PSREG_EYEPOS_SPEC_EXPONENT ); +const float4 g_FlashlightAttenuation : register( PSREG_FLASHLIGHT_ATTENUATION ); +const float4 g_DetailConstants : register( c0 ); + +sampler SpotSampler : register( s0 ); +sampler BaseTextureSampler : register( s1 ); +sampler NormalizingCubemapSampler : register( s2 ); + +// use a normalizing cube map here if we aren't normal mapping +sampler BumpMapSampler : register( s3 ); +sampler BaseTextureSampler2 : register( s4 ); + +#ifdef WORLDVERTEXTRANSITION +sampler NormalMap2Sampler : register( s6 ); +#endif + +#if DETAILTEXTURE +sampler DetailSampler : register( s8 ); +#endif + +#if FLASHLIGHTSHADOWS && ( defined( SHADER_MODEL_PS_2_B ) || defined( SHADER_MODEL_PS_3_0 ) ) +sampler RandomRotationSampler : register( s5 ); // Random rotation sampler +sampler FlashlightDepthSampler : register( s7 ); +#endif + +struct PS_INPUT +{ + float4 spotTexCoord : TEXCOORD0; +#if SEAMLESS + float3 SeamlessTexCoord : TEXCOORD1; +#else + float2 baseTexCoord : TEXCOORD1; +#endif +#if NORMALMAP + float3 tangentPosToLightVector : TEXCOORD2; + float2 normalMapTexCoord : TEXCOORD3; +#else + float3 worldPosToLightVector : TEXCOORD2; + float3 normal : TEXCOORD3; +#endif + + float2 detailCoords : TEXCOORD4; + float4 worldPos_worldTransition : TEXCOORD5; + float3 projPos : TEXCOORD6; + float4 fogFactorW : TEXCOORD7; +}; + + + +float4 SampleNormal( sampler s, PS_INPUT i ) +{ +#if SEAMLESS + float4 szy=tex2D( s, i.SeamlessTexCoord.zy ); + float4 sxz=tex2D( s, i.SeamlessTexCoord.xz ); + float4 syx=tex2D( s, i.SeamlessTexCoord.xy ); + return i.fogFactorW.r*szy + i.fogFactorW.g*sxz + i.fogFactorW.b*syx; +#else +#if NORMALMAP + return tex2D( s, i.normalMapTexCoord.xy); +#else + return float4(0,0,1,1); +#endif +#endif + +} + +float4 main( PS_INPUT i ) : COLOR +{ + bool bBase2 = WORLDVERTEXTRANSITION ? true : false; + bool bBump = (NORMALMAP != 0) ? true : false; + + // Do spot stuff early since we can bail out + float3 spotColor = float3(0,0,0); + float3 vProjCoords = i.spotTexCoord.xyz / i.spotTexCoord.w; + +#if ( defined( _X360 ) ) + + float3 ltz = vProjCoords.xyz < float3( 0.0f, 0.0f, 0.0f ); + float3 gto = vProjCoords.xyz > float3( 1.0f, 1.0f, 1.0f ); + + [branch] + if ( dot(ltz + gto, float3(1,1,1)) > 0 ) + { + clip (-1); + return float4(0,0,0,0); + } + else + { + spotColor = tex2D( SpotSampler, vProjCoords ); + + [branch] + if ( dot(spotColor.xyz, float3(1,1,1)) <= 0 ) + { + clip(-1); + return float4(0,0,0,0); + } + else + { +#else + spotColor = tex2D( SpotSampler, vProjCoords ); +#endif + + float4 baseColor = 0.0f; + float4 baseColor2 = 0.0f; + float4 vNormal = float4(0, 0, 1, 1); + float3 baseTexCoords = float3(0,0,0); + +#if SEAMLESS + baseTexCoords = i.SeamlessTexCoord.xyz; +#else + baseTexCoords.xy = i.baseTexCoord.xy; +#endif + + GetBaseTextureAndNormal( BaseTextureSampler, BaseTextureSampler2, BumpMapSampler, bBase2, bBump, baseTexCoords, i.fogFactorW.xyz, baseColor, baseColor2, vNormal ); + +#if WORLDVERTEXTRANSITION + float lerpAlpha = 1-i.worldPos_worldTransition.a; +#endif + +#if ( NORMALMAP == 0 ) + vNormal.xyz = normalize( i.normal.xyz ); +#endif + +#if ( NORMALMAP == 1 ) + vNormal.xyz = vNormal.xyz * 2.0f - 1.0f; // signed + +# if NORMALMAP2 + float3 normal2 = SampleNormal( NormalMap2Sampler, i ) * 2.0f - 1.0f; + vNormal.xyz = lerp( normal2, vNormal.xyz, lerpAlpha ); +# endif +#endif + +// ssbump +#if ( NORMALMAP == 2 ) + +# if NORMALMAP2 + float3 normal2 = SampleNormal( NormalMap2Sampler, i ); + vNormal.xyz = lerp( normal2, vNormal.xyz, lerpAlpha ); +# endif +#else + // Normalize normal after all of the lerps above (including the tri/bilinear texel fetches) + vNormal.xyz = normalize( vNormal.xyz ); +#endif + + spotColor.rgb *= cFlashlightColor.rgb; + + // Compute per-pixel distance attenuation + float3 delta = g_EyePos.xyz - i.worldPos_worldTransition.xyz; + float distSquared = dot( delta, delta ); + float dist = sqrt( distSquared ); + float farZ = g_FlashlightAttenuation.w; + float endFalloffFactor = RemapValClamped( dist, farZ, 0.6f * farZ, 0.0f, 1.0f ); + float flAtten = saturate(endFalloffFactor * dot( g_FlashlightAttenuation.xyz, float3( 1.0f, 1.0f/dist, 1.0f/distSquared ) ) ); + +#if FLASHLIGHTSHADOWS && ( defined( SHADER_MODEL_PS_2_B ) || defined( SHADER_MODEL_PS_3_0 ) ) + float flShadow = DoFlashlightShadow( FlashlightDepthSampler, RandomRotationSampler, vProjCoords, i.projPos.xy / i.projPos.z, FLASHLIGHTDEPTHFILTERMODE, g_vShadowTweaks, false ); + float flAttenuated = lerp( flShadow, 1.0f, g_vShadowTweaks.y ); // Blend between fully attenuated and not attenuated + flShadow = saturate(lerp( flAttenuated, flShadow, flAtten )); // Blend between shadow and above, according to light attenuation + spotColor *= flShadow; +#endif + +#if WORLDVERTEXTRANSITION + baseColor.xyz = lerp( baseColor2.xyz, baseColor.xyz, lerpAlpha ); +#endif + +#if DETAILTEXTURE + float4 detailColor = float4( g_DetailConstants.xyz, 1.0f ) * tex2D( DetailSampler, i.detailCoords ); + float4 vBase = TextureCombine( float4(baseColor.xyz, 1.0f), detailColor, DETAIL_BLEND_MODE, g_DetailConstants.w ); + baseColor.xyz = vBase.xyz; +#endif + +#if NORMALMAP == 0 + float3 worldPosToLightVector = texCUBE( NormalizingCubemapSampler, i.worldPosToLightVector ) * 2.0f - 1.0f; + float nDotL = dot( worldPosToLightVector, vNormal.xyz ); +#endif + +#if NORMALMAP == 1 + // flashlightfixme: wrap this! + float3 tangentPosToLightVector = texCUBE( NormalizingCubemapSampler, i.tangentPosToLightVector ) * 2.0f - 1.0f; + float nDotL = dot( tangentPosToLightVector, vNormal.xyz ); +#endif + +#if NORMALMAP == 2 + float3 tangentPosToLightVector = normalize( i.tangentPosToLightVector ); + + float nDotL = + vNormal.x*dot( tangentPosToLightVector, bumpBasis[0]) + + vNormal.y*dot( tangentPosToLightVector, bumpBasis[1]) + + vNormal.z*dot( tangentPosToLightVector, bumpBasis[2]); +#endif + + float3 outColor; + outColor = spotColor * baseColor.xyz * saturate( nDotL ); + outColor *= flAtten; + + float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos.z, i.worldPos_worldTransition.z, i.projPos.z ); + return FinalOutput( float4(outColor, baseColor.a) , fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR ); + + // so we can jump over all of the above +#if ( defined( _X360 ) ) + } + } +#endif + +} |