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-rw-r--r--materialsystem/stdshaders/lightmappedreflective_ps2x.fxc190
1 files changed, 190 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/lightmappedreflective_ps2x.fxc b/materialsystem/stdshaders/lightmappedreflective_ps2x.fxc
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+// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
+// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
+// STATIC: "BASETEXTURE" "0..1"
+// STATIC: "REFLECT" "0..1"
+// STATIC: "REFRACT" "0..1"
+// STATIC: "ENVMAPMASK" "0..1"
+
+// DYNAMIC: "PIXELFOGTYPE" "0..1"
+// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1" [ps20b] [PC]
+// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..0" [ps20b] [XBOX]
+
+#if defined( SHADER_MODEL_PS_2_0 )
+# define WRITE_DEPTH_TO_DESTALPHA 0
+#endif
+
+#include "common_ps_fxc.h"
+
+sampler RefractSampler : register( s0 );
+sampler BaseTextureSampler : register( s1 );
+sampler ReflectSampler : register( s2 );
+#if BASETEXTURE
+sampler LightmapSampler : register( s3 );
+#endif
+#if ENVMAPMASK
+sampler EnvMapMaskSampler : register( s6 );
+#endif
+sampler NormalSampler : register( s4 );
+
+const HALF4 vRefractTint : register( c1 );
+const float4 g_FresnelConstants : register( c3 );
+const HALF4 vReflectTint : register( c4 );
+const float4 g_ReflectRefractScale : register( c5 ); // xy - reflect scale, zw - refract scale
+
+const float4 g_PixelFogParams : register( c8 );
+
+
+static const bool g_bReflect = REFLECT ? true : false;
+static const bool g_bRefract = REFRACT ? true : false;
+
+struct PS_INPUT
+{
+ float4 vBumpTexCoordXY_vTexCoordXY : TEXCOORD0;
+ half3 vTangentEyeVect : TEXCOORD1;
+ float4 vReflectXY_vRefractYX : TEXCOORD2;
+ float W : TEXCOORD3;
+ float4 vProjPos : TEXCOORD4;
+ float screenCoord : TEXCOORD5;
+#if BASETEXTURE
+// CENTROID: TEXCOORD6
+ HALF4 lightmapTexCoord1And2 : TEXCOORD6;
+// CENTROID: TEXCOORD7
+ HALF4 lightmapTexCoord3 : TEXCOORD7;
+#endif
+
+ float4 fogFactorW : COLOR1;
+};
+
+float4 main( PS_INPUT i ) : COLOR
+{
+ // Load normal and expand range
+ HALF4 vNormalSample = tex2D( NormalSampler, i.vBumpTexCoordXY_vTexCoordXY.xy );
+ HALF3 vNormal = normalize( vNormalSample * 2.0 - 1.0 );
+
+ // Perform division by W only once
+ float ooW = 1.0f / i.W;
+
+ float2 unwarpedRefractTexCoord = i.vReflectXY_vRefractYX.wz * ooW;
+
+ float4 reflectRefractScale = g_ReflectRefractScale;
+
+ // Compute coordinates for sampling Reflection
+ float2 vReflectTexCoord;
+ float2 vRefractTexCoord;
+
+ // vectorize the dependent UV calculations (reflect = .xy, refract = .wz)
+#ifdef NV3X
+ float4 vDependentTexCoords = vNormal.xyxy * vNormalSample.a * reflectRefractScale;
+#else
+ float4 vN;
+ vN.xy = vNormal.xy;
+ vN.w = vNormal.x;
+ vN.z = vNormal.y;
+ float4 vDependentTexCoords = vN * vNormalSample.a * reflectRefractScale;
+#endif
+
+ vDependentTexCoords += ( i.vReflectXY_vRefractYX * ooW );
+ vReflectTexCoord = vDependentTexCoords.xy;
+ vRefractTexCoord = vDependentTexCoords.wz;
+
+ // Sample reflection and refraction
+ HALF4 vReflectColor = tex2D( ReflectSampler, vReflectTexCoord );
+ HALF4 vRefractColor = tex2D( RefractSampler, vRefractTexCoord );
+ vReflectColor *= vReflectTint;
+ vRefractColor *= vRefractTint;
+
+ half3 vEyeVect;
+ vEyeVect = normalize( i.vTangentEyeVect );
+
+ // Fresnel term
+ HALF fNdotV = saturate( dot( vEyeVect, vNormal ) );
+ HALF fFresnelScalar = g_FresnelConstants.x * pow( 1.0 - fNdotV, g_FresnelConstants.y ) + g_FresnelConstants.z;
+ HALF4 fFresnel = HALF4( fFresnelScalar, fFresnelScalar, fFresnelScalar, fFresnelScalar );
+
+#if BASETEXTURE
+ float4 baseSample = tex2D( BaseTextureSampler, i.vBumpTexCoordXY_vTexCoordXY.zw );
+ HALF2 bumpCoord1;
+ HALF2 bumpCoord2;
+ HALF2 bumpCoord3;
+ ComputeBumpedLightmapCoordinates( i.lightmapTexCoord1And2, i.lightmapTexCoord3.xy,
+ bumpCoord1, bumpCoord2, bumpCoord3 );
+
+ HALF4 lightmapSample1 = tex2D( LightmapSampler, bumpCoord1 );
+ HALF3 lightmapColor1 = lightmapSample1.rgb;
+ HALF3 lightmapColor2 = tex2D( LightmapSampler, bumpCoord2 );
+ HALF3 lightmapColor3 = tex2D( LightmapSampler, bumpCoord3 );
+
+ float3 dp;
+ dp.x = saturate( dot( vNormal, bumpBasis[0] ) );
+ dp.y = saturate( dot( vNormal, bumpBasis[1] ) );
+ dp.z = saturate( dot( vNormal, bumpBasis[2] ) );
+ dp *= dp;
+
+ float3 diffuseLighting = dp.x * lightmapColor1 +
+ dp.y * lightmapColor2 +
+ dp.z * lightmapColor3;
+ float sum = dot( dp, float3( 1.0f, 1.0f, 1.0f ) );
+ diffuseLighting *= LIGHT_MAP_SCALE / sum;
+ HALF3 diffuseComponent = baseSample.rgb * diffuseLighting;
+#endif
+
+ float4 flMask;
+#if ENVMAPMASK
+ flMask = tex2D( EnvMapMaskSampler, i.vBumpTexCoordXY_vTexCoordXY.zw );
+#else
+ flMask = float4( 1.0f, 1.0f, 1.0f, 1.0f );
+#endif
+
+ // NOTE: the BASETEXTURE path hasn't been tested (or really written for that matter, just copied from water)
+ // What I think should happen is that the alpha of base texture should be its 'translucency'
+ // which should indicate how much refraction to use.
+ // We should add an envmapmask to deal with how much reflection to use
+ // along with all the focus, etc. features
+ float4 result;
+ float flAlpha = 1.0f;
+ if( g_bReflect && g_bRefract )
+ {
+ result = lerp( vRefractColor, vReflectColor, fFresnel ) * flMask;
+#if BASETEXTURE
+ result += float4( diffuseComponent, 1.0f );
+ flAlpha = baseSample.a;
+#endif
+ }
+ else if( g_bReflect )
+ {
+#if BASETEXTURE
+ result = float4( diffuseComponent, 1.0f ) + vReflectColor * flMask;
+ flAlpha = baseSample.a;
+#else
+ result = vReflectColor;
+#endif
+ }
+ else if( g_bRefract )
+ {
+#if BASETEXTURE
+ result = float4( diffuseComponent, 1.0f ) + vRefractColor * flMask;
+ flAlpha = baseSample.a;
+#else
+ result = vRefractColor;
+#endif
+ }
+ else
+ {
+#if BASETEXTURE
+ result = float4( diffuseComponent, 1.0f );
+ flAlpha = baseSample.a;
+#else
+ result = float4( 0.0f, 0.0f, 0.0f, 0.0f );
+#endif
+ }
+
+
+#if ( PIXELFOGTYPE == PIXEL_FOG_TYPE_RANGE )
+ float fogFactor = CalcRangeFog( i.vProjPos.z, g_PixelFogParams.x, g_PixelFogParams.z, g_PixelFogParams.w );
+#else
+ float fogFactor = 0;
+#endif
+
+ return FinalOutput( float4( result.rgb, flAlpha ), fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_NONE, (WRITE_DEPTH_TO_DESTALPHA != 0), i.vProjPos.z );
+}
+