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authorJoe Ludwig <[email protected]>2013-07-17 18:26:59 -0700
committerJoe Ludwig <[email protected]>2013-07-17 18:26:59 -0700
commite16ea21dc8a710237ade8413207f58d403c616a3 (patch)
tree85dcfbda9881e4e022dedafefbc2727e2fd2aa59 /mp/src/materialsystem/stdshaders/common_flashlight_fxc.h
parentMerge pull request #36 from AnAkIn1/fogplayerparams_fix (diff)
downloadsource-sdk-2013-e16ea21dc8a710237ade8413207f58d403c616a3.tar.xz
source-sdk-2013-e16ea21dc8a710237ade8413207f58d403c616a3.zip
* Added support for building shaders in your mod
* Added nav mesh support * fixed many warnings and misc bugs * Fixed the create*projects scripts in mp * Added a bunch of stuff to .gitignore
Diffstat (limited to 'mp/src/materialsystem/stdshaders/common_flashlight_fxc.h')
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diff --git a/mp/src/materialsystem/stdshaders/common_flashlight_fxc.h b/mp/src/materialsystem/stdshaders/common_flashlight_fxc.h
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Common pixel shader code specific to flashlights
+//
+// $NoKeywords: $
+//
+//=============================================================================//
+#ifndef COMMON_FLASHLIGHT_FXC_H_
+#define COMMON_FLASHLIGHT_FXC_H_
+
+#include "common_ps_fxc.h"
+
+
+// JasonM - TODO: remove this simpleton version
+float DoShadow( sampler DepthSampler, float4 texCoord )
+{
+ const float g_flShadowBias = 0.0005f;
+ float2 uoffset = float2( 0.5f/512.f, 0.0f );
+ float2 voffset = float2( 0.0f, 0.5f/512.f );
+ float3 projTexCoord = texCoord.xyz / texCoord.w;
+ float4 flashlightDepth = float4( tex2D( DepthSampler, projTexCoord + uoffset + voffset ).x,
+ tex2D( DepthSampler, projTexCoord + uoffset - voffset ).x,
+ tex2D( DepthSampler, projTexCoord - uoffset + voffset ).x,
+ tex2D( DepthSampler, projTexCoord - uoffset - voffset ).x );
+
+# if ( defined( REVERSE_DEPTH_ON_X360 ) )
+ {
+ flashlightDepth = 1.0f - flashlightDepth;
+ }
+# endif
+
+ float shadowed = 0.0f;
+ float z = texCoord.z/texCoord.w;
+ float4 dz = float4(z,z,z,z) - (flashlightDepth + float4( g_flShadowBias, g_flShadowBias, g_flShadowBias, g_flShadowBias));
+ float4 shadow = float4(0.25f,0.25f,0.25f,0.25f);
+
+ if( dz.x <= 0.0f )
+ shadowed += shadow.x;
+ if( dz.y <= 0.0f )
+ shadowed += shadow.y;
+ if( dz.z <= 0.0f )
+ shadowed += shadow.z;
+ if( dz.w <= 0.0f )
+ shadowed += shadow.w;
+
+ return shadowed;
+}
+
+
+float DoShadowNvidiaRAWZOneTap( sampler DepthSampler, const float4 shadowMapPos )
+{
+ float ooW = 1.0f / shadowMapPos.w; // 1 / w
+ float3 shadowMapCenter_objDepth = shadowMapPos.xyz * ooW; // Do both projections at once
+
+ float2 shadowMapCenter = shadowMapCenter_objDepth.xy; // Center of shadow filter
+ float objDepth = shadowMapCenter_objDepth.z; // Object depth in shadow space
+
+ float fDepth = dot(tex2D(DepthSampler, shadowMapCenter).arg, float3(0.996093809371817670572857294849, 0.0038909914428586627756752238080039, 1.5199185323666651467481343000015e-5));
+
+ return fDepth > objDepth;
+}
+
+
+float DoShadowNvidiaRAWZ( sampler DepthSampler, const float4 shadowMapPos )
+{
+ float fE = 1.0f / 512.0f; // Epsilon
+
+ float ooW = 1.0f / shadowMapPos.w; // 1 / w
+ float3 shadowMapCenter_objDepth = shadowMapPos.xyz * ooW; // Do both projections at once
+
+ float2 shadowMapCenter = shadowMapCenter_objDepth.xy; // Center of shadow filter
+ float objDepth = shadowMapCenter_objDepth.z; // Object depth in shadow space
+
+ float4 vDepths;
+ vDepths.x = dot(tex2D(DepthSampler, shadowMapCenter + float2( fE, fE )).arg, float3(0.996093809371817670572857294849, 0.0038909914428586627756752238080039, 1.5199185323666651467481343000015e-5));
+ vDepths.y = dot(tex2D(DepthSampler, shadowMapCenter + float2( -fE, fE )).arg, float3(0.996093809371817670572857294849, 0.0038909914428586627756752238080039, 1.5199185323666651467481343000015e-5));
+ vDepths.z = dot(tex2D(DepthSampler, shadowMapCenter + float2( fE, -fE )).arg, float3(0.996093809371817670572857294849, 0.0038909914428586627756752238080039, 1.5199185323666651467481343000015e-5));
+ vDepths.w = dot(tex2D(DepthSampler, shadowMapCenter + float2( -fE, -fE )).arg, float3(0.996093809371817670572857294849, 0.0038909914428586627756752238080039, 1.5199185323666651467481343000015e-5));
+
+ return dot(vDepths > objDepth.xxxx, float4(0.25, 0.25, 0.25, 0.25));
+}
+
+
+float DoShadowNvidiaCheap( sampler DepthSampler, const float4 shadowMapPos )
+{
+ float fTexelEpsilon = 1.0f / 1024.0f;
+
+ float ooW = 1.0f / shadowMapPos.w; // 1 / w
+ float3 shadowMapCenter_objDepth = shadowMapPos.xyz * ooW; // Do both projections at once
+
+ float2 shadowMapCenter = shadowMapCenter_objDepth.xy; // Center of shadow filter
+ float objDepth = shadowMapCenter_objDepth.z; // Object depth in shadow space
+
+ float4 vTaps;
+ vTaps.x = tex2Dproj( DepthSampler, float4( shadowMapCenter + float2( fTexelEpsilon, fTexelEpsilon), objDepth, 1 ) ).x;
+ vTaps.y = tex2Dproj( DepthSampler, float4( shadowMapCenter + float2( -fTexelEpsilon, fTexelEpsilon), objDepth, 1 ) ).x;
+ vTaps.z = tex2Dproj( DepthSampler, float4( shadowMapCenter + float2( fTexelEpsilon, -fTexelEpsilon), objDepth, 1 ) ).x;
+ vTaps.w = tex2Dproj( DepthSampler, float4( shadowMapCenter + float2( -fTexelEpsilon, -fTexelEpsilon), objDepth, 1 ) ).x;
+
+ return dot(vTaps, float4(0.25, 0.25, 0.25, 0.25));
+}
+
+float DoShadowNvidiaPCF3x3Box( sampler DepthSampler, const float4 shadowMapPos )
+{
+ float fTexelEpsilon = 1.0f / 1024.0f;
+
+ float ooW = 1.0f / shadowMapPos.w; // 1 / w
+ float3 shadowMapCenter_objDepth = shadowMapPos.xyz * ooW; // Do both projections at once
+
+ float2 shadowMapCenter = shadowMapCenter_objDepth.xy; // Center of shadow filter
+ float objDepth = shadowMapCenter_objDepth.z; // Object depth in shadow space
+
+ float4 vOneTaps;
+ vOneTaps.x = tex2Dproj( DepthSampler, float4( shadowMapCenter + float2( fTexelEpsilon, fTexelEpsilon ), objDepth, 1 ) ).x;
+ vOneTaps.y = tex2Dproj( DepthSampler, float4( shadowMapCenter + float2( -fTexelEpsilon, fTexelEpsilon ), objDepth, 1 ) ).x;
+ vOneTaps.z = tex2Dproj( DepthSampler, float4( shadowMapCenter + float2( fTexelEpsilon, -fTexelEpsilon ), objDepth, 1 ) ).x;
+ vOneTaps.w = tex2Dproj( DepthSampler, float4( shadowMapCenter + float2( -fTexelEpsilon, -fTexelEpsilon ), objDepth, 1 ) ).x;
+ float flOneTaps = dot( vOneTaps, float4(1.0f / 9.0f, 1.0f / 9.0f, 1.0f / 9.0f, 1.0f / 9.0f));
+
+ float4 vTwoTaps;
+ vTwoTaps.x = tex2Dproj( DepthSampler, float4( shadowMapCenter + float2( fTexelEpsilon, 0 ), objDepth, 1 ) ).x;
+ vTwoTaps.y = tex2Dproj( DepthSampler, float4( shadowMapCenter + float2( -fTexelEpsilon, 0 ), objDepth, 1 ) ).x;
+ vTwoTaps.z = tex2Dproj( DepthSampler, float4( shadowMapCenter + float2( 0, -fTexelEpsilon ), objDepth, 1 ) ).x;
+ vTwoTaps.w = tex2Dproj( DepthSampler, float4( shadowMapCenter + float2( 0, -fTexelEpsilon ), objDepth, 1 ) ).x;
+ float flTwoTaps = dot( vTwoTaps, float4(1.0f / 9.0f, 1.0f / 9.0f, 1.0f / 9.0f, 1.0f / 9.0f));
+
+ float flCenterTap = tex2Dproj( DepthSampler, float4( shadowMapCenter, objDepth, 1 ) ).x * (1.0f / 9.0f);
+
+ // Sum all 9 Taps
+ return flOneTaps + flTwoTaps + flCenterTap;
+}
+
+
+//
+// 1 4 7 4 1
+// 4 20 33 20 4
+// 7 33 55 33 7
+// 4 20 33 20 4
+// 1 4 7 4 1
+//
+float DoShadowNvidiaPCF5x5Gaussian( sampler DepthSampler, const float4 shadowMapPos )
+{
+ float fEpsilon = 1.0f / 512.0f;
+ float fTwoEpsilon = 2.0f * fEpsilon;
+
+ float ooW = 1.0f / shadowMapPos.w; // 1 / w
+ float3 shadowMapCenter_objDepth = shadowMapPos.xyz * ooW; // Do both projections at once
+
+ float2 shadowMapCenter = shadowMapCenter_objDepth.xy; // Center of shadow filter
+ float objDepth = shadowMapCenter_objDepth.z; // Object depth in shadow space
+
+ float4 vOneTaps;
+ vOneTaps.x = tex2Dproj( DepthSampler, float4( shadowMapCenter + float2( fTwoEpsilon, fTwoEpsilon ), objDepth, 1 ) ).x;
+ vOneTaps.y = tex2Dproj( DepthSampler, float4( shadowMapCenter + float2( -fTwoEpsilon, fTwoEpsilon ), objDepth, 1 ) ).x;
+ vOneTaps.z = tex2Dproj( DepthSampler, float4( shadowMapCenter + float2( fTwoEpsilon, -fTwoEpsilon ), objDepth, 1 ) ).x;
+ vOneTaps.w = tex2Dproj( DepthSampler, float4( shadowMapCenter + float2( -fTwoEpsilon, -fTwoEpsilon ), objDepth, 1 ) ).x;
+ float flOneTaps = dot( vOneTaps, float4(1.0f / 331.0f, 1.0f / 331.0f, 1.0f / 331.0f, 1.0f / 331.0f));
+
+ float4 vSevenTaps;
+ vSevenTaps.x = tex2Dproj( DepthSampler, float4( shadowMapCenter + float2( fTwoEpsilon, 0 ), objDepth, 1 ) ).x;
+ vSevenTaps.y = tex2Dproj( DepthSampler, float4( shadowMapCenter + float2( -fTwoEpsilon, 0 ), objDepth, 1 ) ).x;
+ vSevenTaps.z = tex2Dproj( DepthSampler, float4( shadowMapCenter + float2( 0, -fTwoEpsilon ), objDepth, 1 ) ).x;
+ vSevenTaps.w = tex2Dproj( DepthSampler, float4( shadowMapCenter + float2( 0, -fTwoEpsilon ), objDepth, 1 ) ).x;
+ float flSevenTaps = dot( vSevenTaps, float4( 7.0f / 331.0f, 7.0f / 331.0f, 7.0f / 331.0f, 7.0f / 331.0f ) );
+
+ float4 vFourTapsA, vFourTapsB;
+ vFourTapsA.x = tex2Dproj( DepthSampler, float4( shadowMapCenter + float2( fTwoEpsilon, fEpsilon ), objDepth, 1 ) ).x;
+ vFourTapsA.y = tex2Dproj( DepthSampler, float4( shadowMapCenter + float2( fEpsilon, fTwoEpsilon ), objDepth, 1 ) ).x;
+ vFourTapsA.z = tex2Dproj( DepthSampler, float4( shadowMapCenter + float2( -fEpsilon, fTwoEpsilon ), objDepth, 1 ) ).x;
+ vFourTapsA.w = tex2Dproj( DepthSampler, float4( shadowMapCenter + float2( -fTwoEpsilon, fEpsilon ), objDepth, 1 ) ).x;
+ vFourTapsB.x = tex2Dproj( DepthSampler, float4( shadowMapCenter + float2( -fTwoEpsilon, -fEpsilon ), objDepth, 1 ) ).x;
+ vFourTapsB.y = tex2Dproj( DepthSampler, float4( shadowMapCenter + float2( -fEpsilon, -fTwoEpsilon ), objDepth, 1 ) ).x;
+ vFourTapsB.z = tex2Dproj( DepthSampler, float4( shadowMapCenter + float2( fEpsilon, -fTwoEpsilon ), objDepth, 1 ) ).x;
+ vFourTapsB.w = tex2Dproj( DepthSampler, float4( shadowMapCenter + float2( fTwoEpsilon, -fEpsilon ), objDepth, 1 ) ).x;
+ float flFourTapsA = dot( vFourTapsA, float4( 4.0f / 331.0f, 4.0f / 331.0f, 4.0f / 331.0f, 4.0f / 331.0f ) );
+ float flFourTapsB = dot( vFourTapsB, float4( 4.0f / 331.0f, 4.0f / 331.0f, 4.0f / 331.0f, 4.0f / 331.0f ) );
+
+ float4 v20Taps;
+ v20Taps.x = tex2Dproj( DepthSampler, float4( shadowMapCenter + float2( fEpsilon, fEpsilon ), objDepth, 1 ) ).x;
+ v20Taps.y = tex2Dproj( DepthSampler, float4( shadowMapCenter + float2( -fEpsilon, fEpsilon ), objDepth, 1 ) ).x;
+ v20Taps.z = tex2Dproj( DepthSampler, float4( shadowMapCenter + float2( fEpsilon, -fEpsilon ), objDepth, 1 ) ).x;
+ v20Taps.w = tex2Dproj( DepthSampler, float4( shadowMapCenter + float2( -fEpsilon, -fEpsilon ), objDepth, 1 ) ).x;
+ float fl20Taps = dot( v20Taps, float4(20.0f / 331.0f, 20.0f / 331.0f, 20.0f / 331.0f, 20.0f / 331.0f));
+
+ float4 v33Taps;
+ v33Taps.x = tex2Dproj( DepthSampler, float4( shadowMapCenter + float2( fEpsilon, 0 ), objDepth, 1 ) ).x;
+ v33Taps.y = tex2Dproj( DepthSampler, float4( shadowMapCenter + float2( -fEpsilon, 0 ), objDepth, 1 ) ).x;
+ v33Taps.z = tex2Dproj( DepthSampler, float4( shadowMapCenter + float2( 0, -fEpsilon ), objDepth, 1 ) ).x;
+ v33Taps.w = tex2Dproj( DepthSampler, float4( shadowMapCenter + float2( 0, -fEpsilon ), objDepth, 1 ) ).x;
+ float fl33Taps = dot( v33Taps, float4(33.0f / 331.0f, 33.0f / 331.0f, 33.0f / 331.0f, 33.0f / 331.0f));
+
+ float flCenterTap = tex2Dproj( DepthSampler, float4( shadowMapCenter, objDepth, 1 ) ).x * (55.0f / 331.0f);
+
+ // Sum all 25 Taps
+ return flOneTaps + flSevenTaps + +flFourTapsA + flFourTapsB + fl20Taps + fl33Taps + flCenterTap;
+}
+
+
+float DoShadowATICheap( sampler DepthSampler, const float4 shadowMapPos )
+{
+ float2 shadowMapCenter = shadowMapPos.xy/shadowMapPos.w;
+ float objDepth = shadowMapPos.z / shadowMapPos.w;
+ float fSampleDepth = tex2D( DepthSampler, shadowMapCenter ).x;
+
+ objDepth = min( objDepth, 0.99999 ); //HACKHACK: On 360, surfaces at or past the far flashlight plane have an abrupt cutoff. This is temp until a smooth falloff is implemented
+
+ return fSampleDepth > objDepth;
+}
+
+
+// Poisson disc, randomly rotated at different UVs
+float DoShadowPoisson16Sample( sampler DepthSampler, sampler RandomRotationSampler, const float3 vProjCoords, const float2 vScreenPos, const float4 vShadowTweaks, bool bNvidiaHardwarePCF, bool bFetch4 )
+{
+ float2 vPoissonOffset[8] = { float2( 0.3475f, 0.0042f ),
+ float2( 0.8806f, 0.3430f ),
+ float2( -0.0041f, -0.6197f ),
+ float2( 0.0472f, 0.4964f ),
+ float2( -0.3730f, 0.0874f ),
+ float2( -0.9217f, -0.3177f ),
+ float2( -0.6289f, 0.7388f ),
+ float2( 0.5744f, -0.7741f ) };
+
+ float flScaleOverMapSize = vShadowTweaks.x * 2; // Tweak parameters to shader
+ float2 vNoiseOffset = vShadowTweaks.zw;
+ float4 vLightDepths = 0, accum = 0.0f;
+ float2 rotOffset = 0;
+
+ float2 shadowMapCenter = vProjCoords.xy; // Center of shadow filter
+ float objDepth = min( vProjCoords.z, 0.99999 ); // Object depth in shadow space
+
+ // 2D Rotation Matrix setup
+ float3 RMatTop = 0, RMatBottom = 0;
+#if defined(SHADER_MODEL_PS_2_0) || defined(SHADER_MODEL_PS_2_B) || defined(SHADER_MODEL_PS_3_0)
+ RMatTop.xy = tex2D( RandomRotationSampler, cFlashlightScreenScale.xy * (vScreenPos * 0.5 + 0.5) + vNoiseOffset) * 2.0 - 1.0;
+ RMatBottom.xy = float2(-1.0, 1.0) * RMatTop.yx; // 2x2 rotation matrix in 4-tuple
+#endif
+
+ RMatTop *= flScaleOverMapSize; // Scale up kernel while accounting for texture resolution
+ RMatBottom *= flScaleOverMapSize;
+
+ RMatTop.z = shadowMapCenter.x; // To be added in d2adds generated below
+ RMatBottom.z = shadowMapCenter.y;
+
+ float fResult = 0.0f;
+
+ if ( bNvidiaHardwarePCF )
+ {
+ rotOffset.x = dot (RMatTop.xy, vPoissonOffset[0].xy) + RMatTop.z;
+ rotOffset.y = dot (RMatBottom.xy, vPoissonOffset[0].xy) + RMatBottom.z;
+ vLightDepths.x += tex2Dproj( DepthSampler, float4(rotOffset, objDepth, 1) ).x;
+
+ rotOffset.x = dot (RMatTop.xy, vPoissonOffset[1].xy) + RMatTop.z;
+ rotOffset.y = dot (RMatBottom.xy, vPoissonOffset[1].xy) + RMatBottom.z;
+ vLightDepths.y += tex2Dproj( DepthSampler, float4(rotOffset, objDepth, 1) ).x;
+
+ rotOffset.x = dot (RMatTop.xy, vPoissonOffset[2].xy) + RMatTop.z;
+ rotOffset.y = dot (RMatBottom.xy, vPoissonOffset[2].xy) + RMatBottom.z;
+ vLightDepths.z += tex2Dproj( DepthSampler, float4(rotOffset, objDepth, 1) ).x;
+
+ rotOffset.x = dot (RMatTop.xy, vPoissonOffset[3].xy) + RMatTop.z;
+ rotOffset.y = dot (RMatBottom.xy, vPoissonOffset[3].xy) + RMatBottom.z;
+ vLightDepths.w += tex2Dproj( DepthSampler, float4(rotOffset, objDepth, 1) ).x;
+
+ rotOffset.x = dot (RMatTop.xy, vPoissonOffset[4].xy) + RMatTop.z;
+ rotOffset.y = dot (RMatBottom.xy, vPoissonOffset[4].xy) + RMatBottom.z;
+ vLightDepths.x += tex2Dproj( DepthSampler, float4(rotOffset, objDepth, 1) ).x;
+
+ rotOffset.x = dot (RMatTop.xy, vPoissonOffset[5].xy) + RMatTop.z;
+ rotOffset.y = dot (RMatBottom.xy, vPoissonOffset[5].xy) + RMatBottom.z;
+ vLightDepths.y += tex2Dproj( DepthSampler, float4(rotOffset, objDepth, 1) ).x;
+
+ rotOffset.x = dot (RMatTop.xy, vPoissonOffset[6].xy) + RMatTop.z;
+ rotOffset.y = dot (RMatBottom.xy, vPoissonOffset[6].xy) + RMatBottom.z;
+ vLightDepths.z += tex2Dproj( DepthSampler, float4(rotOffset, objDepth, 1) ).x;
+
+ rotOffset.x = dot (RMatTop.xy, vPoissonOffset[7].xy) + RMatTop.z;
+ rotOffset.y = dot (RMatBottom.xy, vPoissonOffset[7].xy) + RMatBottom.z;
+ vLightDepths.w += tex2Dproj( DepthSampler, float4(rotOffset, objDepth, 1) ).x;
+
+ fResult = dot( vLightDepths, float4( 0.25, 0.25, 0.25, 0.25) );
+ }
+ else if ( bFetch4 )
+ {
+/*
+
+TODO: Fix this contact hardening stuff
+
+ float flNumCloserSamples = 1;
+ float flAccumulatedCloserSamples = objDepth;
+ float4 vBlockerDepths;
+
+ // First, search for blockers
+ for( int j=0; j<8; j++ )
+ {
+ rotOffset.x = dot (RMatTop.xy, vPoissonOffset[j].xy) + RMatTop.z;
+ rotOffset.y = dot (RMatBottom.xy, vPoissonOffset[j].xy) + RMatBottom.z;
+ vBlockerDepths = tex2D( DepthSampler, rotOffset.xy );
+
+ // Which samples are closer than the pixel we're rendering?
+ float4 vCloserSamples = (vBlockerDepths < objDepth.xxxx ); // Binary comparison results
+ flNumCloserSamples += dot( vCloserSamples, float4(1, 1, 1, 1) ); // How many samples are closer than receiver?
+ flAccumulatedCloserSamples += dot (vCloserSamples, vBlockerDepths ); // Total depths from samples closer than receiver
+ }
+
+ float flBlockerDepth = flAccumulatedCloserSamples / flNumCloserSamples;
+ float flContactHardeningScale = (objDepth - flBlockerDepth) / flBlockerDepth;
+
+ // Scale the kernel
+ RMatTop.xy *= flContactHardeningScale;
+ RMatBottom.xy *= flContactHardeningScale;
+*/
+
+ for( int i=0; i<8; i++ )
+ {
+ rotOffset.x = dot (RMatTop.xy, vPoissonOffset[i].xy) + RMatTop.z;
+ rotOffset.y = dot (RMatBottom.xy, vPoissonOffset[i].xy) + RMatBottom.z;
+ vLightDepths = tex2D( DepthSampler, rotOffset.xy );
+ accum += (vLightDepths > objDepth.xxxx);
+ }
+
+ fResult = dot( accum, float4( 1.0f/32.0f, 1.0f/32.0f, 1.0f/32.0f, 1.0f/32.0f) );
+ }
+ else // ATI vanilla hardware shadow mapping
+ {
+ for( int i=0; i<2; i++ )
+ {
+ rotOffset.x = dot (RMatTop.xy, vPoissonOffset[4*i+0].xy) + RMatTop.z;
+ rotOffset.y = dot (RMatBottom.xy, vPoissonOffset[4*i+0].xy) + RMatBottom.z;
+ vLightDepths.x = tex2D( DepthSampler, rotOffset.xy ).x;
+
+ rotOffset.x = dot (RMatTop.xy, vPoissonOffset[4*i+1].xy) + RMatTop.z;
+ rotOffset.y = dot (RMatBottom.xy, vPoissonOffset[4*i+1].xy) + RMatBottom.z;
+ vLightDepths.y = tex2D( DepthSampler, rotOffset.xy ).x;
+
+ rotOffset.x = dot (RMatTop.xy, vPoissonOffset[4*i+2].xy) + RMatTop.z;
+ rotOffset.y = dot (RMatBottom.xy, vPoissonOffset[4*i+2].xy) + RMatBottom.z;
+ vLightDepths.z = tex2D( DepthSampler, rotOffset.xy ).x;
+
+ rotOffset.x = dot (RMatTop.xy, vPoissonOffset[4*i+3].xy) + RMatTop.z;
+ rotOffset.y = dot (RMatBottom.xy, vPoissonOffset[4*i+3].xy) + RMatBottom.z;
+ vLightDepths.w = tex2D( DepthSampler, rotOffset.xy ).x;
+
+ accum += (vLightDepths > objDepth.xxxx);
+ }
+
+ fResult = dot( accum, float4( 0.125, 0.125, 0.125, 0.125) );
+ }
+
+ return fResult;
+}
+
+#if defined( _X360 )
+
+// Poisson disc, randomly rotated at different UVs
+float DoShadow360Simple( sampler DepthSampler, const float3 vProjCoords )
+{
+ float fLOD;
+ float2 shadowMapCenter = vProjCoords.xy; // Center of shadow filter
+ float objDepth = min( vProjCoords.z, 0.99999 ); // Object depth in shadow space
+
+#if defined( REVERSE_DEPTH_ON_X360 )
+ objDepth = 1.0f - objDepth;
+#endif
+
+ float4 vSampledDepths, vWeights;
+
+ asm {
+ getCompTexLOD2D fLOD.x, shadowMapCenter.xy, DepthSampler, AnisoFilter=max16to1
+ setTexLOD fLOD.x
+
+ tfetch2D vSampledDepths.x___, shadowMapCenter, DepthSampler, OffsetX = -0.5, OffsetY = -0.5, UseComputedLOD=false, UseRegisterLOD=true, MagFilter = point, MinFilter = point
+ tfetch2D vSampledDepths._x__, shadowMapCenter, DepthSampler, OffsetX = 0.5, OffsetY = -0.5, UseComputedLOD=false, UseRegisterLOD=true, MagFilter = point, MinFilter = point
+ tfetch2D vSampledDepths.__x_, shadowMapCenter, DepthSampler, OffsetX = -0.5, OffsetY = 0.5, UseComputedLOD=false, UseRegisterLOD=true, MagFilter = point, MinFilter = point
+ tfetch2D vSampledDepths.___x, shadowMapCenter, DepthSampler, OffsetX = 0.5, OffsetY = 0.5, UseComputedLOD=false, UseRegisterLOD=true, MagFilter = point, MinFilter = point
+
+ getWeights2D vWeights, shadowMapCenter.xy, DepthSampler, MagFilter=linear, MinFilter=linear, UseComputedLOD=false, UseRegisterLOD=true
+ };
+
+ vWeights = float4( (1-vWeights.x)*(1-vWeights.y), vWeights.x*(1-vWeights.y), (1-vWeights.x)*vWeights.y, vWeights.x*vWeights.y );
+
+#if defined( REVERSE_DEPTH_ON_X360 )
+ float4 vCompare = (vSampledDepths < objDepth.xxxx);
+#else
+ float4 vCompare = (vSampledDepths > objDepth.xxxx);
+#endif
+
+ return dot( vCompare, vWeights );
+}
+
+
+float Do360PCFFetch( sampler DepthSampler, float2 tc, float objDepth )
+{
+ float fLOD;
+ float4 vSampledDepths, vWeights;
+
+ asm {
+ getCompTexLOD2D fLOD.x, tc.xy, DepthSampler, AnisoFilter=max16to1
+ setTexLOD fLOD.x
+
+ tfetch2D vSampledDepths.x___, tc, DepthSampler, OffsetX = -0.5, OffsetY = -0.5, UseComputedLOD=false, UseRegisterLOD=true, MagFilter = point, MinFilter = point
+ tfetch2D vSampledDepths._x__, tc, DepthSampler, OffsetX = 0.5, OffsetY = -0.5, UseComputedLOD=false, UseRegisterLOD=true, MagFilter = point, MinFilter = point
+ tfetch2D vSampledDepths.__x_, tc, DepthSampler, OffsetX = -0.5, OffsetY = 0.5, UseComputedLOD=false, UseRegisterLOD=true, MagFilter = point, MinFilter = point
+ tfetch2D vSampledDepths.___x, tc, DepthSampler, OffsetX = 0.5, OffsetY = 0.5, UseComputedLOD=false, UseRegisterLOD=true, MagFilter = point, MinFilter = point
+
+ getWeights2D vWeights, tc.xy, DepthSampler, MagFilter=linear, MinFilter=linear, UseComputedLOD=false, UseRegisterLOD=true
+ };
+
+ vWeights = float4( (1-vWeights.x)*(1-vWeights.y), vWeights.x*(1-vWeights.y), (1-vWeights.x)*vWeights.y, vWeights.x*vWeights.y );
+
+#if defined( REVERSE_DEPTH_ON_X360 )
+ float4 vCompare = (vSampledDepths < objDepth.xxxx);
+#else
+ float4 vCompare = (vSampledDepths > objDepth.xxxx);
+#endif
+
+ return dot( vCompare, vWeights );
+}
+
+
+
+float Do360NearestFetch( sampler DepthSampler, float2 tc, float objDepth )
+{
+ float fLOD;
+ float4 vSampledDepth;
+
+ asm {
+ getCompTexLOD2D fLOD.x, tc.xy, DepthSampler, AnisoFilter=max16to1
+ setTexLOD fLOD.x
+
+ tfetch2D vSampledDepth.x___, tc, DepthSampler, UseComputedLOD=false, UseRegisterLOD=true, MagFilter = point, MinFilter = point
+ };
+
+#if defined( REVERSE_DEPTH_ON_X360 )
+ return (vSampledDepth.x < objDepth.x);
+#else
+ return (vSampledDepth.x > objDepth.x);
+#endif
+
+}
+
+
+float AmountShadowed_8Tap_360( sampler DepthSampler, float2 tc, float objDepth )
+{
+ float fLOD;
+ float4 vSampledDepthsA, vSampledDepthsB;
+
+ // Optimal 8 rooks pattern to get an idea about whether we're at a penumbra or not
+ // From [Kallio07] "Scanline Edge-Flag Algorithm for Antialiasing"
+ //
+ // +---+---+---+---+---+---+---+---+
+ // | | | | | | o | | |
+ // +---+---+---+---+---+---+---+---+
+ // | o | | | | | | | |
+ // +---+---+---+---+---+---+---+---+
+ // | | | | o | | | | |
+ // +---+---+---+---+---+---+---+---+
+ // | | | | | | | o | |
+ // +---+---+---+---+---+---+---+---+
+ // | | o | | | | | | |
+ // +---+---+---+---+---+---+---+---+
+ // | | | | | o | | | |
+ // +---+---+---+---+---+---+---+---+
+ // | | | | | | | | o |
+ // +---+---+---+---+---+---+---+---+
+ // | | | o | | | | | |
+ // +---+---+---+---+---+---+---+---+
+ //
+ asm {
+ getCompTexLOD2D fLOD.x, tc.xy, DepthSampler, AnisoFilter=max16to1
+ setTexLOD fLOD.x
+
+ tfetch2D vSampledDepthsA.x___, tc, DepthSampler, OffsetX = -2.0, OffsetY = -1.5, UseComputedLOD=false, UseRegisterLOD=true, MagFilter = point, MinFilter = point
+ tfetch2D vSampledDepthsA._x__, tc, DepthSampler, OffsetX = -1.5, OffsetY = 0.5, UseComputedLOD=false, UseRegisterLOD=true, MagFilter = point, MinFilter = point
+ tfetch2D vSampledDepthsA.__x_, tc, DepthSampler, OffsetX = -1.0, OffsetY = 2.0, UseComputedLOD=false, UseRegisterLOD=true, MagFilter = point, MinFilter = point
+ tfetch2D vSampledDepthsA.___x, tc, DepthSampler, OffsetX = -0.5, OffsetY = -1.0, UseComputedLOD=false, UseRegisterLOD=true, MagFilter = point, MinFilter = point
+
+ tfetch2D vSampledDepthsB.x___, tc, DepthSampler, OffsetX = 0.5, OffsetY = 1.0, UseComputedLOD=false, UseRegisterLOD=true, MagFilter = point, MinFilter = point
+ tfetch2D vSampledDepthsB._x__, tc, DepthSampler, OffsetX = 1.0, OffsetY = -2.0, UseComputedLOD=false, UseRegisterLOD=true, MagFilter = point, MinFilter = point
+ tfetch2D vSampledDepthsB.__x_, tc, DepthSampler, OffsetX = 1.5, OffsetY = -0.5, UseComputedLOD=false, UseRegisterLOD=true, MagFilter = point, MinFilter = point
+ tfetch2D vSampledDepthsB.___x, tc, DepthSampler, OffsetX = 2.0, OffsetY = 1.5, UseComputedLOD=false, UseRegisterLOD=true, MagFilter = point, MinFilter = point
+ };
+
+#if defined( REVERSE_DEPTH_ON_X360 )
+ float4 vCompareA = (vSampledDepthsA < objDepth.xxxx);
+ float4 vCompareB = (vSampledDepthsB < objDepth.xxxx);
+#else
+ float4 vCompareA = (vSampledDepthsA > objDepth.xxxx);
+ float4 vCompareB = (vSampledDepthsB > objDepth.xxxx);
+#endif
+
+ return dot( vCompareA, float4(0.125,0.125,0.125,0.125) ) + dot( vCompareB, float4(0.125,0.125,0.125,0.125) );
+}
+
+
+float AmountShadowed_4Tap_360( sampler DepthSampler, float2 tc, float objDepth )
+{
+ float fLOD;
+ float4 vSampledDepths;
+
+ // Rotated grid pattern to get an idea about whether we're at a penumbra or not
+ asm {
+ getCompTexLOD2D fLOD.x, tc.xy, DepthSampler, AnisoFilter=max16to1
+ setTexLOD fLOD.x
+
+ tfetch2D vSampledDepths.x___, tc, DepthSampler, OffsetX = -1.0, OffsetY = 0.5, UseComputedLOD=false, UseRegisterLOD=true, MagFilter = point, MinFilter = point
+ tfetch2D vSampledDepths._x__, tc, DepthSampler, OffsetX = -0.5, OffsetY = -1.0, UseComputedLOD=false, UseRegisterLOD=true, MagFilter = point, MinFilter = point
+ tfetch2D vSampledDepths.__x_, tc, DepthSampler, OffsetX = 0.5, OffsetY = 1.0, UseComputedLOD=false, UseRegisterLOD=true, MagFilter = point, MinFilter = point
+ tfetch2D vSampledDepths.___x, tc, DepthSampler, OffsetX = 1.0, OffsetY = -0.5, UseComputedLOD=false, UseRegisterLOD=true, MagFilter = point, MinFilter = point
+ };
+
+#if defined( REVERSE_DEPTH_ON_X360 )
+ float4 vCompare = (vSampledDepths < objDepth.xxxx);
+#else
+ float4 vCompare = (vSampledDepths > objDepth.xxxx);
+#endif
+
+ return dot( vCompare, float4(0.25,0.25,0.25,0.25) );
+}
+
+// Poisson disc, randomly rotated at different UVs
+float DoShadowPoisson360( sampler DepthSampler, sampler RandomRotationSampler, const float3 vProjCoords, const float2 vScreenPos, const float4 vShadowTweaks )
+{
+ float2 vPoissonOffset[8] = { float2( 0.3475f, 0.0042f ), float2( 0.8806f, 0.3430f ),
+ float2( -0.0041f, -0.6197f ), float2( 0.0472f, 0.4964f ),
+ float2( -0.3730f, 0.0874f ), float2( -0.9217f, -0.3177f ),
+ float2( -0.6289f, 0.7388f ), float2( 0.5744f, -0.7741f ) };
+
+ float2 shadowMapCenter = vProjCoords.xy; // Center of shadow filter
+ float objDepth = min( vProjCoords.z, 0.99999 ); // Object depth in shadow space
+
+#if defined( REVERSE_DEPTH_ON_X360 )
+ objDepth = 1.0f - objDepth;
+#endif
+
+ float fAmountShadowed = AmountShadowed_4Tap_360( DepthSampler, shadowMapCenter, objDepth );
+
+ if ( fAmountShadowed >= 1.0f ) // Fully in light
+ {
+ return 1.0f;
+ }
+ else // Do the expensive filtering since we're at least partially shadowed
+ {
+ float flScaleOverMapSize = 1.7f / 512.0f; // Tweak parameters to shader
+
+ // 2D Rotation Matrix setup
+ float3 RMatTop = 0, RMatBottom = 0;
+#if defined(SHADER_MODEL_PS_2_0) || defined(SHADER_MODEL_PS_2_B) || defined(SHADER_MODEL_PS_3_0)
+ RMatTop.xy = tex2D( RandomRotationSampler, cFlashlightScreenScale.xy * (vScreenPos * 0.5 + 0.5)) * 2.0 - 1.0;
+ RMatBottom.xy = float2(-1.0, 1.0) * RMatTop.yx; // 2x2 rotation matrix in 4-tuple
+#endif
+
+ RMatTop *= flScaleOverMapSize; // Scale up kernel while accounting for texture resolution
+ RMatBottom *= flScaleOverMapSize;
+ RMatTop.z = shadowMapCenter.x; // To be added in d2adds generated below
+ RMatBottom.z = shadowMapCenter.y;
+ float2 rotOffset = float2(0,0);
+ float4 vAccum = 0;
+
+ rotOffset.x = dot (RMatTop.xy, vPoissonOffset[0].xy) + RMatTop.z;
+ rotOffset.y = dot (RMatBottom.xy, vPoissonOffset[0].xy) + RMatBottom.z;
+ vAccum.x = Do360NearestFetch( DepthSampler, rotOffset, objDepth );
+
+ rotOffset.x = dot (RMatTop.xy, vPoissonOffset[1].xy) + RMatTop.z;
+ rotOffset.y = dot (RMatBottom.xy, vPoissonOffset[1].xy) + RMatBottom.z;
+ vAccum.y = Do360NearestFetch( DepthSampler, rotOffset, objDepth );
+
+ rotOffset.x = dot (RMatTop.xy, vPoissonOffset[2].xy) + RMatTop.z;
+ rotOffset.y = dot (RMatBottom.xy, vPoissonOffset[2].xy) + RMatBottom.z;
+ vAccum.z = Do360NearestFetch( DepthSampler, rotOffset, objDepth );
+
+ rotOffset.x = dot (RMatTop.xy, vPoissonOffset[3].xy) + RMatTop.z;
+ rotOffset.y = dot (RMatBottom.xy, vPoissonOffset[3].xy) + RMatBottom.z;
+ vAccum.w = Do360NearestFetch( DepthSampler, rotOffset, objDepth );
+
+ rotOffset.x = dot (RMatTop.xy, vPoissonOffset[4].xy) + RMatTop.z;
+ rotOffset.y = dot (RMatBottom.xy, vPoissonOffset[4].xy) + RMatBottom.z;
+ vAccum.x += Do360NearestFetch( DepthSampler, rotOffset, objDepth );
+
+ rotOffset.x = dot (RMatTop.xy, vPoissonOffset[5].xy) + RMatTop.z;
+ rotOffset.y = dot (RMatBottom.xy, vPoissonOffset[5].xy) + RMatBottom.z;
+ vAccum.y += Do360NearestFetch( DepthSampler, rotOffset, objDepth );
+
+ rotOffset.x = dot (RMatTop.xy, vPoissonOffset[6].xy) + RMatTop.z;
+ rotOffset.y = dot (RMatBottom.xy, vPoissonOffset[6].xy) + RMatBottom.z;
+ vAccum.z += Do360NearestFetch( DepthSampler, rotOffset, objDepth );
+
+ rotOffset.x = dot (RMatTop.xy, vPoissonOffset[7].xy) + RMatTop.z;
+ rotOffset.y = dot (RMatBottom.xy, vPoissonOffset[7].xy) + RMatBottom.z;
+ vAccum.w += Do360NearestFetch( DepthSampler, rotOffset, objDepth );
+
+ return dot( vAccum, float4( 0.25, 0.25, 0.25, 0.25) );
+ }
+}
+
+#endif // _X360
+
+
+float DoFlashlightShadow( sampler DepthSampler, sampler RandomRotationSampler, float3 vProjCoords, float2 vScreenPos, int nShadowLevel, float4 vShadowTweaks, bool bAllowHighQuality )
+{
+ float flShadow = 1.0f;
+
+#if !defined( _X360 ) //PC
+ if( nShadowLevel == NVIDIA_PCF_POISSON )
+ flShadow = DoShadowPoisson16Sample( DepthSampler, RandomRotationSampler, vProjCoords, vScreenPos, vShadowTweaks, true, false );
+ else if( nShadowLevel == ATI_NOPCF )
+ flShadow = DoShadowPoisson16Sample( DepthSampler, RandomRotationSampler, vProjCoords, vScreenPos, vShadowTweaks, false, false );
+ else if( nShadowLevel == ATI_NO_PCF_FETCH4 )
+ flShadow = DoShadowPoisson16Sample( DepthSampler, RandomRotationSampler, vProjCoords, vScreenPos, vShadowTweaks, false, true );
+
+ return flShadow;
+#else
+
+ // Compile-time switch for shaders which allow high quality modes on 360
+ if ( bAllowHighQuality )
+ {
+ // Static control flow switch for shadow quality. Some non-interactive sequences use the high quality path
+ if ( g_bHighQualityShadows )
+ {
+ flShadow = DoShadowPoisson360( DepthSampler, RandomRotationSampler, vProjCoords, vScreenPos, vShadowTweaks );
+ }
+ else
+ {
+ flShadow = DoShadow360Simple( DepthSampler, vProjCoords );
+ }
+ }
+ else
+ {
+ flShadow = DoShadow360Simple( DepthSampler, vProjCoords );
+ }
+
+ return flShadow;
+
+#endif
+}
+
+float3 SpecularLight( const float3 vWorldNormal, const float3 vLightDir, const float fSpecularExponent,
+ const float3 vEyeDir, const bool bDoSpecularWarp, in sampler specularWarpSampler, float fFresnel )
+{
+ float3 result = float3(0.0f, 0.0f, 0.0f);
+
+ //float3 vReflect = reflect( -vEyeDir, vWorldNormal );
+ float3 vReflect = 2 * vWorldNormal * dot( vWorldNormal , vEyeDir ) - vEyeDir; // Reflect view through normal
+ float3 vSpecular = saturate(dot( vReflect, vLightDir )); // L.R (use half-angle instead?)
+ vSpecular = pow( vSpecular.x, fSpecularExponent ); // Raise to specular power
+
+ // Optionally warp as function of scalar specular and fresnel
+ if ( bDoSpecularWarp )
+ vSpecular *= tex2D( specularWarpSampler, float2(vSpecular.x, fFresnel) ); // Sample at { (L.R)^k, fresnel }
+
+ return vSpecular;
+}
+
+void DoSpecularFlashlight( float3 flashlightPos, float3 worldPos, float4 flashlightSpacePosition, float3 worldNormal,
+ float3 attenuationFactors, float farZ, sampler FlashlightSampler, sampler FlashlightDepthSampler, sampler RandomRotationSampler,
+ int nShadowLevel, bool bDoShadows, bool bAllowHighQuality, const float2 vScreenPos, const float fSpecularExponent, const float3 vEyeDir,
+ const bool bDoSpecularWarp, sampler specularWarpSampler, float fFresnel, float4 vShadowTweaks,
+
+ // Outputs of this shader...separate shadowed diffuse and specular from the flashlight
+ out float3 diffuseLighting, out float3 specularLighting )
+{
+ float3 vProjCoords = flashlightSpacePosition.xyz / flashlightSpacePosition.w;
+ float3 flashlightColor = float3(1,1,1);
+
+#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);
+ diffuseLighting = specularLighting = float3(0,0,0);
+ return;
+ }
+ else
+ {
+ flashlightColor = tex2D( FlashlightSampler, vProjCoords );
+
+ [branch]
+ if ( dot(flashlightColor.xyz, float3(1,1,1)) <= 0 )
+ {
+ clip(-1);
+ diffuseLighting = specularLighting = float3(0,0,0);
+ return;
+ }
+ }
+#else
+ flashlightColor = tex2D( FlashlightSampler, vProjCoords );
+#endif
+
+
+#if defined(SHADER_MODEL_PS_2_0) || defined(SHADER_MODEL_PS_2_B) || defined(SHADER_MODEL_PS_3_0)
+ flashlightColor *= cFlashlightColor.xyz; // Flashlight color
+#endif
+
+ float3 delta = flashlightPos - worldPos;
+ float3 L = normalize( delta );
+ float distSquared = dot( delta, delta );
+ float dist = sqrt( distSquared );
+
+ float endFalloffFactor = RemapValClamped( dist, farZ, 0.6f * farZ, 0.0f, 1.0f );
+
+ // Attenuation for light and to fade out shadow over distance
+ float fAtten = saturate( dot( attenuationFactors, float3( 1.0f, 1.0f/dist, 1.0f/distSquared ) ) );
+
+ // Shadowing and coloring terms
+#if (defined(SHADER_MODEL_PS_2_B) || defined(SHADER_MODEL_PS_3_0))
+ if ( bDoShadows )
+ {
+ float flShadow = DoFlashlightShadow( FlashlightDepthSampler, RandomRotationSampler, vProjCoords, vScreenPos, nShadowLevel, vShadowTweaks, bAllowHighQuality );
+ float flAttenuated = lerp( flShadow, 1.0f, vShadowTweaks.y ); // Blend between fully attenuated and not attenuated
+ flShadow = saturate( lerp( flAttenuated, flShadow, fAtten ) ); // Blend between shadow and above, according to light attenuation
+ flashlightColor *= flShadow; // Shadow term
+ }
+#endif
+
+ diffuseLighting = fAtten;
+#if defined(SHADER_MODEL_PS_2_0) || defined(SHADER_MODEL_PS_2_B) || defined(SHADER_MODEL_PS_3_0)
+ diffuseLighting *= saturate( dot( L.xyz, worldNormal.xyz ) + flFlashlightNoLambertValue ); // Lambertian term
+#else
+ diffuseLighting *= saturate( dot( L.xyz, worldNormal.xyz ) ); // Lambertian (not Half-Lambert) term
+#endif
+ diffuseLighting *= flashlightColor;
+ diffuseLighting *= endFalloffFactor;
+
+ // Specular term (masked by diffuse)
+ specularLighting = diffuseLighting * SpecularLight ( worldNormal, L, fSpecularExponent, vEyeDir, bDoSpecularWarp, specularWarpSampler, fFresnel );
+}
+
+// Diffuse only version
+float3 DoFlashlight( float3 flashlightPos, float3 worldPos, float4 flashlightSpacePosition, float3 worldNormal,
+ float3 attenuationFactors, float farZ, sampler FlashlightSampler, sampler FlashlightDepthSampler,
+ sampler RandomRotationSampler, int nShadowLevel, bool bDoShadows, bool bAllowHighQuality,
+ const float2 vScreenPos, bool bClip, float4 vShadowTweaks = float4(3/1024.0f, 0.0005f, 0.0f, 0.0f), bool bHasNormal = true )
+{
+ float3 vProjCoords = flashlightSpacePosition.xyz / flashlightSpacePosition.w;
+ float3 flashlightColor = float3(1,1,1);
+
+#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 )
+ {
+ if ( bClip )
+ {
+ clip(-1);
+ }
+ return float3(0,0,0);
+ }
+ else
+ {
+ flashlightColor = tex2D( FlashlightSampler, vProjCoords );
+
+ [branch]
+ if ( dot(flashlightColor.xyz, float3(1,1,1)) <= 0 )
+ {
+ if ( bClip )
+ {
+ clip(-1);
+ }
+ return float3(0,0,0);
+ }
+ }
+#else
+ flashlightColor = tex2D( FlashlightSampler, vProjCoords );
+#endif
+
+#if defined(SHADER_MODEL_PS_2_0) || defined(SHADER_MODEL_PS_2_B) || defined(SHADER_MODEL_PS_3_0)
+ flashlightColor *= cFlashlightColor.xyz; // Flashlight color
+#endif
+
+ float3 delta = flashlightPos - worldPos;
+ float3 L = normalize( delta );
+ float distSquared = dot( delta, delta );
+ float dist = sqrt( distSquared );
+
+ float endFalloffFactor = RemapValClamped( dist, farZ, 0.6f * farZ, 0.0f, 1.0f );
+
+ // Attenuation for light and to fade out shadow over distance
+ float fAtten = saturate( dot( attenuationFactors, float3( 1.0f, 1.0f/dist, 1.0f/distSquared ) ) );
+
+ // Shadowing and coloring terms
+#if (defined(SHADER_MODEL_PS_2_B) || defined(SHADER_MODEL_PS_3_0))
+ if ( bDoShadows )
+ {
+ float flShadow = DoFlashlightShadow( FlashlightDepthSampler, RandomRotationSampler, vProjCoords, vScreenPos, nShadowLevel, vShadowTweaks, bAllowHighQuality );
+ float flAttenuated = lerp( flShadow, 1.0f, vShadowTweaks.y ); // Blend between fully attenuated and not attenuated
+ flShadow = saturate( lerp( flAttenuated, flShadow, fAtten ) ); // Blend between shadow and above, according to light attenuation
+ flashlightColor *= flShadow; // Shadow term
+ }
+#endif
+
+ float3 diffuseLighting = fAtten;
+
+ float flLDotWorldNormal;
+ if ( bHasNormal )
+ {
+ flLDotWorldNormal = dot( L.xyz, worldNormal.xyz );
+ }
+ else
+ {
+ flLDotWorldNormal = 1.0f;
+ }
+
+#if defined(SHADER_MODEL_PS_2_0) || defined(SHADER_MODEL_PS_2_B) || defined(SHADER_MODEL_PS_3_0)
+ diffuseLighting *= saturate( flLDotWorldNormal + flFlashlightNoLambertValue ); // Lambertian term
+#else
+ diffuseLighting *= saturate( flLDotWorldNormal ); // Lambertian (not Half-Lambert) term
+#endif
+
+ diffuseLighting *= flashlightColor;
+ diffuseLighting *= endFalloffFactor;
+
+ return diffuseLighting;
+}
+
+#endif //#ifndef COMMON_FLASHLIGHT_FXC_H_