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| author | Joe Ludwig <[email protected]> | 2013-12-23 14:58:45 -0800 |
|---|---|---|
| committer | Joe Ludwig <[email protected]> | 2013-12-23 15:00:03 -0800 |
| commit | 7309a5f13f63fdcc7b1e090f6c176113a9d95061 (patch) | |
| tree | ad65c7fbe46a3c70bdc0a1426e88247ce1b0d7f5 /mp/src/materialsystem/stdshaders/water_ps2x_helper.h | |
| parent | Merge pull request #182 from ardneran/master (diff) | |
| download | source-sdk-2013-7309a5f13f63fdcc7b1e090f6c176113a9d95061.tar.xz source-sdk-2013-7309a5f13f63fdcc7b1e090f6c176113a9d95061.zip | |
Added many shader source files
This should include the latest version of every shader that was in the
2007 SDK. It also includes a smattering of debug shaders, both VR
distortion shaders, and other assorted shaders that will hopefully be
useful.
None of these new files are included in the game shader DLL project. If
you need to modify one of these shaders for use in your mod you will
need to rename it so that you don't collide with the version of that
shader that lives in stdshader_dx9.dll.
Diffstat (limited to 'mp/src/materialsystem/stdshaders/water_ps2x_helper.h')
| -rw-r--r-- | mp/src/materialsystem/stdshaders/water_ps2x_helper.h | 239 |
1 files changed, 239 insertions, 0 deletions
diff --git a/mp/src/materialsystem/stdshaders/water_ps2x_helper.h b/mp/src/materialsystem/stdshaders/water_ps2x_helper.h new file mode 100644 index 00000000..b15b9986 --- /dev/null +++ b/mp/src/materialsystem/stdshaders/water_ps2x_helper.h @@ -0,0 +1,239 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +#include "common_ps_fxc.h" + +struct DrawWater_params_t +{ + float2 vBumpTexCoord; +#if MULTITEXTURE + float4 vExtraBumpTexCoord; +#endif + float4 vReflectXY_vRefractYX; + float w; + float4 vReflectRefractScale; + float fReflectOverbright; + float4 vReflectTint; + float4 vRefractTint; + half3 vTangentEyeVect; + float4 waterFogColor; +#if BASETEXTURE + HALF4 lightmapTexCoord1And2; + HALF4 lightmapTexCoord3; +#endif + float4 vProjPos; + float4 pixelFogParams; + float fWaterFogStart; + float fWaterFogEndMinusStart; +}; + +void DrawWater( in DrawWater_params_t i, +#if BASETEXTURE + in sampler BaseTextureSampler, + in sampler LightmapSampler, +#endif + in sampler NormalSampler, + in sampler RefractSampler, + in sampler ReflectSampler, + out float4 result, out float fogFactor ) +{ + bool bReflect = REFLECT ? true : false; + bool bRefract = REFRACT ? true : false; + +#if MULTITEXTURE + float4 vNormal = tex2D( NormalSampler, i.vBumpTexCoord ); + float4 vNormal1 = tex2D( NormalSampler, i.vExtraBumpTexCoord.xy ); + float4 vNormal2 = tex2D( NormalSampler, i.vExtraBumpTexCoord.zw ); + vNormal = 0.33 * ( vNormal + vNormal1 + vNormal2 ); + +#if ( NORMAL_DECODE_MODE == NORM_DECODE_ATI2N ) + vNormal.xy = vNormal.xy * 2.0f - 1.0f; + vNormal.z = sqrt( 1.0f - dot(vNormal.xy, vNormal.xy) ); + vNormal.a = 1.0f; +#else + vNormal.xyz = 2.0 * vNormal.xyz - 1.0; +#endif + +#else + float4 vNormal = DecompressNormal( NormalSampler, i.vBumpTexCoord, NORMAL_DECODE_MODE ); +#endif + + // Perform division by W only once + float ooW = 1.0f / i.w; + + float2 unwarpedRefractTexCoord = i.vReflectXY_vRefractYX.wz * ooW; + +#if ABOVEWATER + float waterFogDepthValue = tex2D( RefractSampler, unwarpedRefractTexCoord ).a; +#else + // We don't actually have valid depth values in alpha when we are underwater looking out, so + // just set to farthest value. + float waterFogDepthValue = 1.0f; +#endif + float4 reflectRefractScale = i.vReflectRefractScale; +#if !BASETEXTURE +#if ( BLURRY_REFRACT == 0 ) + reflectRefractScale *= waterFogDepthValue; +#endif +#endif + + // Compute coordinates for sampling Reflection + float2 vReflectTexCoord; + float2 vRefractTexCoord; + + // vectorize the dependent UV calculations (reflect = .xy, refract = .wz) + float4 vN; + vN.xy = vNormal.xy; + vN.w = vNormal.x; + vN.z = vNormal.y; + float4 vDependentTexCoords = vN * vNormal.a * reflectRefractScale; + + vDependentTexCoords += ( i.vReflectXY_vRefractYX * ooW ); + vReflectTexCoord = vDependentTexCoords.xy; + vRefractTexCoord = vDependentTexCoords.wz; + + HALF4 vReflectColor = tex2D( ReflectSampler, vReflectTexCoord ); +#if BLURRY_REFRACT + // Sample reflection and refraction + float2 ddx1=float2(0.005,0); + float2 ddy1=float2(0,0.005); + float4 vRefractColor=float4(0,0,0,0); + +#if 0 + float sumweights=0; + for(int ix=-2;ix<=2;ix++) + { + for(int iy=-2;iy<=2;iy++) + { + float weight=1; ///(1+abs(ix)+abs(iy)); + vRefractColor += weight*tex2D( RefractSampler, vRefractTexCoord+ix*ddx1+iy*ddy1); + sumweights+=weight; + } + } +#else + // NOTE: Generated by genwaterloop.pl in the stdshaders directory. + // Need to unroll for 360 to avoid shader compilation problems. + // Modified genwaterloop.pl and regenerate if you need different params + vRefractColor += tex2D( RefractSampler, vRefractTexCoord + -2 * ddx1 + -2 * ddy1 ); + vRefractColor += tex2D( RefractSampler, vRefractTexCoord + -2 * ddx1 + -1 * ddy1 ); + vRefractColor += tex2D( RefractSampler, vRefractTexCoord + -2 * ddx1 + 0 * ddy1 ); + vRefractColor += tex2D( RefractSampler, vRefractTexCoord + -2 * ddx1 + 1 * ddy1 ); + vRefractColor += tex2D( RefractSampler, vRefractTexCoord + -2 * ddx1 + 2 * ddy1 ); + vRefractColor += tex2D( RefractSampler, vRefractTexCoord + -1 * ddx1 + -2 * ddy1 ); + vRefractColor += tex2D( RefractSampler, vRefractTexCoord + -1 * ddx1 + -1 * ddy1 ); + vRefractColor += tex2D( RefractSampler, vRefractTexCoord + -1 * ddx1 + 0 * ddy1 ); + vRefractColor += tex2D( RefractSampler, vRefractTexCoord + -1 * ddx1 + 1 * ddy1 ); + vRefractColor += tex2D( RefractSampler, vRefractTexCoord + -1 * ddx1 + 2 * ddy1 ); + vRefractColor += tex2D( RefractSampler, vRefractTexCoord + 0 * ddx1 + -2 * ddy1 ); + vRefractColor += tex2D( RefractSampler, vRefractTexCoord + 0 * ddx1 + -1 * ddy1 ); + vRefractColor += tex2D( RefractSampler, vRefractTexCoord + 0 * ddx1 + 0 * ddy1 ); + vRefractColor += tex2D( RefractSampler, vRefractTexCoord + 0 * ddx1 + 1 * ddy1 ); + vRefractColor += tex2D( RefractSampler, vRefractTexCoord + 0 * ddx1 + 2 * ddy1 ); + vRefractColor += tex2D( RefractSampler, vRefractTexCoord + 1 * ddx1 + -2 * ddy1 ); + vRefractColor += tex2D( RefractSampler, vRefractTexCoord + 1 * ddx1 + -1 * ddy1 ); + vRefractColor += tex2D( RefractSampler, vRefractTexCoord + 1 * ddx1 + 0 * ddy1 ); + vRefractColor += tex2D( RefractSampler, vRefractTexCoord + 1 * ddx1 + 1 * ddy1 ); + vRefractColor += tex2D( RefractSampler, vRefractTexCoord + 1 * ddx1 + 2 * ddy1 ); + vRefractColor += tex2D( RefractSampler, vRefractTexCoord + 2 * ddx1 + -2 * ddy1 ); + vRefractColor += tex2D( RefractSampler, vRefractTexCoord + 2 * ddx1 + -1 * ddy1 ); + vRefractColor += tex2D( RefractSampler, vRefractTexCoord + 2 * ddx1 + 0 * ddy1 ); + vRefractColor += tex2D( RefractSampler, vRefractTexCoord + 2 * ddx1 + 1 * ddy1 ); + vRefractColor += tex2D( RefractSampler, vRefractTexCoord + 2 * ddx1 + 2 * ddy1 ); + float sumweights = 25; + // NOTE: end of generated code. +#endif + + vRefractColor *= (1.0/sumweights); + vReflectColor *= i.fReflectOverbright; + vReflectColor *= i.vReflectTint; + vRefractColor *= i.vRefractTint; +# if ABOVEWATER + // Don't mess with this in the underwater case since we don't really have + // depth values there. + // get the blurred depth value to be used for fog. + waterFogDepthValue = vRefractColor.a; +# endif +#else + vReflectColor *= i.vReflectTint; + HALF4 vRefractColor = tex2D( RefractSampler, vRefractTexCoord ); + // get the depth value from the refracted sample to be used for fog. +# if ABOVEWATER + // Don't mess with this in the underwater case since we don't really have + // depth values there. + waterFogDepthValue = tex2D( RefractSampler, vRefractTexCoord ).a; +# endif +#endif + + half3 vEyeVect; + vEyeVect = normalize( i.vTangentEyeVect ); + + // Fresnel term + HALF fNdotV = saturate( dot( vEyeVect, vNormal ) ); + HALF fFresnel = pow( 1.0 - fNdotV, 5 ); + +#if !BASETEXTURE + // fFresnel == 1.0f means full reflection + fFresnel *= saturate( ( waterFogDepthValue - 0.05f ) * 20.0f ); +#endif + + + // blend between refraction and fog color. +#if ABOVEWATER + vRefractColor = lerp( vRefractColor, i.waterFogColor * LINEAR_LIGHT_SCALE, saturate( waterFogDepthValue - 0.05f ) ); +#else + float waterFogFactor = saturate( ( i.vProjPos.z - i.fWaterFogStart ) / i.fWaterFogEndMinusStart ); + vRefractColor = lerp( vRefractColor, i.waterFogColor * LINEAR_LIGHT_SCALE, waterFogFactor ); +#endif + +#if BASETEXTURE + float4 baseSample = tex2D( BaseTextureSampler, i.vBumpTexCoord.xy ); + 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 + + if( bReflect && bRefract ) + { + result = lerp( vRefractColor, vReflectColor, fFresnel ); + } + else if( bReflect ) + { +#if BASETEXTURE + result = float4( diffuseComponent, 1.0f ) + vReflectColor * fFresnel * baseSample.a; +#else + result = vReflectColor; +#endif + } + else if( bRefract ) + { + result = vRefractColor; + } + else + { + result = float4( 0.0f, 0.0f, 0.0f, 0.0f ); + } + +#if (PIXELFOGTYPE == PIXEL_FOG_TYPE_RANGE) + fogFactor = CalcRangeFog( i.vProjPos.z, i.pixelFogParams.x, i.pixelFogParams.z, i.pixelFogParams.w ); +#else + fogFactor = 0; +#endif +} |