diff options
Diffstat (limited to 'sp/src/materialsystem/stdshaders/worldtwotextureblend_ps2x.fxc')
| -rw-r--r-- | sp/src/materialsystem/stdshaders/worldtwotextureblend_ps2x.fxc | 217 |
1 files changed, 217 insertions, 0 deletions
diff --git a/sp/src/materialsystem/stdshaders/worldtwotextureblend_ps2x.fxc b/sp/src/materialsystem/stdshaders/worldtwotextureblend_ps2x.fxc new file mode 100644 index 00000000..b81fa7bd --- /dev/null +++ b/sp/src/materialsystem/stdshaders/worldtwotextureblend_ps2x.fxc @@ -0,0 +1,217 @@ +//====== Copyright � 1996-2007, Valve Corporation, All rights reserved. =======// +// +// Purpose: +// +// $NoKeywords: $ +// +//=============================================================================// +// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC] +// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX] +// STATIC: "DETAILTEXTURE" "0..1" +// STATIC: "BUMPMAP" "0..1" +// STATIC: "VERTEXCOLOR" "0..1" +// STATIC: "SELFILLUM" "0..1" +// STATIC: "DIFFUSEBUMPMAP" "0..1" +// STATIC: "DETAIL_ALPHA_MASK_BASE_TEXTURE" "0..1" +// STATIC: "FLASHLIGHT" "0..1" +// STATIC: "SEAMLESS" "0..1" +// STATIC: "FLASHLIGHTDEPTHFILTERMODE" "0..2" [ps20b] [PC] +// STATIC: "FLASHLIGHTDEPTHFILTERMODE" "0..0" [ps20b] [XBOX] + +// DYNAMIC: "WRITEWATERFOGTODESTALPHA" "0..1" +// DYNAMIC: "PIXELFOGTYPE" "0..1" +// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1" [ps20b] [PC] +// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..0" [ps20b] [XBOX] +// DYNAMIC: "FLASHLIGHTSHADOWS" "0..1" [ps20b] + +// SKIP: $DETAILTEXTURE && ( $BUMPMAP && !$DETAIL_ALPHA_MASK_BASE_TEXTURE ) +// SKIP: !$BUMPMAP && $DIFFUSEBUMPMAP +// SKIP: $VERTEXCOLOR && $BUMPMAP +// SKIP: FLASHLIGHT && $SELFILLUM +// SKIP: FLASHLIGHT && $DETAIL_ALPHA_MASK_BASE_TEXTURE +// SKIP: FLASHLIGHT && ($BUMPMAP || $DIFFUSEBUMPMAP) + +// We don't care about flashlight depth unless the flashlight is on +// SKIP: ( $FLASHLIGHT == 0 ) && ( $FLASHLIGHTSHADOWS == 1 ) [ps20b] + +#if defined( SHADER_MODEL_PS_2_0 ) +# define WRITE_DEPTH_TO_DESTALPHA 0 +#endif + + +#define HDRTYPE HDR_TYPE_NONE +#include "common_flashlight_fxc.h" +#include "common_ps_fxc.h" + +const HALF4 g_SelfIllumTint : register( c7 ); +static const HALF g_OverbrightFactor = 2.0f; + +const HALF3 g_EyePos : register( c10 ); +const HALF4 g_FogParams : register( c11 ); + +const HALF3 g_FlashlightPos : register( c15 ); +// flashlightfixme: Move this math into the vertex shader. +const float4x4 g_FlashlightWorldToTexture : register( c16 ); + +const float4 g_FlashlightAttenuationFactors : register( c20 ); + +sampler BaseTextureSampler : register( s0 ); +sampler LightmapSampler : register( s1 ); +sampler FlashlightSampler : register( s2 ); +sampler DetailSampler : register( s3 ); +sampler BumpmapSampler : register( s4 ); +sampler NormalizeSampler : register( s6 ); + +struct PS_INPUT +{ + HALF2 baseTexCoord : TEXCOORD0; + HALF4 detailOrBumpTexCoord : TEXCOORD1; + HALF4 lightmapTexCoord1And2 : TEXCOORD2; // CENTROID: TEXCOORD2 + HALF2 lightmapTexCoord3 : TEXCOORD3; // CENTROID: TEXCOORD3 + HALF4 worldPos_projPosZ : TEXCOORD4; + HALF3x3 tangentSpaceTranspose : TEXCOORD5; + // tangentSpaceTranspose : TEXCOORD6; + // tangentSpaceTranspose : TEXCOORD7; + HALF4 vertexColor : COLOR; +}; + + +float4 main( PS_INPUT i ) : COLOR +{ + bool bDetailTexture = DETAILTEXTURE ? true : false; + bool bBumpmap = BUMPMAP ? true : false; + bool bDiffuseBumpmap = DIFFUSEBUMPMAP ? true : false; + bool bVertexColor = VERTEXCOLOR ? true : false; + bool bSelfIllum = SELFILLUM ? true : false; + bool bDetailAlphaMaskBaseTexture = DETAIL_ALPHA_MASK_BASE_TEXTURE ? true : false; + bool bFlashlight = FLASHLIGHT ? true : false; + + HALF3 lightmapColor1 = HALF3( 1.0f, 1.0f, 1.0f ); + HALF3 lightmapColor2 = HALF3( 1.0f, 1.0f, 1.0f ); + HALF3 lightmapColor3 = HALF3( 1.0f, 1.0f, 1.0f ); + if( bBumpmap && bDiffuseBumpmap ) + { + HALF2 bumpCoord1; + HALF2 bumpCoord2; + HALF2 bumpCoord3; + ComputeBumpedLightmapCoordinates( i.lightmapTexCoord1And2, i.lightmapTexCoord3.xy, + bumpCoord1, bumpCoord2, bumpCoord3 ); + + HALF4 lightmapSample1 = tex2D( LightmapSampler, bumpCoord1 ); + lightmapColor1 = lightmapSample1.rgb; + lightmapColor2 = tex2D( LightmapSampler, bumpCoord2 ); + lightmapColor3 = tex2D( LightmapSampler, bumpCoord3 ); + } + else + { + if( !bFlashlight ) + { + HALF2 bumpCoord1 = ComputeLightmapCoordinates( i.lightmapTexCoord1And2, i.lightmapTexCoord3.xy ); + HALF4 lightmapSample1 = tex2D( LightmapSampler, bumpCoord1 ); + lightmapColor1 = lightmapSample1.rgb; + } + } + + HALF4 detailColor = HALF4( 1.0f, 1.0f, 1.0f, 1.0f ); + if( bDetailTexture ) + { + detailColor = tex2D( DetailSampler, i.detailOrBumpTexCoord.xy ); + } + + HALF4 baseColor = HALF4( 1.0f, 1.0f, 1.0f, 1.0f ); + baseColor = tex2D( BaseTextureSampler, i.baseTexCoord ); + if ( bDetailAlphaMaskBaseTexture ) + { + // This is what WorldTwoTextureBlend_DX6 does. + baseColor.rgb = saturate( saturate( baseColor * 2 ) * detailColor.a + (1 - detailColor.a) ); + baseColor.rgb *= detailColor; + } + else + { + baseColor.rgb = lerp( baseColor, detailColor, detailColor.a ); + } + + HALF3 normal = HALF3( 0.0f, 0.0f, 1.0f ); + if( bBumpmap ) + { + HALF3 normalTexel; + normalTexel = tex2D( BumpmapSampler, i.detailOrBumpTexCoord.xy ); + normal = 2.0 * normalTexel - 1.0; + } + + HALF3 albedo = HALF3( 1.0f, 1.0f, 1.0f ); + HALF alpha = 1.0f; + albedo *= baseColor; + if( !bSelfIllum ) + { + alpha *= baseColor.a; + } + + // The vertex color contains the modulation color + vertex color combined + albedo *= i.vertexColor; + alpha *= i.vertexColor.a; // not sure about this one + + HALF3 diffuseLighting; + if( bFlashlight ) + { + float3 worldSpaceNormal; + // Make the unbumped version not so fucking stupid and not need tangentSpaceTranspose you knob. + worldSpaceNormal = mul( normal, i.tangentSpaceTranspose ); + + int nShadowSampleLevel = 0; + bool bDoShadows = false; +// On ps_2_b, we can do shadow mapping +#if ( FLASHLIGHTSHADOWS && (defined(SHADER_MODEL_PS_2_B) || defined(SHADER_MODEL_PS_3_0) ) ) + nShadowSampleLevel = FLASHLIGHTDEPTHFILTERMODE; + bDoShadows = true; +#endif + float4 flashlightSpacePosition = mul( float4( i.worldPos_projPosZ.xyz, 1.0f ), g_FlashlightWorldToTexture ); + + diffuseLighting = DoFlashlight( g_FlashlightPos, i.worldPos_projPosZ.xyz, flashlightSpacePosition, + worldSpaceNormal, g_FlashlightAttenuationFactors.xyz, + g_FlashlightAttenuationFactors.w, FlashlightSampler, FlashlightSampler, NormalizeSampler, + nShadowSampleLevel, bDoShadows, false, float2(0, 0), false ); + } + else + { + if( bBumpmap && bDiffuseBumpmap ) + { + float dot1 = saturate( dot( normal, bumpBasis[0] ) ); + float dot2 = saturate( dot( normal, bumpBasis[1] ) ); + float dot3 = saturate( dot( normal, bumpBasis[2] ) ); + + float sum = dot1 + dot2 + dot3; + diffuseLighting = dot1 * lightmapColor1 + + dot2 * lightmapColor2 + + dot3 * lightmapColor3; + diffuseLighting *= 1.0f / sum; + } + else + { + diffuseLighting = lightmapColor1; + } + + // Only scale here since the flashlight will already be scaled properly + diffuseLighting *= g_OverbrightFactor; + } + + HALF3 diffuseComponent = albedo * diffuseLighting; + + if( bSelfIllum ) + { + HALF3 selfIllumComponent = g_SelfIllumTint * albedo; + diffuseComponent = lerp( diffuseComponent, selfIllumComponent, baseColor.a ); + } + + HALF3 specularLighting = HALF3( 0.0f, 0.0f, 0.0f ); + HALF3 result = diffuseComponent + specularLighting; + + float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos.z, i.worldPos_projPosZ.z, i.worldPos_projPosZ.w ); + +#if WRITEWATERFOGTODESTALPHA && (PIXELFOGTYPE == PIXEL_FOG_TYPE_HEIGHT) + alpha = fogFactor; +#endif + + return FinalOutput( float4( result, alpha ), fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR, (WRITE_DEPTH_TO_DESTALPHA != 0), i.worldPos_projPosZ.w ); +} + |