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2025-12-17 16:47:48 +00:00
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#ifdef CLASSIC
#define ALREADY_HAS_PS
#include "default.hlsl"
#define SPEC_EXPON 81
#define KS .75
void DefaultPS(VertexOutput IN,
#ifdef PIN_GBUFFER
out float4 oColor1: COLOR1,
#endif
out float4 oColor0: COLOR0)
{
float3 nn = normalize(IN.Normal);
float3x3 normalMatrix = {
IN.Tangent.xyz,
cross(nn, IN.Tangent.xyz),
nn
};
nn = CalcBevel(IN.EdgeDistances, float3(0,0,.5), IN.View_Depth.w);
nn = mul(nn, normalMatrix);
float2 uv = IN.Uv.xy;
float3 concrete = .5 * (tex2D(DiffuseMap, uv).xyz * 2 - 1);
float3 albedo = IN.Color.xyz;
float3 vn = normalize(IN.View_Depth.xyz);
float4 light = lgridSample(TEXTURE(LightMap), TEXTURE(LightMapLookup), IN.LightPosition_Fog.xyz);
float3 diffuse;
float3 specular;
albedo += concrete;
Shade(albedo, nn, vn, KS, SPEC_EXPON, light, diffuse, specular);
//diffuse += concrete; //this is accurate but stupid dont know if i should keep
oColor0 = float4(diffuse, IN.Color.w);
float fogAlpha = saturate((G(FogParams).z - length(IN.View_Depth.xyz)) * G(FogParams).w);
oColor0.xyz = lerp(G(FogColor), oColor0.rgb, fogAlpha);
#ifdef PIN_GBUFFER
oColor1 = gbufferPack(IN.View_Depth.w, diffuse.rgb, float3(0,0,0), fogAlpha);
#endif
}
#else
#define CFG_TEXTURE_TILING 1
#define CFG_DIFFUSE_SCALE 1
#define CFG_SPECULAR_SCALE 1.3
#define CFG_GLOSS_SCALE 128
#define CFG_REFLECTION_SCALE 0
#define CFG_NORMAL_SHADOW_SCALE 0
#define CFG_SPECULAR_LOD 0.07
#define CFG_GLOSS_LOD 22
#define CFG_NORMAL_DETAIL_TILING 10
#define CFG_NORMAL_DETAIL_SCALE 1
#define CFG_FAR_TILING 0.25
#define CFG_FAR_DIFFUSE_CUTOFF 0.75
#define CFG_FAR_NORMAL_CUTOFF 0
#define CFG_FAR_SPECULAR_CUTOFF 0
#define CFG_OPT_NORMAL_CONST
#include "material.hlsl"
#endif