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2025-12-17 16:47:48 +00:00
commit 13813f3363
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#define PIN_SURFACE
#include "default.hlsl"
#ifndef CFG_WANG_TILES
float4 sampleFar(TEXTURE_IN_2D(s), float2 uv, float fade, float cutoff)
{
#ifdef GLSLES
return tex2D(s, uv);
#else
if (cutoff == 0)
return tex2D(s, uv);
else
{
float cscale = 1 / (1 - cutoff);
return lerp(tex2D(s, uv * (CFG_FAR_TILING) ), tex2D(s, uv ), saturate0(fade * cscale - cutoff * cscale));
}
#endif
}
#endif
Surface surfaceShader(SurfaceInput IN, float2 fade2)
{
#ifdef CFG_WANG_TILES
float2 wangUv;
float4 wangUVDerivatives;
getWang(TEXTURE_WANG(NormalDetailMap), IN.Uv, CFG_TEXTURE_TILING, wangUv, wangUVDerivatives);
#endif
float2 uv = IN.Uv * (CFG_TEXTURE_TILING);
float fadeDiffuse = fade2.x;
float fade = fade2.y;
#ifdef CFG_OPT_DIFFUSE_CONST
float4 diffuse = 1;
#else
#ifdef CFG_WANG_TILES
float4 diffuse = sampleWang(TEXTURE(DiffuseMap), wangUv, wangUVDerivatives);
#else
float4 diffuse = sampleFar(TEXTURE(DiffuseMap), uv, fadeDiffuse, CFG_FAR_DIFFUSE_CUTOFF);
#endif
diffuse.rgba = diffuse.rgba * (CFG_DIFFUSE_SCALE);
#endif
#ifdef CFG_OPT_NORMAL_CONST
float3 normal = float3(0, 0, 1);
#else
#ifdef CFG_WANG_TILES
float3 normal = nmapUnpack(sampleWang(TEXTURE(NormalMap), wangUv, wangUVDerivatives));
#else
float3 normal = nmapUnpack(sampleFar(TEXTURE(NormalMap), uv, fade, CFG_FAR_NORMAL_CUTOFF));
#endif
#endif
#ifndef GLSLES
#ifndef CFG_WANG_TILES // normal detail unavailable when running wang tiles
float3 normalDetail = nmapUnpack(tex2D(NormalDetailMap, uv * (CFG_NORMAL_DETAIL_TILING)));
normal.xy += normalDetail.xy * (CFG_NORMAL_DETAIL_SCALE);
#endif
#endif
normal.xy *= fade;
float shadowFactor = 1 + normal.x * (CFG_NORMAL_SHADOW_SCALE);
#ifdef CFG_OPT_BLEND_COLOR
float3 albedo = lerp(float3(1, 1, 1), IN.Color.rgb, diffuse.a) * diffuse.rgb * shadowFactor;
#else
float3 albedo = IN.Color.rgb * diffuse.rgb * shadowFactor;
#endif
#ifndef GLSLES
float4 studs = tex2D(StudsMap, IN.UvStuds);
albedo *= studs.r * 2;
#endif
#ifdef CFG_WANG_TILES
float2 specular = sampleWang(TEXTURE(SpecularMap), wangUv, wangUVDerivatives).rg;
#else
float2 specular = sampleFar(TEXTURE(SpecularMap), uv, fade, CFG_FAR_SPECULAR_CUTOFF).rg;
#endif
// make sure glossiness is never 0 to avoid fp specials
float2 specbase = specular * float2(CFG_SPECULAR_SCALE, CFG_GLOSS_SCALE) + float2(0, 0.01);
float2 specfade = lerp(float2(CFG_SPECULAR_LOD, CFG_GLOSS_LOD), specbase, fade);
Surface surface = (Surface)0;
surface.albedo = albedo;
surface.normal = normal;
surface.specular = specfade.r;
surface.gloss = specfade.g;
surface.reflectance = specular.g * fade * (CFG_REFLECTION_SCALE);
return surface;
}