forked from aya/aya
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100
client/common/shaders/source/wood.hlsl
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100
client/common/shaders/source/wood.hlsl
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#ifdef CLASSIC
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#define PIN_SURFACE
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#define ALREADY_HAS_PS
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#include "default.hlsl"
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#define SPEC_EXPON 4
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#define KS .1
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#define WoodContrast float3(0.1, 0.1, 0.1)
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#define Ks1 0.32
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#define Ks2 0.16
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#define RingScale 4
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#define AmpScale 1
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#define LightRingEnd 0.4
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#define DarkRingStart 0.8
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#define DarkRingEnd 0.83
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#define NormMapScale 0.6
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#define NoiseScale 64
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#define MixedColorRatio 0.315
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#define AAFreqMultiplier 12
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void DefaultPS(VertexOutput IN,
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#ifdef PIN_GBUFFER
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out float4 oColor1: COLOR1,
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#endif
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out float4 oColor0: COLOR0)
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{
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float3 nn = normalize(IN.Normal);
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float3x3 normalMatrix = {
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IN.Tangent.xyz,
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cross(nn, IN.Tangent.xyz),
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nn
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};
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float4 WoodPos = float4(IN.Pos.xyz, lerp(0, .92, abs(dot(float3(1,0,0), nn))));
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float2 NormalUV = IN.Uv.xy * NormMapScale * 3;
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float singularityAttenuation = WoodPos.w;
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float noiseval = tex3D(SpecularMap, WoodPos.xyz / NoiseScale).x;
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float3 tn = tex2D(NormalMap, NormalUV).xyz - .5;
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tn = lerp(tn, float3(0, 0, .5), singularityAttenuation);
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float4 edgeDistances = IN.EdgeDistances;
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tn = CalcBevel(edgeDistances, tn, IN.View_Depth.w);
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nn = mul(tn, normalMatrix);
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float signalfreq = length(float4(ddx(WoodPos.y), ddx(WoodPos.z), ddy(WoodPos.y), ddy(WoodPos.z))); // seems to be angle based thing
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float aa_attn = saturate(signalfreq*AAFreqMultiplier - 1.0f);
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float3 Pwood = WoodPos.xyz + (AmpScale * noiseval);
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float r = RingScale * length(Pwood.yz);
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r = r + tex3D(SpecularMap,r.xxx/32.0).x;
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r = r - floor(r); // stepping in the rings in formed through this here
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r = smoothstep(LightRingEnd, DarkRingStart, r) - smoothstep(DarkRingEnd,1.0,r);
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// apply anti-aliasing
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r = lerp(r, MixedColorRatio, aa_attn);
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float3 albedo = IN.Color.xyz + WoodContrast * (MixedColorRatio - r);
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float Ks = lerp(Ks1,Ks2,r);
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float3 vn = normalize(IN.View_Depth.xyz);
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float4 light = lgridSample(TEXTURE(LightMap), TEXTURE(LightMapLookup), IN.LightPosition_Fog.xyz);
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light.a = shadowSample(TEXTURE(ShadowMap), IN.PosLightSpace.xyz, light.a);
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float3 diffuse;
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float3 specular;
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Shade(albedo, nn, vn, Ks, SPEC_EXPON, light, diffuse, specular);
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oColor0 = float4(diffuse + specular, IN.Color.w);
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float fogAlpha = saturate((G(FogParams).z - length(IN.View_Depth.xyz)) * G(FogParams).w);
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oColor0.xyz = lerp(G(FogColor), oColor0.rgb, fogAlpha);
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#ifdef PIN_GBUFFER
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oColor1 = gbufferPack(IN.View_Depth.w, diffuse.rgb, specular.rgb, fogAlpha);
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#endif
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}
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#else
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#define CFG_TEXTURE_TILING 1
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#define CFG_DIFFUSE_SCALE 1
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#define CFG_SPECULAR_SCALE 2
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#define CFG_GLOSS_SCALE 256
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#define CFG_REFLECTION_SCALE 0
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#define CFG_NORMAL_SHADOW_SCALE 0.3
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#define CFG_SPECULAR_LOD 0.25
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#define CFG_GLOSS_LOD 32
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#define CFG_NORMAL_DETAIL_TILING 7
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#define CFG_NORMAL_DETAIL_SCALE 0.6
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#define CFG_FAR_TILING 0
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#define CFG_FAR_DIFFUSE_CUTOFF 0
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#define CFG_FAR_NORMAL_CUTOFF 0
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#define CFG_FAR_SPECULAR_CUTOFF 0
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#include "material.hlsl"
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#endif
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