#ifdef CLASSIC #define PIN_SURFACE #define ALREADY_HAS_PS #include "default.hlsl" #define SPEC_EXPON 25 #define KS .9 #define KR .42 #define FADE_DIST 250//133.33 fix!!!!!!!!!! #define FADE_DIST_START 20 void DefaultPS(VertexOutput IN, #ifdef PIN_GBUFFER out float4 oColor1: COLOR1, #endif out float4 oColor0: COLOR0) { float fade = saturate(1 - (IN.View_Depth.w - FADE_DIST_START) / FADE_DIST); float3 nn = normalize(IN.Normal.xyz); float3x3 normalMatrix = { IN.Tangent.xyz, cross(nn, IN.Tangent.xyz), nn }; float3 albedo = IN.Color.xyz; float2 uv = IN.Uv.xy * 2; float3 tn = tex2D(NormalMap, uv); float3 tn2 = tex2D(NormalMap, uv * .4); tn = lerp(tn, tn2, .5); tn2 = tex2D(NormalMap, uv * .1); tn = lerp(tn, tn2, .3) -.5; tn = lerp(float3(0, 0, .5), tn, fade); float tNormSum = 0.4 + 0.6 * (tn.x + tn.y + tn.z); albedo *= ((1-fade) + (fade*tNormSum)); tn = CalcBevel(IN.EdgeDistances, tn, IN.View_Depth.w); nn = mul(tn, normalMatrix); float3 vn = normalize(IN.View_Depth.xyz); float4 light = lgridSample(TEXTURE(LightMap), TEXTURE(LightMapLookup), IN.LightPosition_Fog.xyz); light.a = shadowSample(TEXTURE(ShadowMap), IN.PosLightSpace.xyz, light.a); float3 diffuse; float3 specular; Shade(albedo, nn, vn, KS, SPEC_EXPON, light, diffuse, specular); float3 enviroment = texCUBE(EnvironmentMap, reflect(-vn, nn)) * KR -.1; oColor0 = float4(diffuse + specular + enviroment, IN.Color.w); //subtract .1 because thats what dumbass roblox did for whatever reason 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, specular.rgb, fogAlpha); #endif } #else #define CFG_TEXTURE_TILING 1 #define CFG_DIFFUSE_SCALE 1 #define CFG_SPECULAR_SCALE 1 #define CFG_GLOSS_SCALE 256 #define CFG_REFLECTION_SCALE 0.6 #define CFG_NORMAL_SHADOW_SCALE 0 #define CFG_SPECULAR_LOD 0.94 #define CFG_GLOSS_LOD 240 #define CFG_NORMAL_DETAIL_TILING 0 #define CFG_NORMAL_DETAIL_SCALE 0 #define CFG_FAR_TILING 0.25 #define CFG_FAR_DIFFUSE_CUTOFF 0 #define CFG_FAR_NORMAL_CUTOFF 0.75 #define CFG_FAR_SPECULAR_CUTOFF 0 #define CFG_OPT_DIFFUSE_CONST #include "material.hlsl" #endif