#ifdef CLASSIC #define PIN_SURFACE #define ALREADY_HAS_PS #include "default.hlsl" #define SPEC_EXPON 25 #define KS .9 #define MIN_BACKLIGHT .9 void DefaultPS(VertexOutput IN, #ifdef PIN_GBUFFER out float4 oColor1: COLOR1, #endif out float4 oColor0: COLOR0) { float3 normal = normalize(IN.Normal); float3x3 normalMatrix = { IN.Tangent.xyz, cross(normal, IN.Tangent.xyz), normal }; float2 uv = IN.Uv.xy * 6; // * 5 * 1.2 float3 tn = tex2D(NormalMap, uv).yxz - .5; tn = lerp(tn, float3(0,0,.5), .7); tn = CalcBevel(IN.EdgeDistances, tn, IN.View_Depth.w); float3 nn = normalize(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(IN.Color.xyz, nn, vn, KS, SPEC_EXPON, light, diffuse, specular); oColor0 = float4(diffuse + specular, 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, specular.rgb, fogAlpha); #endif } #else #define CFG_TEXTURE_TILING 1 #define CFG_DIFFUSE_SCALE 1 #define CFG_SPECULAR_SCALE 2.7 #define CFG_GLOSS_SCALE 256 #define CFG_REFLECTION_SCALE 0 #define CFG_NORMAL_SHADOW_SCALE 0.5 #define CFG_SPECULAR_LOD 0.9 #define CFG_GLOSS_LOD 160 #define CFG_NORMAL_DETAIL_TILING 0 #define CFG_NORMAL_DETAIL_SCALE 0 #define CFG_FAR_TILING 0 #define CFG_FAR_DIFFUSE_CUTOFF 0 #define CFG_FAR_NORMAL_CUTOFF 0 #define CFG_FAR_SPECULAR_CUTOFF 0 #include "material.hlsl" #endif