#ifdef CLASSIC #define PIN_SURFACE #define ALREADY_HAS_PS #include "default.hlsl" #define SPEC_EXPON 40 #define KS .1 #define NOISE_SCALE 7 #define SPREAD .3 #define GRASS_THRESHOLD .95 #define FADE_DIST 290 #define FADE_DIST_START 0 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, }; float fade = saturate(1 - (IN.View_Depth.w - FADE_DIST_START) / FADE_DIST); float2 uv = IN.Uv.xy; float3 shiftPos = IN.Pos.xyz; float noiseval = tex3D(SpecularMap,shiftPos.xyz / NOISE_SCALE * .04).x; float noiseval2 = tex3D(SpecularMap,shiftPos.xyz / NOISE_SCALE * .3).x + .2; noiseval *= noiseval2; float3 albedo = IN.Color.xyz + 0.8 * fade * (noiseval * 0.5 - 0.1); float3 tn = tex2D(NormalMap,uv).xyz - .5; float tNormSum = 0.9+0.4*(tn.x + tn.y + tn.z); tn = lerp(tn, float3(0,0,.5), .9); albedo *= ((1-fade) + (fade*tNormSum)); tn = CalcBevel(IN.EdgeDistances, tn, IN.View_Depth.w); float3 nn = mul(tn, normalMatrix); //nn *= fade; //KS *= fade; //ks is a constant and idk if this dumb shit is worth keeping anyways 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); 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 0.9 #define CFG_GLOSS_SCALE 128 #define CFG_REFLECTION_SCALE 0 #define CFG_NORMAL_SHADOW_SCALE 0.5 #define CFG_SPECULAR_LOD 0.14 #define CFG_GLOSS_LOD 20 #define CFG_NORMAL_DETAIL_TILING 5 #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 #include "material.hlsl" #endif