Files
aya/client/common/shaders/source/aluminum.hlsl
2025-12-17 16:47:48 +00:00

87 lines
2.3 KiB
HLSL

#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