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

73 lines
1.8 KiB
HLSL

#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