forked from aya/aya
161 lines
3.9 KiB
HLSL
161 lines
3.9 KiB
HLSL
#ifdef CLASSIC
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#ifdef PIN_HQ
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#define PIN_SURFACE
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#define ALREADY_HAS_PS
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#include "default.hlsl"
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#define SPEC_EXPON 81 //81
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#define KS .75
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#define FADE_DIST 500
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#define FADE_DIST_START 0
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float3 CalcBevelDir(float4 edgeDistances)
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{
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float3 dir = float3(0, 0, 0);
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float4 bevelMultiplier = edgeDistances <= BEVEL_WIDTH;
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dir += bevelMultiplier.x * float3(1, 0, 0);
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dir += bevelMultiplier.y * float3(-1, 0, 0);
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dir += bevelMultiplier.z * float3(0, 1, 0);
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dir += bevelMultiplier.w * float3(0, -1, 0);
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return dir;
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}
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uniform float4 WaveParams; // .x = frequency .y = phase .z = height .w = lerp
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void DefaultPS(VertexOutput IN,
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#ifdef PIN_GBUFFER
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out float4 oColor1: COLOR1,
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#endif
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out float4 oColor0: COLOR0)
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{
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float normalStrength = .4;
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float fade = saturate(normalStrength - (IN.View_Depth.w - FADE_DIST_START) / FADE_DIST);
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float3 nn = normalize(IN.Normal);
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float4 edgeDistances = IN.EdgeDistances;
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float4 albedo = IN.Color;
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float2 uv;
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float wt = 1.0;
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#ifndef PIN_MESH
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uv = IN.UvStuds;
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float3x3 normalMatrix = {
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IN.Tangent.xyz,
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cross(nn, IN.Tangent.xyz),
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nn
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};
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//tn = tex2D(NormalMap, uv) - .5;//studs normal
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float3 tn = float3(0,0,.5);
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tn = lerp(float3(0, 0, .5), tn, fade);
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tn = CalcBevel(edgeDistances, tn, IN.View_Depth.w);
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nn = mul(tn, normalMatrix);
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wt = 1.0 - abs(length(tn.xy));
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float4 colorTex = tex2D(DiffuseMap, uv);
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//albedo = lerp(albedo, colorTex.xyz, colorTex.w);//studs normal
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//albedo += (colorTex.x * 2 - 1) * .07;//studs normal
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#else
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uv = IN.Uv;
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float4 colorTex = tex2D(DiffuseMap, uv);
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albedo *= colorTex;
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#endif
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float3 vn = normalize(IN.View_Depth.xyz);
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float4 light = lgridSample(TEXTURE(LightMap), TEXTURE(LightMapLookup), IN.LightPosition_Fog.xyz);
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float3 diffuse;
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float3 specular;
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#ifdef CLASSIC_GOURAUD
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float3 diffusePhong;
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float3 specularPhong;
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Shade(albedo.rgb, nn, vn, KS, SPEC_EXPON, light, diffusePhong, specularPhong);
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diffuse = lerp(diffusePhong, IN.Diffuse * albedo.rgb, wt);
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specular = lerp(specularPhong, IN.Specular, wt);
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#else
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Shade(albedo.rgb, nn, vn, KS, SPEC_EXPON, light, diffuse, specular);
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#endif
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#ifndef PIN_MESH
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diffuse = lerp(diffuse, colorTex.xyz, colorTex.w);
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#endif
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float3 result = diffuse + specular;
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#ifdef PIN_REFLECTION
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float3 reflection = texCUBE(EnvironmentMap, reflect(-vn, nn)).rgb;
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result = lerp(result, reflection, IN.Reflection);
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#endif
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float fogAlpha = saturate((G(FogParams).z - length(IN.View_Depth.xyz)) * G(FogParams).w);
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result = lerp(G(FogColor), result, fogAlpha);
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oColor0 = float4(result, albedo.a);
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#ifdef PIN_GBUFFER
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oColor1 = gbufferPack(IN.View_Depth.w, diffuse.rgb, specular.rgb, fogAlpha);
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#endif
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}
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#else
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#define PIN_PLASTIC
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#include "default.hlsl"
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#endif
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#else
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#if defined(PIN_HQ)
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#define PIN_SURFACE
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#include "default.hlsl"
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#define CFG_TEXTURE_TILING 1
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#define CFG_BUMP_INTENSITY 0.5
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#define CFG_SPECULAR 0.4
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#define CFG_GLOSS 9
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#define CFG_NORMAL_SHADOW_SCALE 0.1
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Surface surfaceShader(SurfaceInput IN, float2 fade2)
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{
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float fade = fade2.y;
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float4 studs = tex2D(DiffuseMap, IN.UvStuds);
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float3 normal = nmapUnpack(tex2D(NormalMap, IN.UvStuds));
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#ifdef GLSLES
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float3 noise = float3(0, 0, 1);
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#else
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float3 noise = nmapUnpack(tex2D(NormalDetailMap, IN.Uv * (CFG_TEXTURE_TILING)));
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#endif
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float noiseScale = saturate0(IN.Color.a * 2 * (CFG_BUMP_INTENSITY) - 1 * (CFG_BUMP_INTENSITY));
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#ifdef PIN_REFLECTION
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noiseScale *= saturate(1 - 2 * IN.Reflectance);
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#endif
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normal.xy += noise.xy * noiseScale;
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normal.xy *= fade;
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Surface surface = (Surface)0;
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surface.albedo = IN.Color.rgb * (studs.r * 2);
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surface.normal = normal;
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surface.specular = (CFG_SPECULAR);
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surface.gloss = (CFG_GLOSS);
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#ifdef PIN_REFLECTION
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surface.reflectance = IN.Reflectance;
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#endif
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return surface;
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}
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#else
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#define PIN_PLASTIC
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#include "default.hlsl"
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#endif
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#endif |