// STATIC: "MULTITEXTURE" "0..1" // STATIC: "FRESNEL" "0..1" // STATIC: "BLEND" "0..1" // STATIC: "REFRACTALPHA" "0..1" // STATIC: "HDRTYPE" "0..2" // DYNAMIC: "HDRENABLED" "0..1" // DYNAMIC: "FOGTYPE" "0..2" #include "common_ps_fxc.h" const HALF3 g_FogColor : register( c0 ); const HALF4 g_CheapWaterParams : register( c1 ); const HALF4 g_ReflectTint : register( c2 ); #define g_CheapWaterStart g_CheapWaterParams.x #define g_CheapWaterEnd g_CheapWaterParams.y #define g_CheapWaterDeltaRecip g_CheapWaterParams.z #define g_CheapWaterStartDivDelta g_CheapWaterParams.w sampler EnvmapSampler : register( s0 ); sampler NormalMapSampler : register( s1 ); #if REFRACTALPHA sampler RefractSampler : register( s2 ); #endif sampler NormalizeSampler : register( s6 ); struct PS_INPUT { float2 normalMapTexCoord : TEXCOORD0; HALF4 worldSpaceEyeVect : TEXCOORD1; HALF3x3 tangentSpaceTranspose : TEXCOORD2; #if REFRACTALPHA float3 vRefract_W : TEXCOORD5; #endif #if MULTITEXTURE float4 vExtraBumpTexCoord : TEXCOORD6; #endif float4 fogFactorW : COLOR1; }; HDR_PS_OUTPUT main( PS_INPUT i ) : COLOR { bool bBlend = BLEND ? true : false; HALF4 normalTexel = tex2D( NormalMapSampler, i.normalMapTexCoord ); #if MULTITEXTURE HALF4 vNormalSample1 = tex2D( NormalMapSampler, i.vExtraBumpTexCoord.xy ); HALF4 vNormalSample2 = tex2D( NormalMapSampler, i.vExtraBumpTexCoord.zw ); normalTexel=0.33*(normalTexel+vNormalSample1+vNormalSample2); #endif HALF3 tangentNormal = 2.0 * normalTexel - 1.0; HALF3 worldSpaceNormal = mul( tangentNormal, i.tangentSpaceTranspose ); HALF3 worldSpaceEye; HALF flWorldSpaceDist = 1.0f; #ifdef NV3X // for some reason, fxc doesn't convert length( half3 v ) into all _pp opcodes. if (bBlend) { worldSpaceEye = i.worldSpaceEyeVect; HALF worldSpaceDistSqr = dot( worldSpaceEye, worldSpaceEye ); HALF rcpWorldSpaceDist = rsqrt( worldSpaceDistSqr ); worldSpaceEye *= rcpWorldSpaceDist; flWorldSpaceDist = worldSpaceDistSqr * rcpWorldSpaceDist; } else { worldSpaceEye = NormalizeWithCubemap( NormalizeSampler, i.worldSpaceEyeVect ); } #else // !NV3X if (bBlend) { worldSpaceEye = i.worldSpaceEyeVect; flWorldSpaceDist = length( worldSpaceEye ); worldSpaceEye /= flWorldSpaceDist; } else { worldSpaceEye = NormalizeWithCubemap( NormalizeSampler, i.worldSpaceEyeVect ); } #endif HALF3 reflectVect = CalcReflectionVectorUnnormalized( worldSpaceNormal, worldSpaceEye ); HALF3 specularLighting = ENV_MAP_SCALE * texCUBE( EnvmapSampler, reflectVect ); specularLighting *= g_ReflectTint; #if FRESNEL // FIXME: It's unclear that we want to do this for cheap water // but the code did this previously and I didn't want to change it HALF flDotResult = dot( worldSpaceEye, worldSpaceNormal ); flDotResult = 1.0f - max( 0.0f, flDotResult ); HALF flFresnelFactor = flDotResult * flDotResult; flFresnelFactor *= flFresnelFactor; flFresnelFactor *= flDotResult; #else HALF flFresnelFactor = g_ReflectTint.a; #endif HALF flAlpha; if (bBlend) { HALF flReflectAmount = saturate( flWorldSpaceDist * g_CheapWaterDeltaRecip - g_CheapWaterStartDivDelta ); flAlpha = saturate( flFresnelFactor + flReflectAmount ); #if REFRACTALPHA // Perform division by W only once float ooW = 1.0f / i.vRefract_W.z; float2 unwarpedRefractTexCoord = i.vRefract_W * ooW; float fogDepthValue = tex2D( RefractSampler, unwarpedRefractTexCoord ).a; // Fade on the border between the water and land. flAlpha *= saturate( ( fogDepthValue - .05f ) * 20.0f ); #endif } else { flAlpha = 1.0f; #if HDRTYPE == 0 || HDRENABLED == 0 specularLighting = lerp( g_FogColor, specularLighting, flFresnelFactor ); #else specularLighting = lerp( GammaToLinear( g_FogColor ), specularLighting, flFresnelFactor ); #endif } // multiply the color by alpha.since we are using alpha blending to blend against dest alpha for borders. return LinearColorToHDROutput( HALF4( specularLighting, flAlpha ), i.fogFactorW.w ); }