// STATIC: "BASETEXTURE" "0..1" // STATIC: "BUMPTEXTURE" "0..1" // STATIC: "DIFFUSELIGHTING" "0..1" // STATIC: "SELFILLUM" "0..1" // STATIC: "HALFLAMBERT" "0..1" // STATIC: "FLASHLIGHT" "0..1" // STATIC: "LIGHTWARPTEXTURE" "0..1" // STATIC: "PHONGEXPONENTTEXTURE" "0..1" // DYNAMIC: "LIGHT_COMBO" "0..21" // DYNAMIC: "WRITEWATERFOGTODESTALPHA" "0..1" // DYNAMIC: "FOGTYPE" "0..2" // DYNAMIC: "FLASHLIGHTDEPTH" "0..0" // This is because we don't support static lighting and bumpmapping // SKIP: ( $LIGHT_COMBO == 1 || $LIGHT_COMBO > 11 ) // We don't use light combos when doing the flashlight, so force it to zero when using the flashlight. // SKIP: ( $FLASHLIGHT != 0 ) && ( $LIGHT_COMBO != 0 ) #include "shader_constant_register_map.h" const float4 g_SelfIllumTint : register( PSREG_SELFILLUMTINT ); const float4 g_DiffuseModulation : register( PSREG_DIFFUSE_MODULATION ); #if !FLASHLIGHT const float3 g_EnvmapContrast : register( PSREG_ENVMAP_CONTRAST ); const float3 g_EnvmapSaturation : register( PSREG_ENVMAP_SATURATION ); #endif const float3 cAmbientCube[6] : register( PSREG_AMBIENT_CUBE ); const float4 g_WaterFogColor : register( PSREG_WATER_FOG_COLOR ); const float4 g_EyePos_SpecExponent : register( PSREG_EYEPOS_SPEC_EXPONENT ); const float4 g_FogParams : register( PSREG_FOG_PARAMS ); const float4 g_FlashlightAttenuationFactors : register( PSREG_FLASHLIGHT_ATTENUATION ); const float3 g_FlashlightPos : register( PSREG_FLASHLIGHT_POSITION ); const float4x4 g_FlashlightWorldToTexture : register( PSREG_FLASHLIGHT_TO_WORLD_TEXTURE ); const float4 g_FresnelSpecParams : register( PSREG_FRESNEL_SPEC_PARAMS ); // xyz are fresnel, w is specular boost PixelShaderLightInfo cLightInfo[2] : register( PSREG_LIGHT_INFO_ARRAY ); // 3 registers each - 6 registers total #define g_WaterZ g_FogParams.y #define g_FogOORange g_FogParams.w #define g_FresnelLow g_FresnelSpecParams.x #define g_FresnelMid g_FresnelSpecParams.y #define g_FresnelHigh g_FresnelSpecParams.z #define g_SpecularBoost g_FresnelSpecParams.w static const int g_LightCombo = LIGHT_COMBO; static const int g_StaticLightType = g_StaticLightTypeArray[g_LightCombo]; static const int g_AmbientLightType = g_AmbientLightTypeArray[g_LightCombo]; static const int g_LocalLightType0 = g_LocalLightType0Array[g_LightCombo]; static const int g_LocalLightType1 = g_LocalLightType1Array[g_LightCombo]; sampler BaseTextureSampler : register( s0 ); // Base map, selfillum in alpha sampler EnvmapSampler : register( s1 ); sampler LightWarpSampler : register( s2 ); // Lighting warp sampler (1D texture for diffuse lighting modification) sampler NormalMapSampler : register( s3 ); // Normal map, specular mask in alpha sampler EnvmapMaskSampler : register( s4 ); // Flashlight shadow depth map sampler sampler NormalizeSampler : register( s5 ); sampler FlashlightSampler : register( s6 ); // Flashlight cookie sampler SpecExponentSampler : register( s7 ); // Specular exponent map struct PS_INPUT { float4 baseTexCoord : TEXCOORD0; // Bump mapping and a separate envmap mask texture are mutually exclusive float4 color2_wrinkleWeight : TEXCOORD1; float3 color1 : TEXCOORD2; float4 worldVertToEyeVectorXYZ_tangentSpaceVertToEyeVectorZ : TEXCOORD3; float3x3 tangentSpaceTranspose : TEXCOORD4; // second row : TEXCOORD5; // third row : TEXCOORD6; float4 worldPos_projPosZ : TEXCOORD7; }; HDR_PS_OUTPUT main( PS_INPUT i ) : COLOR { bool bBaseTexture = BASETEXTURE ? true : false; bool bBumpTexture = BUMPTEXTURE ? true : false; bool bDoLightingWarp = LIGHTWARPTEXTURE ? true : false; bool bDoAmbientOcclusion = false; bool bDiffuseLighting = DIFFUSELIGHTING ? true : false; bool bHalfLambert = HALFLAMBERT ? true : false; bool bFlashlight = (FLASHLIGHT!=0) ? true : false; bool bDoPhong = true; bool bSelfIllum = SELFILLUM ? true : false; // Hard-coded controls for now...could become combo variables in the future bool bDoFresnel = true; bool bDoDiffuse = true; bool bDoDirectionalDiffuse = false; float3 vTerminatorColor = float3( 129.0f/255.0f, 26.0f/255.0f, 0.0 ); float4 baseColor = float4( 1.0f, 1.0f, 1.0f, 1.0f ); if( bBaseTexture ) { baseColor = tex2D( BaseTextureSampler, i.baseTexCoord ); // float4 wrinkleColor = tex2D( WrinkleSampler, i.baseTexCoord ); // float4 stretchColor = tex2D( StretchSampler, i.baseTexCoord ); // JasonM TODO: incorporate stretchColor and negative wrinkle weight values // baseColor = lerp( baseColor, wrinkleColor, i.color2_wrinkleWeight.w ); } float3 worldSpaceNormal, tangentSpaceNormal = float3(0, 0, 1); float fSpecMask = 1.0f; if( bBumpTexture ) { float4 normalTexel = tex2D( NormalMapSampler, i.baseTexCoord ); tangentSpaceNormal = 2.0f * normalTexel.xyz - 1.0f; fSpecMask = normalTexel.a; } /* float fAmbientOcclusion = 1.0f; if ( bDoAmbientOcclusion ) { fAmbientOcclusion = tex2D( AmbientOcclusionSampler, i.baseTexCoord ); } */ // We need a normal if we're doing any lighting if ( bDiffuseLighting || bDoPhong ) { worldSpaceNormal = normalize( mul( i.tangentSpaceTranspose, tangentSpaceNormal ) ); } float3 vEyeDir = normalize(i.worldVertToEyeVectorXYZ_tangentSpaceVertToEyeVectorZ.xyz); const int localLightType2 = LIGHTTYPE_NONE; const int localLightType3 = LIGHTTYPE_NONE; float3 diffuseLighting = float3( 1.0f, 1.0f, 1.0f ); if( bDiffuseLighting ) { float3 staticLightingColor = float3( 0.0f, 0.0f, 0.0f ); // Summation of diffuse illumination from all local lights diffuseLighting = PixelShaderDoLightingTwoLights( i.worldPos_projPosZ.xyz, worldSpaceNormal, staticLightingColor, g_StaticLightType, g_AmbientLightType, g_LocalLightType0, g_LocalLightType1, 1.0f, i.color1, i.color2_wrinkleWeight.xyz, cAmbientCube, NormalizeSampler, cLightInfo, bHalfLambert, // These parameters aren't passed by generic shaders: false, 1.0f, bDoDirectionalDiffuse, vEyeDir, bDoLightingWarp, LightWarpSampler ); } float3 specularLighting = float3( 0.0f, 0.0f, 0.0f ); float fFresnel = 1.0f; // Specular everywhere by default if( bDoPhong ) { float fSpecExp = g_EyePos_SpecExponent.w; float fSpecExpMap = tex2D( SpecExponentSampler, i.baseTexCoord ); // If the exponent passed in as a constant is zero, use the value from the map as the exponent if ( fSpecExp == 0 ) fSpecExp = 1.0f - fSpecExpMap + 150.0f * fSpecExpMap; // Summation of specular from all local lights specularLighting = g_SpecularBoost * PixelShaderDoSpecularLighting( i.worldPos_projPosZ.xyz, worldSpaceNormal, fSpecExp, vEyeDir, g_LocalLightType0, g_LocalLightType1, i.color1, i.color2_wrinkleWeight.xyz, cLightInfo, false, 1.0f ); if ( bDoFresnel ) fFresnel = Fresnel( worldSpaceNormal, vEyeDir, g_FresnelLow, g_FresnelMid, g_FresnelHigh ); } float3 albedo = float3( 1.0f, 1.0f, 1.0f ); float alpha = 1.0f; if( bBaseTexture ) { albedo *= baseColor.rgb; } #if FLASHLIGHT if( bFlashlight ) { bool bDoShadow = (FLASHLIGHTDEPTH==1)?1:0; worldSpaceNormal = mul( i.tangentSpaceTranspose, tangentSpaceNormal ); diffuseLighting = DoFlashlight( g_FlashlightPos, i.worldPos_projPosZ.xyz, worldSpaceNormal, g_FlashlightWorldToTexture, g_FlashlightAttenuationFactors.xyz, g_FlashlightAttenuationFactors.w, FlashlightSampler, EnvmapMaskSampler, bDoShadow ); } #endif float3 diffuseComponent = albedo * diffuseLighting; if( bSelfIllum ) { diffuseComponent = lerp( diffuseComponent, g_SelfIllumTint * albedo, baseColor.a ); } float3 result = float3(0,0,0); if ( bDoDiffuse ) result += diffuseComponent; if ( bDoPhong ) result += specularLighting * fFresnel * fSpecMask; #if FOGTYPE == 2 float fogFactor = CalcWaterFogAlpha( g_WaterZ, g_EyePos_SpecExponent.z, i.worldPos_projPosZ.z, i.worldPos_projPosZ.w, g_FogOORange ); result = lerp( result, g_WaterFogColor.xyz, fogFactor ); # if WRITEWATERFOGTODESTALPHA alpha = fogFactor; # endif #endif //FIXME: need to take dowaterfog into consideration return LinearColorToHDROutput( float4( result, alpha ), 1.0f ); // <-- this last parameter does nothing in LinearColorToHDROutput() }