//====== Copyright 1996-2005, Valve Corporation, All rights reserved. =======
//
// Purpose:
//
//=============================================================================
// STATIC: "BLUR" "0..1"
// STATIC: "FADEOUTONSILHOUETTE" "0..1"
// STATIC: "CUBEMAP" "0..1"
// STATIC: "REFRACTTINTTEXTURE" "0..1"
// STATIC: "MASKED" "0..1"
// DYNAMIC: "FOGTYPE" "0..2"
// SKIP: $MASKED && $BLUR
#include "common_ps_fxc.h"
sampler RefractSampler : register( s2 );
sampler NormalSampler : register( s3 );
#if CUBEMAP
sampler EnvmapSampler : register( s4 );
#endif
#if REFRACTTINTTEXTURE
sampler RefractTintSampler : register( s5 );
#endif
const HALF3 g_EnvmapTint : register( c0 );
const HALF3 g_RefractTint : register( c1 );
const HALF3 g_EnvmapContrast : register( c2 );
const HALF3 g_EnvmapSaturation : register( c3 );
const HALF2 g_RefractScale : register( c5 );
static const int g_BlurCount = BLUR;
static const float g_BlurFraction = 1.0f / 512.0f;
static const float g_HalfBlurFraction = 0.5 * g_BlurFraction;
static const float4 g_BlurFractionVec = float4( g_BlurFraction, g_HalfBlurFraction,
-g_BlurFraction,-g_HalfBlurFraction );
struct PS_INPUT
{
float2 vBumpTexCoord : TEXCOORD0; // dudvMapAndNormalMapTexCoord
HALF3 vWorldVertToEyeVector : TEXCOORD1;
HALF3x3 tangentSpaceTranspose : TEXCOORD2;
float3 vRefractXYW : TEXCOORD5;
float3 projNormal : TEXCOORD6;
float4 vProjPos : TEXCOORD7;
};
HALF4 main( PS_INPUT i ) : COLOR
{
HALF3 result;
#if FADEOUTONSILHOUETTE
HALF blend = -i.projNormal.z;
blend = blend * blend * blend;
#else
HALF blend = 1.0f;
#endif
// Load normal and expand range
HALF4 vNormalSample = tex2D( NormalSampler, i.vBumpTexCoord );
HALF3 tangentSpaceNormal = vNormalSample * 2.0 - 1.0;
#if REFRACTTINTTEXTURE
HALF3 refractTintColor = 2.0 * g_RefractTint * tex2D( RefractTintSampler, i.vBumpTexCoord );
#else
HALF3 refractTintColor = g_RefractTint;
#endif
// Perform division by W only once
float ooW = 1.0f / i.vRefractXYW.z;
// Compute coordinates for sampling refraction
float2 vRefractTexCoordNoWarp = i.vRefractXYW.xy * ooW;
float2 vRefractTexCoord = tangentSpaceNormal.xy;
HALF scale = vNormalSample.a * g_RefractScale;
vRefractTexCoord *= scale;
vRefractTexCoord += vRefractTexCoordNoWarp;
#if (BLUR==1) // use polyphase magic to convert 9 lookups into 4
// basic principle behind this transformation:
// [ A B C ]
// [ D E F ]
// [ G H I ]
// use bilinear filtering hardware to weight upper 2x2 samples evenly (0.25* [A + B + D + E]).
// scale the upper 2x2 by 4/9 (total area of kernel occupied)
// use bilinear filtering hardware to weight right 1x2 samples evenly (0.5*[C + F])
// scale right 1x2 by 2/9
// use bilinear filtering hardware to weight lower 2x1 samples evenly (0.5*[G + H])
// scale bottom 2x1 by 2/9
// fetch last sample (I) and scale by 1/9.
float2 upper_2x2_loc = vRefractTexCoord.xy - float2(g_HalfBlurFraction, g_HalfBlurFraction);
float2 right_1x2_loc = vRefractTexCoord.xy + float2(g_BlurFraction, -g_HalfBlurFraction);
float2 lower_2x1_loc = vRefractTexCoord.xy + float2(-g_HalfBlurFraction, g_BlurFraction);
float2 singleton_loc = vRefractTexCoord.xy + float2(g_BlurFraction, g_BlurFraction);
result = tex2D(RefractSampler, upper_2x2_loc) * 0.4444444;
result += tex2D(RefractSampler, right_1x2_loc) * 0.2222222;
result += tex2D(RefractSampler, lower_2x1_loc) * 0.2222222;
result += tex2D(RefractSampler, singleton_loc) * 0.1111111;
HALF3 unblurredColor = tex2D(RefractSampler, vRefractTexCoordNoWarp.xy);
result = lerp(unblurredColor, result * refractTintColor, blend);
#elif (BLUR>0) // iteratively step through render target
int x, y;
result = float3( 0.0f, 0.0f, 0.0f );
for( x = -g_BlurCount; x <= g_BlurCount; x++ )
{
for( y = -g_BlurCount; y <= g_BlurCount; y++ )
{
result += tex2D( RefractSampler, vRefractTexCoord.xy + float2( g_BlurFraction * x, g_BlurFraction * y ) );
}
}
int width = g_BlurCount * 2 + 1;
result *= 1.0f / ( width * width );
// result is the blurred one now. . .now lerp.
float3 unblurredColor = tex2D( RefractSampler, vRefractTexCoordNoWarp.xy );
result = lerp( unblurredColor, result * refractTintColor, blend );
#else
# if MASKED
return tex2D( RefractSampler, vRefractTexCoord.xy );
# else
float3 colorWarp = tex2D( RefractSampler, vRefractTexCoord.xy );
float3 colorNoWarp = tex2D( RefractSampler, vRefractTexCoordNoWarp.xy );
colorWarp *= refractTintColor;
result = lerp( colorNoWarp, colorWarp, blend );
# endif
#endif
#if CUBEMAP
HALF specularFactor = vNormalSample.a;
HALF3 worldSpaceNormal = mul( i.tangentSpaceTranspose, tangentSpaceNormal );
HALF3 reflectVect = CalcReflectionVectorUnnormalized( worldSpaceNormal, i.vWorldVertToEyeVector );
HALF3 specularLighting = texCUBE( EnvmapSampler, reflectVect );
specularLighting *= specularFactor;
specularLighting *= g_EnvmapTint;
HALF3 specularLightingSquared = specularLighting * specularLighting;
specularLighting = lerp( specularLighting, specularLightingSquared, g_EnvmapContrast );
HALF3 greyScale = dot( specularLighting, HALF3( 0.299f, 0.587f, 0.114f ) );
specularLighting = lerp( greyScale, specularLighting, g_EnvmapSaturation );
result += specularLighting;
#endif
return HALF4( result, vNormalSample.a );
}
# |
Change |
User |
Description |
Committed |
|
#1
|
5817 |
Knut Wikstrom |
Added base Valve SDK code to start modding. |
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