[2196] | 1 | ///////////////////////////////////////////////////////////////////////////////
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| 2 | //
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| 3 | // ## ######
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| 4 | // ###### ###
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| 5 | // ## ############### Shark 3D Engine (www.shark3d.com)
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| 6 | // ########## # # #
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| 7 | // ######## Copyright (c) 1996-2006 Spinor GmbH.
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| 8 | // ######### # # # All rights reserved.
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| 9 | // ## ##########
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| 10 | // ##
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| 11 | //
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| 12 | ///////////////////////////////////////////////////////////////////////////////
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| 13 |
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| 14 | #include \
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| 15 | <levelutil/shader/prog/d3d9_hlsl/include_shmap_filter_d3d9_hlsl.s3d_shadercode_run>
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| 16 |
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| 17 | ///////////////////////////////////////////////////////////////////////////////
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| 18 |
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| 19 | struct PS_INPUT
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| 20 | {
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| 21 | float2 mainTexCoord: TEXCOORD0;
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| 22 | float3 diffuseDirSurf: TEXCOORD1;
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| 23 | float3 specularDirSurf: TEXCOORD2;
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| 24 | float3 scaledSurfToLight: TEXCOORD3;
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| 25 | #ifdef S3D_PARALLAX_MAPPING
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| 26 | float3 camToVertSurf: TEXCOORD4;
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| 27 | #endif
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| 28 | #ifdef S3D_LIGHT_BRIGHT
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| 29 | float4 lightBrightCoord: TEXCOORD5;
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| 30 | float4 secPosScr: TEXCOORD6;
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| 31 | #endif
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| 32 | #ifdef S3D_LIGHT_PROJ
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| 33 | float4 lightProjCoord: TEXCOORD5;
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| 34 | #endif
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| 35 | #ifdef S3D_LIGHT_SHMAP
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| 36 | float4 lightShmapCoord: TEXCOORD6;
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| 37 | #endif
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| 38 | };
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| 39 |
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| 40 | ///////////////////////////////////////////////////////////////////////////////
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| 41 |
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| 42 | sampler mainSamp: register(s0);
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| 43 | sampler normalSamp: register(s1);
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| 44 | #ifdef S3D_LIGHT_BRIGHT
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| 45 | sampler lightBrightSamp: register(s2);
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| 46 | #endif
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| 47 | #ifdef S3D_LIGHT_PROJ
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| 48 | sampler lightProjSamp: register(s2);
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| 49 | #endif
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| 50 | #ifdef S3D_LIGHT_SHMAP
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| 51 | sampler lightShmapSamp: register(s3);
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| 52 | #endif
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| 53 |
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| 54 | ///////////////////////////////////////////////////////////////////////////////
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| 55 |
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| 56 | const float4 lightAmbient;
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| 57 | const float4 lightDiffuse;
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| 58 | const float4 lightSpecular;
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| 59 |
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| 60 | #ifdef S3D_LIGHT_BRIGHT
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| 61 | const float4 lightBrightRcpSize;
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| 62 | #endif
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| 63 |
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| 64 | #ifdef S3D_LIGHT_SHMAP
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| 65 | const float4 lightShmapSize;
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| 66 | const float4 lightShmapRcpSize;
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| 67 | #endif
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| 68 |
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| 69 | ///////////////////////////////////////////////////////////////////////////////
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| 70 |
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| 71 | #define S3D_INTENS_DISCARD_TRESHOLD 0.001
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| 72 | #define S3D_BRIGHT_EPS 0.01
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| 73 |
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| 74 | ///////////////////////////////////////////////////////////////////////////////
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| 75 | // Pixelshader
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| 76 | // Profile: 2x0
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| 77 |
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| 78 | float4 main(PS_INPUT input): COLOR0
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| 79 | {
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| 80 | #ifdef S3D_GEOMETRIC_SHADOW
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| 81 | // Geometric shadow
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| 82 | //clip(input.diffuseDirSurf.z);
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| 83 | // ATI Mobility Radeon X1600 workaround:
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| 84 | clip(float4(0, 0, 1, 0) * input.diffuseDirSurf);
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| 85 | #endif
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| 86 |
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| 87 | #ifdef S3D_LIGHT_SHMAP
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| 88 | float3 clipVal = input.lightShmapCoord.www
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| 89 | - abs(2 * input.lightShmapCoord.xyz - input.lightShmapCoord.www);
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| 90 | clip(clipVal.xyz);
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| 91 | #endif
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| 92 |
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| 93 | #ifdef S3D_LIGHT_BRIGHT
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| 94 | #ifdef S3D_LIGHT_BRIGHT_CARE
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| 95 | float4 brightVecMain = tex2Dproj(
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| 96 | lightBrightSamp, input.lightBrightCoord);
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| 97 | float brightIdent = frac(100.0 * input.secPosScr.z / input.secPosScr.w);
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| 98 | float brightDeltaMain = abs(brightVecMain.w - brightIdent);
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| 99 | float brightVal = brightVecMain.x;
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| 100 | if(brightDeltaMain > S3D_BRIGHT_EPS)
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| 101 | {
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| 102 | float2 brightOffs = lightBrightRcpSize.xy * input.lightBrightCoord.w;
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| 103 | float4 brightCoordX = float4(
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| 104 | input.lightBrightCoord.xy + brightOffs,
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| 105 | input.lightBrightCoord.zw);
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| 106 | float4 brightCoordY = float4(
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| 107 | input.lightBrightCoord.xy - brightOffs,
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| 108 | input.lightBrightCoord.zw);
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| 109 | float4 brightCoordZ = brightCoordX;
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| 110 | brightCoordZ.y = brightCoordY.y;
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| 111 | float4 brightCoordW = brightCoordY;
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| 112 | brightCoordW.y = brightCoordX.y;
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| 113 | float4 brightVecX = tex2Dproj(lightBrightSamp, brightCoordX);
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| 114 | float4 brightVecY = tex2Dproj(lightBrightSamp, brightCoordY);
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| 115 | float4 brightVecZ = tex2Dproj(lightBrightSamp, brightCoordZ);
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| 116 | float4 brightVecW = tex2Dproj(lightBrightSamp, brightCoordW);
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| 117 | brightVal = min(brightVecMain.x,
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| 118 | min(min(brightVecX.x, brightVecY.x),
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| 119 | min(brightVecZ.x, brightVecW.x)));
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| 120 | }
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| 121 | #else
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| 122 | // Lookup brightness:
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| 123 | float brightVal = tex2Dproj(lightBrightSamp, input.lightBrightCoord).x;
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| 124 | #endif
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| 125 | // Exit if no light:
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| 126 | clip(brightVal - S3D_INTENS_DISCARD_TRESHOLD);
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| 127 | #endif
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| 128 | #ifdef S3D_LIGHT_SHMAP
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| 129 | // Shadow map:
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| 130 | float shmapVal = s3d_shmapFilter(
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| 131 | lightShmapSamp, input.lightShmapCoord,
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| 132 | lightShmapSize, lightShmapRcpSize);
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| 133 | clip(shmapVal - S3D_INTENS_DISCARD_TRESHOLD);
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| 134 | #endif
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| 135 |
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| 136 | // Texture coordinates:
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| 137 | float2 mainTexCoord = input.mainTexCoord;
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| 138 | #ifdef S3D_PARALLAX_MAPPING
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| 139 | float3 camToVertSurfNrm = normalize(input.camToVertSurf);
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| 140 | float height = tex2D(normalSamp, mainTexCoord).a;
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| 141 | float2 offset = S3D_PARALLAX_SCALE * (S3D_PARALLAX_BIAS - height)
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| 142 | * camToVertSurfNrm.xy;
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| 143 | mainTexCoord = mainTexCoord + offset;
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| 144 | #endif
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| 145 |
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| 146 | // Texture lookups:
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| 147 | float4 texCol = tex2D(mainSamp, mainTexCoord);
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| 148 | float4 rawNormalView = tex2D(normalSamp, mainTexCoord);
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| 149 | float3 normalView = (rawNormalView.xyz - 0.5) * 2;
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| 150 |
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| 151 | // Calculate range-factor:
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| 152 | float rangeFac =
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| 153 | max(1.0 - dot(input.scaledSurfToLight, input.scaledSurfToLight), 0.0);
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| 154 |
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| 155 | // Diffuse direction:
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| 156 | float3 diffuseDirSurfNrm = normalize(input.diffuseDirSurf);
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| 157 |
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| 158 | // Calculate diffuse:
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| 159 | float4 diffuse = float4(lightDiffuse.xyz * rangeFac, lightDiffuse.w);
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| 160 | diffuse += lightAmbient;
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| 161 | float diffDot = dot(normalView, diffuseDirSurfNrm);
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| 162 | #ifdef S3D_MILD
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| 163 | float diffFac = diffDot * (1 - S3D_MILD) + S3D_MILD;
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| 164 | #else
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| 165 | float diffFac = diffDot;
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| 166 | #endif
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| 167 | diffuse *= saturate(diffFac);
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| 168 |
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| 169 | // Calculate specular:
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| 170 | float4 specular = float4(lightSpecular.xyz * rangeFac, lightSpecular.w);
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| 171 | float3 specularDirSurfNrm = normalize(input.specularDirSurf);
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| 172 | float specDot = dot(normalView, specularDirSurfNrm);
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| 173 | float specFac = saturate(pow(saturate(specDot), S3D_SPECULAR_EXP));
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| 174 | specular *= specFac;
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| 175 |
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| 176 | float4 outCol;
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| 177 | outCol.rgb = saturate(diffuse * texCol
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| 178 | + specular * texCol.a);
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| 179 | // Preserve original opacity from texture.
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| 180 | outCol.a = texCol.a;
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| 181 |
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| 182 | #ifdef S3D_GEOMETRIC_SHADOW
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| 183 | // Geometric shadow
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| 184 | float geomShadow = saturate(diffuseDirSurfNrm.z * 4);
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| 185 | outCol.rgb = saturate(outCol.rgb * geomShadow);
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| 186 | #endif
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| 187 |
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| 188 | #ifdef S3D_LIGHT_BRIGHT
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| 189 | // Correct brightness:
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| 190 | // The smoothing algorithm generates higher brightness gradients
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| 191 | // near 0 and 1 due to sticking to 0 and 1.
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| 192 | // This is approximately compensated by using a quadratic function
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| 193 | // near 0 and 1.
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| 194 | brightVal = 2.0 * brightVal * brightVal * (1.5 - brightVal);
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| 195 |
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| 196 | // Apply brightness:
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| 197 | outCol.rgb = outCol.rgb * brightVal;
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| 198 | #endif
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| 199 |
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| 200 | #ifdef S3D_LIGHT_PROJ
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| 201 | float4 texColProjTex = tex2Dproj(lightProjSamp, input.lightProjCoord);
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| 202 | outCol *= texColProjTex;
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| 203 | #endif
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| 204 |
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| 205 | #ifdef S3D_LIGHT_SHMAP
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| 206 | outCol *= shmapVal;
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| 207 | #endif
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| 208 |
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| 209 | return outCol;
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| 210 | }
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| 211 |
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| 212 | ///////////////////////////////////////////////////////////////////////////////
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