Novetus_src/clients/2010L/content/materials/programs/include/grass.cgh

69 lines
2.1 KiB
Plaintext

#ifdef FXCOMPOSER_VERSION // in fxcompser editor
#include "include/common.cgh"
#else
#include "common.cgh"
#endif
/********* pixel shader ********/
float4 mainPSStuds(VertexOutput IN,
uniform float3 Contrast,
uniform float Ks,
uniform float SpecExpon,
uniform float3 Lamp0Color,
uniform float3 Lamp1Color,
uniform float3 AmbiColor,
uniform float3 NoiseScale,
uniform sampler2D StudsSamp,
uniform sampler3D NoiseSamp,
uniform sampler2D NormalSamp,
uniform sampler2D grassSamp,
uniform sampler2D GrassNormalSamp) : COLOR
{
float3 oo = IN.ObjectNormal.xyz;
float4 studShade = tex2D(StudsSamp, IN.ModelUV.xy);
float zdist = IN.ObjectNormal.w;
float spread = 0.3;
float grass_threshold = 0.95;
float NormalRatio = 0.15;
float2 NormalUV = IN.ModelUV.zw;
float3 shiftPos = IN.TexPos3D.xyz;
float3 ns = NoiseScale;
float noiseval2 = tex3D(NoiseSamp,shiftPos.xyz*ns.x).x * 0.4;
float noiseval = tex3D(NoiseSamp,shiftPos.zyx*ns.y).x * 0.6;
noiseval -= noiseval2;
float noiseval3 = tex3D(NoiseSamp,shiftPos.xyz*ns.z).x * 0.3;
noiseval += noiseval3;
float interp = (noiseval - grass_threshold + spread)/2/spread+0.5;
interp = clamp(interp,0,1);
float3 grassColor = tex2D(grassSamp, NormalUV).xyz;
float3 dirt = tex2D(NormalSamp,NormalUV).xyz ;
float3 grassNorm = tex2D(GrassNormalSamp,NormalUV).xyz;
float3 dirtNorm = float3(0.5,0.5,1);
float3 tNorm = lerp(grassNorm, dirtNorm, interp) - 0.5;
float3 aWorldBinormal = cross(IN.WorldNormal , IN.WorldTangent);
float3 NnBump = normalize(tNorm.x*IN.WorldTangent + tNorm.y*aWorldBinormal + tNorm.z*IN.WorldNormal);
float fade = 1.5-abs(zdist);
if (fade < 0.0)
fade = 0.0;
float3 dColor;
dColor = lerp(grassColor+IN.Color.xyz-float3(0.31,0.43,0.146), dirt, interp*fade);
float3 diffContrib;
float3 specContrib;
//Fade out the shader
ps_shared_lighting(dColor, NnBump, IN.WorldView, IN.Light0Vec, IN.Light1Vec,
Lamp0Color, Lamp1Color, AmbiColor, Ks, SpecExpon, diffContrib, specContrib);
float3 result = lerp(diffContrib, studShade.xyz, studShade.w) + specContrib;
return float4(result,1);
}