72 lines
1.9 KiB
Plaintext
72 lines
1.9 KiB
Plaintext
#ifdef FXCOMPOSER_VERSION // in fxcompser editor
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#include "include/common.cgh"
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#else
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#include "common.cgh"
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#endif
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/********* pixel shader ********/
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float4 icePSStuds(VertexOutput IN,
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uniform float Ks,
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uniform float SpecExpon,
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uniform float3 Lamp0Color,
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uniform float3 Lamp1Color,
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uniform float3 AmbiColor,
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uniform float NoiseScale,
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uniform sampler2D StudsSamp,
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uniform sampler3D NoiseSamp,
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uniform sampler2D NormalSamp,
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uniform samplerCUBE EnvSampler,
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uniform float Kr,
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uniform float FresnelVal
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) : COLOR
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{
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float4 studShade = tex2D(StudsSamp, IN.ModelUV.xy);
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float fade = 1-abs(IN.ObjectNormal.w);
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if(fade < 0)
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fade = 0;
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float2 NormalUV = IN.ModelUV.zw;
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float3 shiftPos = IN.TexPos3D.xyz;
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// low frequency
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float3 noiseval = tex3D(NoiseSamp,shiftPos.xyz/NoiseScale*0.1).xyz;
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float3 noiseval2 = tex3D(NoiseSamp,shiftPos.xyz/NoiseScale*0.5).xyz * 0.7 + 0.5;
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noiseval *= noiseval2;
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noiseval = 0.3 + noiseval * 0.7;
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float3 dColor = IN.Color.xyz + fade*(noiseval*0.5 - 0.3);
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float3 tNorm = tex2D(NormalSamp,NormalUV).xyz - float3(0.5,0.5,0.5);
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float tNormSum = 0.85+0.15*(tNorm.x + tNorm.y + tNorm.z);
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dColor *= ((1-fade) + (fade*tNormSum));
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float3 aWorldBinormal = cross(IN.WorldNormal, IN.WorldTangent);
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float3 NnBump = normalize(tNorm.x*IN.WorldTangent + tNorm.y*aWorldBinormal + tNorm.z*IN.WorldNormal);
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NnBump *= fade;
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Ks *= fade;
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float3 Nn = normalize(lerp(NnBump, IN.WorldNormal, 0.85 ));
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float3 diffContrib;
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float3 specContrib;
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float3 reflContrib;
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ps_shared_lighting_env(dColor, Nn, IN.WorldView,
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IN.Light0Vec, IN.Light1Vec,
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Lamp0Color, Lamp1Color,
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AmbiColor,
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Ks, SpecExpon,
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Kr,
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diffContrib,
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specContrib,
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EnvSampler,
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reflContrib);
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float3 result = lerp(diffContrib, studShade.xyz, studShade.w) + specContrib;
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result += (FresnelVal*reflContrib) * fade;
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return float4(result, 1);
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}
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