166 lines
5.0 KiB
Plaintext
166 lines
5.0 KiB
Plaintext
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#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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/************* DATA STRUCTS **************/
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/* data from application vertex buffer */
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struct appdataTangent {
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float3 Position : POSITION;
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float4 Color : COLOR;
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float2 StudsUV : TEXCOORD0;
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float3 TexPos3D : TEXCOORD1;
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float2 SurfaceUV: TEXCOORD2;
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float3 Normal : NORMAL;
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float3 Tangent : TANGENT0;
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};
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/* data passed from vertex shader to pixel shader */
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struct VertexOutput {
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float4 HPosition : POSITION;
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float4 Color : COLOR;
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float4 ModelUV : TEXCOORD0;
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float4 TexPos3D : TEXCOORD1; // grain coordinate system
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// coord w is attenuation 0 = no normal map, 1 = full normal map
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float3 Light0Vec : TEXCOORD2;
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float3 Light1Vec : TEXCOORD3;
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float3 WorldNormal : TEXCOORD4;
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float3 WorldTangent : TEXCOORD5;
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float3 WorldView : TEXCOORD7;
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float4 ObjectNormal : TEXCOORD6;
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};
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/*********** vertex shader ******/
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VertexOutput mainVS(appdataTangent IN,
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uniform float4x4 WorldITXf, // our four standard "untweakable" xforms
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uniform float4x4 WorldXf,
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uniform float4x4 ViewIXf,
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uniform float4x4 WvpXf,
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uniform float4 Lamp0Pos,
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uniform float4 Lamp1Pos,
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uniform float NormMapScale)
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{
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VertexOutput OUT = (VertexOutput)0;
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float3 unusedBinormal;
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vs_shared_lighting(
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IN.Position,
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IN.Normal,
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IN.Tangent,
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WorldITXf, // our four standard "untweakable" xforms
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WorldXf,
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ViewIXf,
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WvpXf,
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Lamp0Pos,
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Lamp1Pos,
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OUT.Light0Vec,
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OUT.Light1Vec,
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OUT.WorldView,
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OUT.HPosition,
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OUT.WorldNormal,
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OUT.WorldTangent,
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unusedBinormal);
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//
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// This shader uses the object coordinates to determine the grass-grain
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// coordinate system at shader runtime. Alternatively, you could bake
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// the coordinate system into the model as an alternative texcoord. The
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// current method applies to all possible models, while baking-in lets
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// you try different tricks such as modeling the grain of bent ,
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// say for a bow or for the hull timbers of a ship.
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//
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float cfactor = 0.980066578; //cos(0.2);
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float sfactor = 0.198669331; //sin(0.2);
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float cfactor2 = 0.955336489; //cos(0.3);
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float sfactor2 = 0.295520207; //sin(0.3);
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float cfactor3 = 0.921060994; //cos(0.4);
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float sfactor3 = 0.389418342; //sin(0.4);
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float3 p = IN.TexPos3D;
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float3 shiftPos = p;
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shiftPos.x += p.x * cfactor + p.z * sfactor;
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shiftPos.z += p.x * -sfactor + p.z * cfactor;
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shiftPos.x += p.x * cfactor2 - p.y * sfactor2;
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shiftPos.y += p.x * sfactor2 + p.y * cfactor2;
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shiftPos.y += p.y * cfactor3 - p.z * sfactor3;
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shiftPos.z += p.y * sfactor3 + p.z * cfactor3;
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OUT.TexPos3D = float4(p,0);
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OUT.ModelUV = float4(IN.StudsUV, IN.SurfaceUV* NormMapScale); // passthrough model UVs.
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OUT.Color = IN.Color; //Average color of the grass texture
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OUT.ObjectNormal = float4(IN.Normal,1);
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OUT.ObjectNormal.w = mul(WvpXf,float4(IN.Position,1)).z/200*1.5;
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OUT.TexPos3D.w = IN.TexPos3D.x ;
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OUT.ObjectNormal.xyz = normalize(OUT.ObjectNormal.xyz);
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return OUT;
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}
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/********* pixel shader ********/
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float4 mainPSStuds(VertexOutput IN,
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uniform float3 Contrast,
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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 float3 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 sampler2D grassSamp,
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uniform sampler2D GrassNormalSamp) : COLOR
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{
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float3 oo = IN.ObjectNormal.xyz;
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float4 studShade = tex2D(StudsSamp, IN.ModelUV.xy);
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float zdist = IN.ObjectNormal.w;
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float spread = 0.3;
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float grass_threshold = 0.95;
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float NormalRatio = 0.15;
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float2 NormalUV = IN.ModelUV.zw;
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float3 shiftPos = IN.TexPos3D.xyz;
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float3 ns = NoiseScale;
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float noiseval2 = tex3D(NoiseSamp,shiftPos.xyz*ns.x).x * 0.4;
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float noiseval = tex3D(NoiseSamp,shiftPos.zyx*ns.y).x * 0.6;
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noiseval -= noiseval2;
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float noiseval3 = tex3D(NoiseSamp,shiftPos.xyz*ns.z).x * 0.3;
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noiseval += noiseval3;
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float interp = (noiseval - grass_threshold + spread)/2/spread+0.5;
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interp = clamp(interp,0,1);
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float3 grassColor = tex2D(grassSamp, NormalUV).xyz;
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float3 dirt = tex2D(NormalSamp,NormalUV).xyz ;
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float3 grassNorm = tex2D(GrassNormalSamp,NormalUV).xyz;
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float3 dirtNorm = float3(0.5,0.5,1);
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float3 tNorm = lerp(grassNorm, dirtNorm, interp) - 0.5;
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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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float fade = 1.5-abs(zdist);
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if (fade < 0.0)
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fade = 0.0;
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float3 dColor;
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dColor = lerp(grassColor+IN.Color.xyz-float3(0.31,0.43,0.146), dirt, interp*fade);
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float3 diffContrib;
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float3 specContrib;
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//Fade out the shader
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ps_shared_lighting(dColor, NnBump, IN.WorldView, IN.Light0Vec, IN.Light1Vec,
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Lamp0Color, Lamp1Color, AmbiColor, Ks, SpecExpon, diffContrib, specContrib);
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float3 result = lerp(diffContrib, studShade.xyz, studShade.w) + specContrib;
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return float4(result,1);
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}
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