125 lines
3.4 KiB
Plaintext
125 lines
3.4 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 DPlateColor : COLOR;
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float2 StudsUV : TEXCOORD0;
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float2 SurfaceUV: TEXCOORD1;
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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 dplateVertexOutput {
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float4 HPosition : POSITION;
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float4 DPlateColor : COLOR;
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float4 StudsUV : TEXCOORD0;
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float3 Light0Vec : TEXCOORD1;
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float3 Light1Vec : TEXCOORD2;
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float3 WorldNormal : TEXCOORD3;
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float3 WorldTangent : TEXCOORD4;
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float3 WorldView : TEXCOORD5;
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float4 ObjectNormal : TEXCOORD6;
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// coord w is attenuation 0 = no normal map, 1 = full normal map
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};
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/*********** vertex shader ******/
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dplateVertexOutput 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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) {
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dplateVertexOutput OUT = (dplateVertexOutput)0;
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float3 aWorldBinormal = cross(OUT.WorldNormal, OUT.WorldTangent);
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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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aWorldBinormal);
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OUT.StudsUV = float4(IN.StudsUV, IN.SurfaceUV); // passthrough model UVs.
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OUT.DPlateColor = IN.DPlateColor;
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OUT.ObjectNormal = float4(IN.Normal,1);
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OUT.ObjectNormal.w = mul(WvpXf,float4(IN.Position,1)).z;
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return OUT;
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}
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/********* pixel shader ********/
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float4 dplatePSStuds(dplateVertexOutput 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 NormMapScale,
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uniform sampler2D StudsSamp,
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uniform sampler2D NormalSamp
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) : COLOR
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{
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float4 studShade = tex2D(StudsSamp, IN.StudsUV.xy);
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float fade = 1-abs(IN.ObjectNormal.w*0.0055556); // ObjectNormal.w holds z distance from object position to camera
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// *.00555 is division by 180, the fade distance for LOD drawing
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// so that the contribution of shader will fade to 0 at 180
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if(fade < 0)
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fade = 0;
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float NormalRatio = 0.15;
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float2 NormalUV = IN.StudsUV.zw* NormMapScale;
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float3 dColor = IN.DPlateColor.xyz;
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float3 tNorm = tex2D(NormalSamp,NormalUV).xyz - float3(0.5,0.5,0.5);
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//float tNormSum = 0.7+0.3*(tNorm.x + tNorm.y + tNorm.z);
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//dColor *= ((1-fade) + (fade*(tNormSum+0.1))); // add a bit of normal contribution to color
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float3 aWorldBinormal = cross(IN.WorldTangent, IN.WorldNormal);
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float3 NnBump = normalize(tNorm.x * IN.WorldTangent -
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tNorm.y * aWorldBinormal +
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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, 0.7 ));
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float3 diffContrib;
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float3 specContrib;
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ps_shared_lighting(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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diffContrib,
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specContrib);
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float3 result = lerp(diffContrib, studShade.xyz, studShade.w) + specContrib;
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return float4(result+0.01, 1);
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}
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