158 lines
4.2 KiB
Plaintext
158 lines
4.2 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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struct appdataTangent {
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float3 Position : POSITION;
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float4 SlateColor : COLOR;
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float2 ModelUV : TEXCOORD0;
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float3 SlatePos : 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 slateVertexOutput {
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float4 HPosition : POSITION;
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float4 SlateColor : COLOR;
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float4 ModelUV : TEXCOORD0;
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float4 SlatePos : TEXCOORD1; // wood 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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float3 ActualPos : COLOR1;
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};
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/*********** vertex shader ******/
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slateVertexOutput 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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slateVertexOutput OUT = (slateVertexOutput)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.SlatePos = float4(IN.Position, 0);
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OUT.ModelUV = float4(IN.ModelUV, IN.SurfaceUV);
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OUT.SlateColor = IN.SlateColor;
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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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OUT.ActualPos = IN.SlatePos;
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OUT.SlatePos.w = IN.SlatePos.x;
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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.SlatePos;
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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.SlatePos = float4(shiftPos,0);
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return OUT;
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}
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/********* pixel shader ********/
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float4 slatePSStuds(slateVertexOutput 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 float NormMapScale,
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uniform sampler2D StudsSamp,
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uniform sampler3D NoiseSamp,
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uniform sampler2D NormalSamp) : 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/290);
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if(fade < 0)
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fade = 0;
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float2 NormalUV = IN.ModelUV.zw* NormMapScale;
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float3 shiftPos = IN.SlatePos;
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float3 noiseval = tex3D(NoiseSamp,shiftPos.xyz/NoiseScale*0.04).xyz;
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float3 noiseval2 = tex3D(NoiseSamp,shiftPos.xyz/NoiseScale*0.3).xyz + 0.2;
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noiseval *= noiseval2;
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float3 dColor = IN.SlateColor.xyz + 0.8* fade*(noiseval*0.5 - 0.1);
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float3 tNorm = tex2D(NormalSamp,NormalUV).xyz - float3(0.5,0.5,0.5);
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float tNormSum = 0.9+0.4*(tNorm.x + tNorm.y + tNorm.z);
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dColor *= ((1-fade) + (fade*tNormSum));
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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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float3 Nn = normalize(lerp(NnBump, IN.WorldNormal, 0.9 ));
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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, 1);
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}
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