Novetus_src/clients/2009L/content/fonts/materials/programs/include/slate.cgh

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#ifdef FXCOMPOSER_VERSION // in fxcompser editor
#include "include/common.cgh"
#else
#include "common.cgh"
#endif
/************* DATA STRUCTS **************/
struct appdataTangent {
float3 Position : POSITION;
float4 SlateColor : COLOR;
float2 ModelUV : TEXCOORD0;
float3 SlatePos : TEXCOORD1;
float2 SurfaceUV: TEXCOORD2;
float3 Normal : NORMAL;
float3 Tangent : TANGENT0;
};
/* data passed from vertex shader to pixel shader */
struct slateVertexOutput {
float4 HPosition : POSITION;
float4 SlateColor : COLOR;
float4 ModelUV : TEXCOORD0;
float4 SlatePos : TEXCOORD1; // wood grain coordinate system
// coord w is attenuation 0 = no normal map, 1 = full normal map
float3 Light0Vec : TEXCOORD2;
float3 Light1Vec : TEXCOORD3;
float3 WorldNormal : TEXCOORD4;
float3 WorldTangent : TEXCOORD5;
float3 WorldView : TEXCOORD7;
float4 ObjectNormal : TEXCOORD6;
float3 ActualPos : COLOR1;
};
/*********** vertex shader ******/
slateVertexOutput mainVS(appdataTangent IN,
uniform float4x4 WorldITXf, // our four standard "untweakable" xforms
uniform float4x4 WorldXf,
uniform float4x4 ViewIXf,
uniform float4x4 WvpXf,
uniform float4 Lamp0Pos,
uniform float4 Lamp1Pos
) {
slateVertexOutput OUT = (slateVertexOutput)0;
float3 aWorldBinormal = cross(OUT.WorldNormal, OUT.WorldTangent);
vs_shared_lighting(
IN.Position,
IN.Normal,
IN.Tangent,
WorldITXf, // our four standard "untweakable" xforms
WorldXf,
ViewIXf,
WvpXf,
Lamp0Pos,
Lamp1Pos,
OUT.Light0Vec,
OUT.Light1Vec,
OUT.WorldView,
OUT.HPosition,
OUT.WorldNormal,
OUT.WorldTangent,
aWorldBinormal);
OUT.SlatePos = float4(IN.Position, 0);
OUT.ModelUV = float4(IN.ModelUV, IN.SurfaceUV);
OUT.SlateColor = IN.SlateColor;
OUT.ObjectNormal = float4(IN.Normal,1);
OUT.ObjectNormal.w = mul(WvpXf,float4(IN.Position,1)).z;
OUT.ActualPos = IN.SlatePos;
OUT.SlatePos.w = IN.SlatePos.x;
float cfactor = 0.980066578; //cos(0.2);
float sfactor = 0.198669331; //sin(0.2);
float cfactor2 = 0.955336489; //cos(0.3);
float sfactor2 = 0.295520207; //sin(0.3);
float cfactor3 = 0.921060994; //cos(0.4);
float sfactor3 = 0.389418342; //sin(0.4);
float3 p = IN.SlatePos;
float3 shiftPos = p;
shiftPos.x += p.x * cfactor + p.z * sfactor;
shiftPos.z += p.x * -sfactor + p.z * cfactor;
shiftPos.x += p.x * cfactor2 - p.y * sfactor2;
shiftPos.y += p.x * sfactor2 + p.y * cfactor2;
shiftPos.y += p.y * cfactor3 - p.z * sfactor3;
shiftPos.z += p.y * sfactor3 + p.z * cfactor3;
OUT.SlatePos = float4(shiftPos,0);
return OUT;
}
/********* pixel shader ********/
float4 slatePSStuds(slateVertexOutput IN,
uniform float Ks,
uniform float SpecExpon,
uniform float3 Lamp0Color,
uniform float3 Lamp1Color,
uniform float3 AmbiColor,
uniform float NoiseScale,
uniform float NormMapScale,
uniform sampler2D StudsSamp,
uniform sampler3D NoiseSamp,
uniform sampler2D NormalSamp) : COLOR
{
float4 studShade = tex2D(StudsSamp, IN.ModelUV.xy);
float fade = 1-abs(IN.ObjectNormal.w/290);
if(fade < 0)
fade = 0;
float2 NormalUV = IN.ModelUV.zw* NormMapScale;
float3 shiftPos = IN.SlatePos;
float3 noiseval = tex3D(NoiseSamp,shiftPos.xyz/NoiseScale*0.04).xyz;
float3 noiseval2 = tex3D(NoiseSamp,shiftPos.xyz/NoiseScale*0.3).xyz + 0.2;
noiseval *= noiseval2;
float3 dColor = IN.SlateColor.xyz + 0.8* fade*(noiseval*0.5 - 0.1);
float3 tNorm = tex2D(NormalSamp,NormalUV).xyz - float3(0.5,0.5,0.5);
float tNormSum = 0.9+0.4*(tNorm.x + tNorm.y + tNorm.z);
dColor *= ((1-fade) + (fade*tNormSum));
float3 aWorldBinormal = cross(IN.WorldTangent, IN.WorldNormal);
float3 NnBump = normalize(tNorm.x*IN.WorldTangent -
tNorm.y*aWorldBinormal +
tNorm.z*IN.WorldNormal);
NnBump *= fade;
float3 Nn = normalize(lerp(NnBump, IN.WorldNormal, 0.9 ));
float3 diffContrib;
float3 specContrib;
ps_shared_lighting(dColor, Nn, 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);
}