Clients/Client2016/shaders/source/default.hlsl

330 lines
9.5 KiB
HLSL

#include "common.h"
#define LQMAT_FADE_FACTOR (1.0f/300.0f)
struct Appdata
{
float4 Position : POSITION;
float3 Normal : NORMAL;
float2 Uv : TEXCOORD0;
float2 UvStuds : TEXCOORD1;
float4 Color : COLOR0;
ATTR_INT4 Extra : COLOR1;
#ifdef PIN_SURFACE
float3 Tangent : TEXCOORD2;
#endif
float4 EdgeDistances : TEXCOORD3;
};
struct VertexOutput
{
float4 Uv_EdgeDistance1 : TEXCOORD0;
float4 UvStuds_EdgeDistance2 : TEXCOORD1;
float4 Color : COLOR0;
float4 LightPosition_Fog : TEXCOORD2;
float4 View_Depth : TEXCOORD3;
#if defined(PIN_HQ) || defined(PIN_REFLECTION)
float4 Normal_SpecPower : TEXCOORD4;
#endif
#ifdef PIN_SURFACE
float3 Tangent : TEXCOORD5;
#else
float4 Diffuse_Specular : COLOR1;
#endif
float4 PosLightSpace_Reflectance: TEXCOORD6;
};
#ifdef PIN_SKINNED
WORLD_MATRIX_ARRAY(WorldMatrixArray, MAX_BONE_COUNT * 3);
#endif
#ifdef PIN_DEBUG
uniform float4 DebugColor;
#endif
VertexOutput DefaultVS(Appdata IN, out float4 HPosition: POSITION)
{
VertexOutput OUT = (VertexOutput)0;
// Transform position and normal to world space
#ifdef PIN_SKINNED
int boneIndex = IN.Extra.r;
float4 worldRow0 = WorldMatrixArray[boneIndex * 3 + 0];
float4 worldRow1 = WorldMatrixArray[boneIndex * 3 + 1];
float4 worldRow2 = WorldMatrixArray[boneIndex * 3 + 2];
float3 posWorld = float3(dot(worldRow0, IN.Position), dot(worldRow1, IN.Position), dot(worldRow2, IN.Position));
float3 normalWorld = float3(dot(worldRow0.xyz, IN.Normal), dot(worldRow1.xyz, IN.Normal), dot(worldRow2.xyz, IN.Normal));
#else
float3 posWorld = IN.Position.xyz;
float3 normalWorld = IN.Normal;
#endif
// Decode diffuse/specular parameters; encoding depends on the skinned flag due to vertex declaration differences
#if defined(PIN_DEBUG)
float4 color = DebugColor;
#else
float4 color = IN.Color;
#endif
float specularIntensity = IN.Extra.g / 255.f;
float specularPower = IN.Extra.b;
float ndotl = dot(normalWorld, -G(Lamp0Dir));
#ifdef PIN_HQ
// We'll calculate specular in pixel shader
float2 lt = float2(saturate(ndotl), (ndotl > 0));
#else
// Using lit here improves performance on software vertex shader implementations
float2 lt = lit(ndotl, dot(normalize(-G(Lamp0Dir) + normalize(G(CameraPosition).xyz - posWorld.xyz)), normalWorld), specularPower).yz;
#endif
HPosition = mul(G(ViewProjection), float4(posWorld, 1));
OUT.Uv_EdgeDistance1.xy = IN.Uv;
OUT.UvStuds_EdgeDistance2.xy = IN.UvStuds;
OUT.Color = color;
OUT.LightPosition_Fog = float4(lgridPrepareSample(lgridOffset(posWorld, normalWorld)), (G(FogParams).z - HPosition.w) * G(FogParams).w);
OUT.View_Depth = float4(G(CameraPosition).xyz - posWorld, HPosition.w);
#if defined(PIN_HQ) || defined(PIN_REFLECTION)
float4 edgeDistances = IN.EdgeDistances*G(FadeDistance_GlowFactor).z + 0.5 * OUT.View_Depth.w * G(FadeDistance_GlowFactor).y;
OUT.Uv_EdgeDistance1.zw = edgeDistances.xy;
OUT.UvStuds_EdgeDistance2.zw = edgeDistances.zw;
OUT.Normal_SpecPower = float4(normalWorld, specularPower);
OUT.PosLightSpace_Reflectance.w = IN.Extra.a / 255.f;
#endif
#ifdef PIN_SURFACE
#ifdef PIN_SKINNED
float3 tangent = float3(dot(worldRow0.xyz, IN.Tangent), dot(worldRow1.xyz, IN.Tangent), dot(worldRow2.xyz, IN.Tangent));
#else
float3 tangent = IN.Tangent;
#endif
OUT.Tangent = tangent;
#else
float3 diffuse = lt.x * G(Lamp0Color) + max(-ndotl, 0) * G(Lamp1Color);
OUT.Diffuse_Specular = float4(diffuse, lt.y * specularIntensity);
#endif
OUT.PosLightSpace_Reflectance.xyz = shadowPrepareSample(posWorld);
return OUT;
}
#ifdef PIN_SURFACE
struct SurfaceInput
{
float4 Color;
float2 Uv;
float2 UvStuds;
#ifdef PIN_REFLECTION
float Reflectance;
#endif
};
struct Surface
{
float3 albedo;
float3 normal;
float specular;
float gloss;
float reflectance;
};
Surface surfaceShader(SurfaceInput IN, float2 fade);
Surface surfaceShaderExec(VertexOutput IN)
{
SurfaceInput SIN;
SIN.Color = IN.Color;
SIN.Uv = IN.Uv_EdgeDistance1.xy;
SIN.UvStuds = IN.UvStuds_EdgeDistance2.xy;
#ifdef PIN_REFLECTION
SIN.Reflectance = IN.PosLightSpace_Reflectance.w;
#endif
float2 fade;
fade.x = saturate0(1 - IN.View_Depth.w * LQMAT_FADE_FACTOR );
fade.y = saturate0(1 - IN.View_Depth.w * G(FadeDistance_GlowFactor).y );
return surfaceShader(SIN, fade);
}
#endif
TEX_DECLARE2D(StudsMap, 0);
LGRID_SAMPLER(LightMap, 1);
TEX_DECLARE2D(LightMapLookup, 2);
TEX_DECLARE2D(ShadowMap, 3);
TEX_DECLARECUBE(EnvironmentMap, 4);
TEX_DECLARE2D(DiffuseMap, 5);
TEX_DECLARE2D(NormalMap, 6);
TEX_DECLARE2D(SpecularMap, 7);
#ifndef GLSLES
TEX_DECLARE2D(NormalDetailMap, 8);
#endif
uniform float4 LqmatFarTilingFactor; // material tiling factor for low-quality shader, must be the same as CFG_FAR_TILING
float4 sampleFar1(TEXTURE_IN_2D(s), float2 uv, float fade, float cutoff)
{
#ifdef GLSLES
return tex2D(s, uv);
#else
if (cutoff == 0)
return tex2D(s, uv);
else
{
float cscale = 1 / (1 - cutoff);
return lerp(tex2D(s, uv * (LqmatFarTilingFactor.xy) ), tex2D(s, uv ), saturate0(fade * cscale - cutoff * cscale));
}
#endif
}
#if defined(PIN_WANG) || defined(PIN_WANG_FALLBACK)
float4 sampleWangSimple(TEXTURE_IN_2D(s), float2 uv)
{
float2 wangUv;
float4 wangUVDerivatives;
getWang(TEXTURE_WANG(NormalDetailMap), uv, 1, wangUv, wangUVDerivatives);
return sampleWang(TEXTURE(s), wangUv, wangUVDerivatives);
}
#endif
void DefaultPS(VertexOutput IN,
#ifdef PIN_GBUFFER
out float4 oColor1: COLOR1,
#endif
out float4 oColor0: COLOR0)
{
// Compute albedo term
#ifdef PIN_SURFACE
Surface surface = surfaceShaderExec(IN);
float4 albedo = float4(surface.albedo, IN.Color.a);
float3 bitangent = cross(IN.Normal_SpecPower.xyz, IN.Tangent.xyz);
float3 normal = normalize(surface.normal.x * IN.Tangent.xyz + surface.normal.y * bitangent + surface.normal.z * IN.Normal_SpecPower.xyz);
float ndotl = dot(normal, -G(Lamp0Dir));
float3 diffuseIntensity = saturate0(ndotl) * G(Lamp0Color) + max(-ndotl, 0) * G(Lamp1Color);
float specularIntensity = step(0, ndotl) * surface.specular;
float specularPower = surface.gloss;
float reflectance = surface.reflectance;
#elif PIN_LOWQMAT
#ifndef CFG_FAR_DIFFUSE_CUTOFF
#define CFG_FAR_DIFFUSE_CUTOFF (0.6f)
#endif
#if defined(PIN_WANG) || defined(PIN_WANG_FALLBACK)
float4 albedo = sampleWangSimple(TEXTURE(DiffuseMap), IN.Uv_EdgeDistance1.xy);
#else
float fade = saturate0(1 - IN.View_Depth.w * LQMAT_FADE_FACTOR);
float4 albedo = sampleFar1(TEXTURE(DiffuseMap), IN.Uv_EdgeDistance1.xy, fade, CFG_FAR_DIFFUSE_CUTOFF);
#endif
albedo.rgb = lerp(float3(1, 1, 1), IN.Color.rgb, albedo.a ) * albedo.rgb;
albedo.a = IN.Color.a;
float3 diffuseIntensity = IN.Diffuse_Specular.xyz;
float specularIntensity = IN.Diffuse_Specular.w;
float reflectance = 0;
#else
#ifdef PIN_PLASTIC
float4 studs = tex2D(StudsMap, IN.UvStuds_EdgeDistance2.xy);
float4 albedo = float4(IN.Color.rgb * (studs.r * 2), IN.Color.a);
#else
float4 albedo = tex2D(DiffuseMap, IN.Uv_EdgeDistance1.xy) * IN.Color;
#endif
#ifdef PIN_HQ
float3 normal = normalize(IN.Normal_SpecPower.xyz);
float specularPower = IN.Normal_SpecPower.w;
#elif defined(PIN_REFLECTION)
float3 normal = IN.Normal_SpecPower.xyz;
#endif
float3 diffuseIntensity = IN.Diffuse_Specular.xyz;
float specularIntensity = IN.Diffuse_Specular.w;
#ifdef PIN_REFLECTION
float reflectance = IN.PosLightSpace_Reflectance.w;
#endif
#endif
float4 light = lgridSample(TEXTURE(LightMap), TEXTURE(LightMapLookup), IN.LightPosition_Fog.xyz);
float shadow = shadowSample(TEXTURE(ShadowMap), IN.PosLightSpace_Reflectance.xyz, light.a);
// Compute reflection term
#if defined(PIN_SURFACE) || defined(PIN_REFLECTION)
float3 reflection = texCUBE(EnvironmentMap, reflect(-IN.View_Depth.xyz, normal)).rgb;
albedo.rgb = lerp(albedo.rgb, reflection.rgb, reflectance);
#endif
// Compute diffuse term
float3 diffuse = (G(AmbientColor) + diffuseIntensity * shadow + light.rgb) * albedo.rgb;
// Compute specular term
#ifdef PIN_HQ
float3 specular = G(Lamp0Color) * (specularIntensity * shadow * (float)(half)pow(saturate(dot(normal, normalize(-G(Lamp0Dir) + normalize(IN.View_Depth.xyz)))), specularPower));
#else
float3 specular = G(Lamp0Color) * (specularIntensity * shadow);
#endif
// Combine
oColor0.rgb = diffuse.rgb + specular.rgb;
oColor0.a = albedo.a;
#ifdef PIN_HQ
float ViewDepthMul = IN.View_Depth.w * G(FadeDistance_GlowFactor).y;
float outlineFade = saturate1( ViewDepthMul * G(OutlineBrightness_ShadowInfo).x + G(OutlineBrightness_ShadowInfo).y);
float2 minIntermediate = min(IN.Uv_EdgeDistance1.wz, IN.UvStuds_EdgeDistance2.wz);
float minEdgesPlus = min(minIntermediate.x, minIntermediate.y) / ViewDepthMul;
oColor0.rgb *= saturate1(outlineFade *(1.5 - minEdgesPlus) + minEdgesPlus);
#endif
float fogAlpha = saturate(IN.LightPosition_Fog.w);
#ifdef PIN_NEON
oColor0.rgb = IN.Color.rgb * G(FadeDistance_GlowFactor).w;
oColor0.a = 1 - fogAlpha * IN.Color.a;
diffuse.rgb = 0;
specular.rgb = 0;
#endif
oColor0.rgb = lerp(G(FogColor), oColor0.rgb, fogAlpha);
#ifdef PIN_GBUFFER
oColor1 = gbufferPack(IN.View_Depth.w, diffuse.rgb, specular.rgb, fogAlpha);
#endif
}