SyntaxGameServer/Player2014/shaders/source/default.hlsl

268 lines
7.8 KiB
HLSL

#include "common.h"
struct Appdata
{
float4 Position : POSITION;
float3 Normal : NORMAL;
float2 Uv : TEXCOORD0;
float2 UvStuds : TEXCOORD1;
float4 Color : COLOR0;
// int4 produces better D3D asm, float4 produces better GLSL code
#ifdef GLSL
float4 Extra : COLOR1;
#else
int4 Extra : COLOR1;
#endif
#ifdef PIN_SURFACE
float3 Tangent : TEXCOORD2;
#endif
float4 EdgeDistances : TEXCOORD3;
};
struct VertexOutput
{
float4 HPosition : POSITION;
float4 Uv_EdgeDistance1 : TEXCOORD0;
float4 UvStuds_EdgeDistance2 : TEXCOORD1;
float4 Color : COLOR0;
float4 LightPosition_Fog : TEXCOORD2;
#if defined(PIN_HQ) || defined(PIN_REFLECTION)
float4 View_DepthMulFadeout : TEXCOORD3;
float4 Normal_SpecPower : TEXCOORD4;
#endif
#ifdef PIN_SURFACE
float3 Tangent : TEXCOORD5;
#else
float4 Diffuse_Specular : COLOR1;
#endif
float4 PosLightSpace_Reflectance: TEXCOORD6;
};
#ifdef PIN_SKINNED
uniform float4 WorldMatrixArray[MAX_BONE_COUNT * 3];
#endif
#ifdef PIN_DEBUG
uniform float4 DebugColor;
#endif
VertexOutput DefaultVS(Appdata IN)
{
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 - posWorld.xyz)), normalWorld), specularPower).yz;
#endif
OUT.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 - OUT.HPosition.w) * G.FogParams.w);
#if defined(PIN_HQ) || defined(PIN_REFLECTION)
OUT.View_DepthMulFadeout = float4(G.CameraPosition - posWorld, OUT.HPosition.w * G.FadeDistance.y);
float4 edgeDistances = IN.EdgeDistances*G.FadeDistance.z + 0.5 * OUT.View_DepthMulFadeout.w;
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 = getPosInLightSpace(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, float 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
float fade = saturate0(1 - IN.View_DepthMulFadeout.w);
return surfaceShader(SIN, fade);
}
#endif
sampler2D StudsMap: register(s0);
LGRID_SAMPLER LightMap: register(s1);
sampler2D LightMapLookup: register(s2);
sampler2D DiffuseMap: register(s3);
sampler2D NormalMap: register(s4);
samplerCUBE EnvironmentMap: register(s5);
sampler2D SpecularMap: register(s6);
sampler2D NormalDetailMap: register(s7);
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;
#else
#ifdef PIN_PLASTIC
float4 studs = tex2D(StudsMap, IN.UvStuds_EdgeDistance2.xy);
float4 albedo = float4(IN.Color.rgb * 2 * studs.rgb, 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(LightMap, LightMapLookup, IN.LightPosition_Fog.xyz);
// Compute reflection term
#if defined(PIN_SURFACE) || defined(PIN_REFLECTION)
float3 reflection = texCUBE(EnvironmentMap, reflect(-IN.View_DepthMulFadeout.xyz, normal)).rgb;
albedo.rgb = lerp(albedo.rgb, reflection.rgb, reflectance);
#endif
float shadow = getBlobShadow(IN.PosLightSpace_Reflectance.xyz) * light.a;
// 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_DepthMulFadeout.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 outlineFade = saturate1(IN.View_DepthMulFadeout.w * 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) / IN.View_DepthMulFadeout.w;
oColor0.rgb *= saturate1(outlineFade *(1.5 - minEdgesPlus) + minEdgesPlus);
#endif
float fogAlpha = saturate(IN.LightPosition_Fog.w);
oColor0.rgb = lerp(G.FogColor, oColor0.rgb, fogAlpha);
#ifdef PIN_GBUFFER
oColor1 = gbufferPack(IN.View_DepthMulFadeout.w*G.FadeDistance.x, diffuse.rgb, specular.rgb, fogAlpha);
#endif
}