-
-
Notifications
You must be signed in to change notification settings - Fork 295
Expand file tree
/
Copy pathBasicPS_Deferred.hlsl
More file actions
192 lines (152 loc) · 5.43 KB
/
BasicPS_Deferred.hlsl
File metadata and controls
192 lines (152 loc) · 5.43 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
#include "BasicPS.hlsli"
PS_OUTPUT main(VS_OUTPUT input)
{
// Calculate parallax offset if height mapping is enabled
float2 parallaxTexOffset = float2(0, 0);
if (EnableHeightMap && RenderMode == 0)
{
float3 viewDir = -normalize(input.CamRelPos); // Negate to get direction FROM surface TO camera
parallaxTexOffset = ParallaxOffset(
Heightmap, TextureSS, input.Texcoord0,
viewDir, normalize(input.Normal),
normalize(input.Tangent.xyz), normalize(input.Bitangent.xyz),
heightScale, heightBias);
}
// Apply parallax offset to base texture coordinates
float2 texc0 = input.Texcoord0 + parallaxTexOffset;
float4 c = float4(0.5, 0.5, 0.5, 1);
if (RenderMode == 0) c = float4(1, 1, 1, 1);
if (EnableTexture > 0)
{
float2 texc = texc0;
if (RenderMode >= 5)
{
if (RenderSamplerCoord == 2)
texc = input.Texcoord1 + parallaxTexOffset;
else if (RenderSamplerCoord == 3)
texc = input.Texcoord2 + parallaxTexOffset;
}
c = Colourmap.Sample(TextureSS, texc);
if (EnableTexture > 1) //2+ enables diffuse2
{
float4 c2 = Colourmap2.Sample(TextureSS, input.Texcoord1);
c = c2.a * c2 + (1 - c2.a) * c;
}
if (EnableTint == 2)
{
//weapon tint
float tx = (round(c.a * 255.009995) - 32.0) * 0.007813; //okay R* this is just silly
float ty = 0.03125 * 0.5; // //1;//what to use for Y value? cb12[2].w in R* shader
float4 c3 = TintPalette.Sample(TextureSS, float2(tx, ty));
c.rgb *= c3.rgb;
c.a = 1;
}
if (IsDistMap) c = float4(c.rgb * 2, (c.r + c.g + c.b) - 1);
if (IsDecal == 4) c.a = c.r;
if ((IsDecal == 0) && (c.a <= 0.33)) discard;
if ((IsDecal == 1) && (c.a <= 0.0)) discard;
if ((IsDecal >= 3) && (c.a <= 0.0)) discard;
if (IsDecal == 0) c.a = 1;
if (IsDecal == 2)
{
float4 mask = TextureAlphaMask * c;
c.a = saturate(mask.r + mask.g + mask.b + mask.a);
c.rgb = 0;
}
c.a = saturate(c.a * AlphaScale);
}
if (EnableTint == 1)
{
c.rgb *= input.Tint.rgb;
}
if ((IsDecal == 1) || (IsDecal >= 3))
{
c.a *= input.Colour0.a;
}
float3 norm = normalize(input.Normal);
if (RenderMode == 1) //normals
{
c.rgb = norm * 0.5 + 0.5;
}
else if (RenderMode == 2) //tangents
{
c.rgb = normalize(input.Tangent.rgb) * 0.5 + 0.5;
}
else if (RenderMode == 3) //colours
{
c.rgb = input.Colour0.rgb;
if (RenderModeIndex == 2)
c.rgb = input.Colour1.rgb;
}
else if (RenderMode == 4) //texcoords
{
c.rgb = float3(input.Texcoord0, 0);
if (RenderModeIndex == 2) c.rgb = float3(input.Texcoord1, 0);
if (RenderModeIndex == 3) c.rgb = float3(input.Texcoord2, 0);
}
float3 spec = 0;
if (RenderMode == 0)
{
float4 nv = Bumpmap.Sample(TextureSS, texc0);
float4 sv = Specmap.Sample(TextureSS, texc0);
float2 nmv = nv.xy;
float4 r0 = 0, r1, r2, r3;
if (EnableNormalMap)
{
if (EnableDetailMap)
{
//detail normalmapp
r0.xy = texc0 * detailSettings.zw;
r0.zw = r0.xy * 3.17;
r0.xy = Detailmap.Sample(TextureSS, r0.xy).xy - 0.5;
r0.zw = Detailmap.Sample(TextureSS, r0.zw).xy - 0.5;
r0.xy = r0.xy + r0.zw;
r0.yz = r0.xy * detailSettings.y; //r0.x = -r0.x*detailSettings.x;
nmv = r0.yz * sv.w + nv.xy; //add detail to normal, using specmap(!)
}
norm = NormalMap(nmv, bumpiness, input.Normal.xyz, input.Tangent.xyz, input.Bitangent.xyz);
}
if (EnableSpecMap == 0)
{
sv = float4(0.1, 0.1, 0.1, 0.1);
}
float r1y = norm.z - 0.35;
float3 globalScalars = float3(0.5, 0.5, 0.5);
float globalScalars2z = 1; // 0.65; //wet darkness?
float wetness = 0; // 10.0;
r0.x = 0; // .5;
r0.z = 1 - globalScalars2z;
r0.y = saturate(r1y * 1.538462);
r0.y = r0.y * wetness;
r0.y = r0.y * r0.z;
r1.yz = input.Colour0.xy * globalScalars.zy;
r0.y = r0.y * r1.y;
r0.x = r0.x * sv.w + 1.0;
sv.xy = sv.xy * sv.xy;
r0.z = sv.w * specularFalloffMult;
r3.y = r0.z * 0.001953125; // (1/512)
r0.z = dot(sv.xyz, specMapIntMask);
r0.z = r0.z * specularIntensityMult;
r3.x = r0.x * r0.z;
r0.z = saturate(r0.z * r0.x + 0.4);
r0.z = 1 - r3.x * 0.5;
r0.z = r0.z * r0.y;
r0.y = r0.y * wetnessMultiplier;
r0.z = 1 - r0.z * 0.5;
float3 tc = c.rgb * r0.x;
c.rgb = tc * r0.z; //diffuse factors...
spec.xy = sqrt(r3.xy);
spec.z = r0.z;
}
float emiss = (IsEmissive == 1) ? 1.0 : 0.0;
c.a = saturate(c.a);
float4 a = c.aaaa;
if(IsDecal==3) a.xzw = 0; //normal_only
if(IsDecal==4) a.xyw = 0; //spec_only
PS_OUTPUT output;
output.Diffuse = float4(c.rgb, a.x);
output.Normal = float4(saturate(norm * 0.5 + 0.5), a.y);
output.Specular = float4(spec, a.z);
output.Irradiance = float4(input.Colour0.rg, emiss, a.w);
return output;
}