| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303 |
- //////////////////////////////////////////////////////////////////////////////
- // ©2006 Electronic Arts Inc
- //
- // FX Shader for rendering objects into the distortion buffer
- //////////////////////////////////////////////////////////////////////////////
- #include "Common.fxh"
- int _SasGlobal : SasGlobal
- <
- string UIWidget = "None";
- int3 SasVersion = int3(1, 0, 0);
-
- string RenderBin = "Distorter";
- > = 0;
- #if defined(EA_PLATFORM_WINDOWS) && defined(_3DSMAX_)
- // ----------------------------------------------------------------------------
- // SAMPLER : nhendricks : had to pull these in here for MAX to compile
- // ----------------------------------------------------------------------------
- #define SAMPLER_2D_BEGIN(samplerName, annotations) \
- texture samplerName \
- < \
- annotations \
- >; \
- sampler2D samplerName##Sampler = sampler_state \
- { \
- Texture = < samplerName >;
-
- #define SAMPLER_2D_END };
- #define SAMPLER( samplerName ) samplerName##Sampler
- #define SAMPLER_CUBE_BEGIN(samplerName, annotations) \
- texture samplerName \
- < \
- annotations \
- >; \
- samplerCUBE samplerName##Sampler = sampler_state \
- { \
- Texture = < samplerName >;
-
- #define SAMPLER_CUBE_END };
- #endif
- // ----------------------------------------------------------------------------
- // Skinning
- // ----------------------------------------------------------------------------
- #define MaxSkinningBonesPerVertex 1
- #include "Skinning.fxh"
- SAMPLER_2D_BEGIN( NormalMap,
- string UIName = "Normal Texture";
- )
- MinFilter = MinFilterBest;
- MagFilter = MagFilterBest;
- MipFilter = MipFilterBest;
- MaxAnisotropy = 8;
- AddressU = Wrap;
- AddressV = Wrap;
- SAMPLER_2D_END
- float4 TexCoordTransform_0
- <
- string UIName = "UV0 Scl/Move";
- string UIWidget = "Spinner";
- int UIMin = -1000;
- int UIMax = 1000;
- > = float4(1.0, 1.0, 0.0, 0.0);
- float BumpScale
- <
- string UIName = "Bump Height";
- string UIWidget = "Slider";
- float UIMin = 0.0;
- float UIMax = 10.0;
- float UIStep = 0.1;
- > = 1.0;
- bool AlphaTestEnable
- <
- string UIName = "Alpha Test Enable";
- > = false;
- // ----------------------------------------------------------------------------
- // Shroud
- // ----------------------------------------------------------------------------
- ShroudSetup Shroud
- <
- string UIWidget = "None";
- #if !defined(_W3DVIEW_)
- string SasBindAddress = "Terrain.Shroud";
- #endif
- > = DEFAULT_SHROUD;
- SAMPLER_2D_BEGIN( ShroudTexture,
- string UIWidget = "None";
- string SasBindAddress = "Terrain.Shroud.Texture";
- )
- MinFilter = Linear;
- MagFilter = Linear;
- MipFilter = Linear;
- AddressU = Clamp;
- AddressV = Clamp;
- SAMPLER_2D_END
- #if !defined(USE_INDIRECT_CONSTANT)
- float OpacityOverride
- <
- string UIWidget = "None";
- string SasBindAddress = "WW3D.OpacityOverride";
- > = 1.0;
- #endif // #if !defined(USE_INDIRECT_CONSTANT)
- // ----------------------------------------------------------------------------
- // Transformations (world transformations are in skinning header)
- // ----------------------------------------------------------------------------
- float4x4 View : View;
- #if defined(_WW3D_)
- #if !defined(USE_INDIRECT_CONSTANT)
- float4x4 ViewProjection
- <
- string UIWidget = "None";
- string SasBindAddress = "Sas.Camera.WorldToProjection";
- >;
- #endif // #if !defined(USE_INDIRECT_CONSTANT)
- float4x4 GetViewProjection()
- {
- return ViewProjection;
- }
- #else
- float4x4 Projection : Projection;
- float4x4 GetViewProjection()
- {
- return mul(View, Projection);
- }
- #endif
- float Time : Time;
- // ----------------------------------------------------------------------------
- // SHADER: DEFAULT
- // ----------------------------------------------------------------------------
- struct VSOutput {
- float4 Position : POSITION;
- float4 Color : COLOR0;
- float2 TexCoord0 : TEXCOORD0;
- float2 ShroudTexCoord : TEXCOORD1;
- float3x3 TangentToViewSpace : TEXCOORD2;
- };
- // ----------------------------------------------------------------------------
- VSOutput VS(VSInputSkinningOneBoneTangentFrame InSkin,
- float2 TexCoord : TEXCOORD0,
- float4 VertexColor : COLOR0,
- uniform int numJointsPerVertex)
- {
- USE_DIRECTIONAL_LIGHT_INTERACTIVE(DirectionalLight, 0);
- VSOutput Out;
- float3 worldPosition = 0;
- float3 worldNormal = 0;
- float3 worldTangent = 0;
- float3 worldBinormal = 0;
- #if defined(_3DSMAX_)
- Time = Time * .2;
- VertexColor = float4(1,1,1,1);
- #endif
- CalculatePositionAndTangentFrame(InSkin, numJointsPerVertex,
- worldPosition, worldNormal, worldTangent, worldBinormal);
- // transform position to projection space
- Out.Position = mul(float4(worldPosition, 1), GetViewProjection());
- float3 viewPosition = mul(float4(worldPosition, 1), View);
- // Build 3x3 tranform from tangent to world space
- float3x3 tangentToWorldSpace = float3x3(-worldBinormal, -worldTangent, worldNormal);
- Out.TangentToViewSpace = mul(tangentToWorldSpace, (float3x3)View);
- Out.Color = float4(mul(worldNormal, (float3x3)View) * 0.5 + 0.5, OpacityOverride);
- Out.Color = float4(float(500 / (200 -viewPosition.z)).xxx, OpacityOverride) * VertexColor;
- // Out.Color = float4(1..xxx, OpacityOverride) * VertexColor;
- // pass texture coordinates for fetching the diffuse and normal maps
- Out.TexCoord0.xy = TexCoord.xy * TexCoordTransform_0.xy + Time * TexCoordTransform_0.zw;
- // Calculate shroud texture coordinates
- Out.ShroudTexCoord = CalculateShroudTexCoord(Shroud, worldPosition);
- return Out;
- }
- // ----------------------------------------------------------------------------
- float4 PS(VSOutput In) : COLOR
- {
- float2 texCoord0 = In.TexCoord0;
- float4 normalMapSample = tex2D( SAMPLER(NormalMap), texCoord0);
- float3 bumpNormal = normalMapSample.xyz * 2.0 - 1.0;
- // Scale normal to increase/decrease bump effect
- bumpNormal.xy *= BumpScale;
- bumpNormal = normalize(bumpNormal);
-
- float3 normal = mul(bumpNormal, In.TangentToViewSpace);
- float4 color = float4(In.Color.xyz * normal * 0.5 + 0.5, In.Color.w * normalMapSample.w);
- color.w *= tex2D( SAMPLER(ShroudTexture), In.ShroudTexCoord).w;
-
- return color;
- }
- // ----------------------------------------------------------------------------
- VSOutput VS_Xenon(
- VSInputSkinningOneBoneTangentFrame InSkin,
- float2 TexCoord : TEXCOORD0,
- float4 VertexColor : COLOR0 )
- {
- return VS( InSkin, TexCoord, VertexColor, min(NumJointsPerVertex, 1) );
- }
- // ----------------------------------------------------------------------------
- // TECHNIQUE: Default
- // ----------------------------------------------------------------------------
- #define VS_NumJointsPerVertex \
- compile VS_2_0 VS(0), \
- compile VS_2_0 VS(1)
- DEFINE_ARRAY_MULTIPLIER( VS_Multiplier_Final = 2 );
- #if SUPPORTS_SHADER_ARRAYS
- vertexshader VS_Array[VS_Multiplier_Final] =
- {
- VS_NumJointsPerVertex
- };
- #endif
- // ----------------------------------------------------------------------------
- // Technique: Default (Medium and up)
- // ----------------------------------------------------------------------------
- technique Default_M
- {
- pass p0
- <
- USE_EXPRESSION_EVALUATOR("DistortingObject")
- >
- {
- VertexShader = ARRAY_EXPRESSION_VS( VS_Array,
- min(NumJointsPerVertex, 1),
- compile VS_VERSION VS_Xenon()
- );
-
- PixelShader = compile PS_2_0 PS();
- ZEnable = true;
- ZFunc = ZFUNC_INFRONT;
- ZWriteEnable = false;//true;
- CullMode = CW;
- CullMode = None;
-
- AlphaBlendEnable = true;
- SrcBlend = SrcAlpha;
- DestBlend = InvSrcAlpha;
- // As an optimization some objects specify the alpha test enable flag to throw away pixels.
- // This doesn't work on Xenon unless we implement a ShaderExpressionEvaluator for it,
- // and since it's only an optimization, leave it out for now.
- #if defined(EA_PLATFORM_XENON) || defined(EA_PLATFORM_PS3)
- AlphaTestEnable = false;
- #else
- AlphaTestEnable = ( AlphaTestEnable );
- AlphaFunc = GreaterEqual;
- AlphaRef = DEFAULT_ALPHATEST_THRESHOLD;
- #endif
- }
- }
- // ----------------------------------------------------------------------------
- // Technique: Default (Low)
- // ----------------------------------------------------------------------------
- #if !defined(_3DSMAX_) // 3DS Max crashes when a technique is empty
- technique Default_L
- {
- // No passes. Indicates technique disabled.
- }
- #endif // !defined(_3DSMAX_)
|