| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109 |
- //-----------------------------------------------------------------------------
- // Copyright (c) 2012 GarageGames, LLC
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to
- // deal in the Software without restriction, including without limitation the
- // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
- // sell copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
- // IN THE SOFTWARE.
- //-----------------------------------------------------------------------------
- #include "torque.hlsl"
- #include "shaderModel.hlsl"
- // With advanced lighting we get soft particles.
- #ifdef TORQUE_LINEAR_DEPTH
- #define SOFTPARTICLES
- #endif
- #ifdef SOFTPARTICLES
-
- #include "shaderModelAutoGen.hlsl"
-
- uniform float oneOverSoftness;
- uniform float oneOverFar;
- TORQUE_UNIFORM_SAMPLER2D(prepassTex, 1);
- //uniform float3 vEye;
- uniform float4 prePassTargetParams;
- #endif
- #define CLIP_Z // TODO: Make this a proper macro
- struct Conn
- {
- float4 hpos : TORQUE_POSITION;
- float4 color : TEXCOORD0;
- float2 uv0 : TEXCOORD1;
- float4 pos : TEXCOORD2;
- };
- TORQUE_UNIFORM_SAMPLER2D(diffuseMap, 0);
- TORQUE_UNIFORM_SAMPLER2D(paraboloidLightMap, 2);
- float4 lmSample( float3 nrm )
- {
- bool calcBack = (nrm.z < 0.0);
- if ( calcBack )
- nrm.z = nrm.z * -1.0;
- float2 lmCoord;
- lmCoord.x = (nrm.x / (2*(1 + nrm.z))) + 0.5;
- lmCoord.y = 1-((nrm.y / (2*(1 + nrm.z))) + 0.5);
- // If this is the back, offset in the atlas
- if ( calcBack )
- lmCoord.x += 1.0;
-
- // Atlasing front and back maps, so scale
- lmCoord.x *= 0.5;
- return TORQUE_TEX2D(paraboloidLightMap, lmCoord);
- }
- uniform float alphaFactor;
- uniform float alphaScale;
- float4 main( Conn IN ) : TORQUE_TARGET0
- {
- float softBlend = 1;
-
- #ifdef SOFTPARTICLES
- float2 tc = IN.pos.xy * float2(1.0, -1.0) / IN.pos.w;
- tc = viewportCoordToRenderTarget(saturate( ( tc + 1.0 ) * 0.5 ), prePassTargetParams);
-
- float sceneDepth = TORQUE_PREPASS_UNCONDITION(prepassTex, tc).w;
- float depth = IN.pos.w * oneOverFar;
- float diff = sceneDepth - depth;
- #ifdef CLIP_Z
- // If drawing offscreen, this acts as the depth test, since we don't line up with the z-buffer
- // When drawing high-res, though, we want to be able to take advantage of hi-z
- // so this is #ifdef'd out
- //clip(diff);
- #endif
- softBlend = saturate( diff * oneOverSoftness );
- #endif
-
- float4 diffuse = TORQUE_TEX2D( diffuseMap, IN.uv0 );
-
- //return float4( lmSample(float3(0, 0, -1)).rgb, IN.color.a * diffuse.a * softBlend * alphaScale);
-
- // Scale output color by the alpha factor (turn LerpAlpha into pre-multiplied alpha)
- float3 colorScale = ( alphaFactor < 0.0 ? IN.color.rgb * diffuse.rgb : ( alphaFactor > 0.0 ? IN.color.a * diffuse.a * alphaFactor * softBlend : softBlend ) );
-
- return hdrEncode( float4( IN.color.rgb * diffuse.rgb * colorScale,
- IN.color.a * diffuse.a * softBlend * alphaScale ) );
- }
|