| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222 |
- #include "Uniforms.hlsl"
- #include "Samplers.hlsl"
- #include "Transform.hlsl"
- #include "Lighting.hlsl"
- #include "ScreenPos.hlsl"
- #include "Fog.hlsl"
- #if defined(COMPILEPS) && defined(SOFTPARTICLES)
- #ifndef D3D11
- // D3D9 uniform
- uniform float cSoftParticleFadeScale;
- #else
- // D3D11 constant buffer
- cbuffer CustomPS : register(b6)
- {
- float cSoftParticleFadeScale;
- }
- #endif
- #endif
- void VS(float4 iPos : POSITION,
- #if !defined(BILLBOARD) && !defined(TRAILFACECAM)
- float3 iNormal : NORMAL,
- #endif
- #ifndef NOUV
- float2 iTexCoord : TEXCOORD0,
- #endif
- #ifdef VERTEXCOLOR
- float4 iColor : COLOR0,
- #endif
- #ifdef SKINNED
- float4 iBlendWeights : BLENDWEIGHT,
- int4 iBlendIndices : BLENDINDICES,
- #endif
- #ifdef INSTANCED
- float4x3 iModelInstance : TEXCOORD4,
- #endif
- #if defined(BILLBOARD) || defined(DIRBILLBOARD)
- float2 iSize : TEXCOORD1,
- #endif
- #if defined(TRAILFACECAM) || defined(TRAILBONE)
- float4 iTangent : TANGENT,
- #endif
- out float2 oTexCoord : TEXCOORD0,
- #ifdef SOFTPARTICLES
- out float4 oScreenPos : TEXCOORD1,
- #endif
- out float4 oWorldPos : TEXCOORD3,
- #if PERPIXEL
- #ifdef SHADOW
- out float4 oShadowPos[NUMCASCADES] : TEXCOORD4,
- #endif
- #ifdef SPOTLIGHT
- out float4 oSpotPos : TEXCOORD5,
- #endif
- #ifdef POINTLIGHT
- out float3 oCubeMaskVec : TEXCOORD5,
- #endif
- #else
- out float3 oVertexLight : TEXCOORD4,
- #endif
- #ifdef VERTEXCOLOR
- out float4 oColor : COLOR0,
- #endif
- #if defined(D3D11) && defined(CLIPPLANE)
- out float oClip : SV_CLIPDISTANCE0,
- #endif
- out float4 oPos : OUTPOSITION)
- {
- // Define a 0,0 UV coord if not expected from the vertex data
- #ifdef NOUV
- float2 iTexCoord = float2(0.0, 0.0);
- #endif
-
- float4x3 modelMatrix = iModelMatrix;
- float3 worldPos = GetWorldPos(modelMatrix);
- oPos = GetClipPos(worldPos);
- oTexCoord = GetTexCoord(iTexCoord);
- oWorldPos = float4(worldPos, GetDepth(oPos));
- #if defined(D3D11) && defined(CLIPPLANE)
- oClip = dot(oPos, cClipPlane);
- #endif
- #ifdef SOFTPARTICLES
- oScreenPos = GetScreenPos(oPos);
- #endif
- #ifdef VERTEXCOLOR
- oColor = iColor;
- #endif
- #ifdef PERPIXEL
- // Per-pixel forward lighting
- float4 projWorldPos = float4(worldPos.xyz, 1.0);
- #ifdef SHADOW
- // Shadow projection: transform from world space to shadow space
- GetShadowPos(projWorldPos, float3(0, 0, 0), oShadowPos);
- #endif
- #ifdef SPOTLIGHT
- // Spotlight projection: transform from world space to projector texture coordinates
- oSpotPos = mul(projWorldPos, cLightMatrices[0]);
- #endif
- #ifdef POINTLIGHT
- oCubeMaskVec = mul(worldPos - cLightPos.xyz, (float3x3)cLightMatrices[0]);
- #endif
- #else
- // Ambient & per-vertex lighting
- oVertexLight = GetAmbient(GetZonePos(worldPos));
- #ifdef NUMVERTEXLIGHTS
- for (int i = 0; i < NUMVERTEXLIGHTS; ++i)
- oVertexLight += GetVertexLightVolumetric(i, worldPos) * cVertexLights[i * 3].rgb;
- #endif
- #endif
- }
- void PS(float2 iTexCoord : TEXCOORD0,
- #ifdef SOFTPARTICLES
- float4 iScreenPos: TEXCOORD1,
- #endif
- float4 iWorldPos : TEXCOORD3,
- #ifdef PERPIXEL
- #ifdef SHADOW
- float4 iShadowPos[NUMCASCADES] : TEXCOORD4,
- #endif
- #ifdef SPOTLIGHT
- float4 iSpotPos : TEXCOORD5,
- #endif
- #ifdef POINTLIGHT
- float3 iCubeMaskVec : TEXCOORD5,
- #endif
- #else
- float3 iVertexLight : TEXCOORD4,
- #endif
- #ifdef VERTEXCOLOR
- float4 iColor : COLOR0,
- #endif
- #if defined(D3D11) && defined(CLIPPLANE)
- float iClip : SV_CLIPDISTANCE0,
- #endif
- out float4 oColor : OUTCOLOR0)
- {
- // Get material diffuse albedo
- #ifdef DIFFMAP
- float4 diffInput = Sample2D(DiffMap, iTexCoord);
- #ifdef ALPHAMASK
- if (diffInput.a < 0.5)
- discard;
- #endif
- float4 diffColor = cMatDiffColor * diffInput;
- #else
- float4 diffColor = cMatDiffColor;
- #endif
- #ifdef VERTEXCOLOR
- diffColor *= iColor;
- #endif
- // Get fog factor
- #ifdef HEIGHTFOG
- float fogFactor = GetHeightFogFactor(iWorldPos.w, iWorldPos.y);
- #else
- float fogFactor = GetFogFactor(iWorldPos.w);
- #endif
- // Soft particle fade
- // In expand mode depth test should be off. In that case do manual alpha discard test first to reduce fill rate
- #ifdef SOFTPARTICLES
- #ifdef EXPAND
- if (diffColor.a < 0.01)
- discard;
- #endif
- float particleDepth = iWorldPos.w;
- float depth = Sample2DProj(DepthBuffer, iScreenPos).r;
- #ifdef HWDEPTH
- depth = ReconstructDepth(depth);
- #endif
- #ifdef EXPAND
- float diffZ = max(particleDepth - depth, 0.0) * (cFarClipPS - cNearClipPS);
- float fade = saturate(diffZ * cSoftParticleFadeScale);
- #else
- float diffZ = (depth - particleDepth) * (cFarClipPS - cNearClipPS);
- float fade = saturate(1.0 - diffZ * cSoftParticleFadeScale);
- #endif
- diffColor.a = max(diffColor.a - fade, 0.0);
- #endif
- #ifdef PERPIXEL
- // Per-pixel forward lighting
- float3 lightColor;
- float3 finalColor;
-
- float diff = GetDiffuseVolumetric(iWorldPos.xyz);
- #ifdef SHADOW
- diff *= GetShadow(iShadowPos, iWorldPos.w);
- #endif
- #if defined(SPOTLIGHT)
- lightColor = iSpotPos.w > 0.0 ? Sample2DProj(LightSpotMap, iSpotPos).rgb * cLightColor.rgb : 0.0;
- #elif defined(CUBEMASK)
- lightColor = texCUBE(sLightCubeMap, iCubeMaskVec).rgb * cLightColor.rgb;
- #else
- lightColor = cLightColor.rgb;
- #endif
- finalColor = diff * lightColor * diffColor.rgb;
- oColor = float4(GetLitFog(finalColor, fogFactor), diffColor.a);
- #else
- // Ambient & per-vertex lighting
- float3 finalColor = iVertexLight * diffColor.rgb;
- oColor = float4(GetFog(finalColor, fogFactor), diffColor.a);
- #endif
- }
|