e4s-game/gamedata/shaders/r2/common.hlsli
2026-06-18 01:18:29 +03:00

350 lines
9.9 KiB
HLSL

#ifndef COMMON_H
#define COMMON_H
// #define USE_SUPER_SPECULAR
#include "shared\common.hlsli"
//////////////////////////////////////////////////////////////////////////////////////////
// *** options
// #define DBG_TEST_NMAP
// #define DBG_TEST_NMAP_SPEC
// #define DBG_TEST_SPEC
// #define DBG_TEST_LIGHT
// #define DBG_TEST_LIGHT_SPEC
// #define USE_GAMMA_22
// #define USE_FETCH4
// #define USE_HWSMAP //- HW-options defined
// #define USE_HWSMAP_PCF //- nVidia GF3+, R600+
// #define USE_BRANCHING //- HW-options defined
// #define USE_VTF //- HW-options defined, VertexTextureFetch
// #define FP16_FILTER //- HW-options defined
// #define FP16_BLEND //- HW-options defined
//
// #define USE_PARALLAX //- shader defined
// #define USE_TDETAIL //- shader defined
// #define USE_LM_HEMI //- shader defined
// #define USE_DISTORT //- shader defined
// #define DBG_TMAPPING
//////////////////////////////////////////////////////////////////////////////////////////
#ifndef SMAP_size
#define SMAP_size 1024
#endif
#ifdef USE_R2_STATIC_SUN
#define xmaterial float(1.0f / 4.0f)
#else
#define xmaterial float(L_material.w)
#endif
//////////////////////////////////////////////////////////////////////////////////////////
uniform float4 def_aref;
uniform float4 parallax;
uniform float4 hemi_cube_pos_faces;
uniform float4 hemi_cube_neg_faces;
uniform float4 L_material;
uniform float4 Ldynamic_color;
uniform float4 Ldynamic_pos;
uniform float4 Ldynamic_dir;
uniform float4 J_direct[6];
uniform float4 J_spot[6];
float calc_fogging(float3 w_pos)
{
return 1.0f - saturate(length(w_pos.xyz - eye_position.xyz) * fog_params.w + fog_params.x);
}
float2 calc_detail(float3 w_pos)
{
float dtl = distance(w_pos, eye_position) * dt_params.w;
dtl = min(dtl * dtl, 1.0f);
float dt_mul = 1.0f - dtl; // dt* [1 .. 0 ]
float dt_add = 0.5f * dtl; // dt+ [0 .. 0.5]
return float2(dt_mul, dt_add);
}
float3 calc_reflection(float3 pos_w, float3 norm_w)
{
return reflect(normalize(pos_w - eye_position), norm_w);
}
float3 calc_sun_r1(float3 norm_w)
{
return L_sun_color * saturate(dot((norm_w), -L_sun_dir_w));
}
float3 calc_model_hemi_r1(float3 norm_w)
{
return max(0, norm_w.y) * L_hemi_color;
}
float3 calc_model_lq_lighting(float3 norm_w)
{
return L_material.x * calc_model_hemi_r1(norm_w) + L_ambient + L_material.y * calc_sun_r1(norm_w);
}
//////////////////////////////////////////////////////////////////////////////////////////
struct v_static
{
float4 P : POSITION; // (float,float,float,1)
float4 Nh : NORMAL; // (nx,ny,nz,hemi occlusion)
float4 T : TANGENT; // tangent
float4 B : BINORMAL; // binormal
float2 tc : TEXCOORD0; // (u,v)
float2 lmh : TEXCOORD1; // (lmu,lmv)
float4 color : COLOR0; // (r,g,b,dir-occlusion)
};
struct v_tree
{
float4 P : POSITION; // (float,float,float,1)
float4 Nh : NORMAL; // (nx,ny,nz)
float3 T : TANGENT; // tangent
float3 B : BINORMAL; // binormal
float4 tc : TEXCOORD0; // (u,v,frac,???)
};
struct v_model
{
float4 P : POSITION; // (float,float,float,1)
float3 N : NORMAL; // (nx,ny,nz)
float3 T : TANGENT; // (nx,ny,nz)
float3 B : BINORMAL; // (nx,ny,nz)
float2 tc : TEXCOORD0; // (u,v)
};
struct v_detail
{
float4 pos : POSITION; // (float,float,float,1)
int4 misc : TEXCOORD0; // (u(Q),v(Q),frac,matrix-id)
};
struct v_shadow_direct_aref
{
float4 P : POSITION; // Clip-space position (for rasterization)
float4 tc : TEXCOORD1; // Diffuse map for aref
};
struct p_bumped_new
{
float4 hpos : POSITION;
float4 tcdh : TEXCOORD0; // Texture coordinates, sun_occlusion || lm-hemi
float4 position : TEXCOORD1; // position + hemi
float3 M1 : TEXCOORD2; // nmap 2 eye - 1
float3 M2 : TEXCOORD3; // nmap 2 eye - 2
float3 M3 : TEXCOORD4; // nmap 2 eye - 3
};
//////////////////////////////////////////////////////////////////////////////////////////
struct p_bumped
{
float4 hpos : POSITION;
#if defined(USE_R2_STATIC_SUN) && !defined(USE_LM_HEMI)
float4 tcdh : TEXCOORD0; // Texture coordinates, w=sun_occlusion
#else
float2 tcdh : TEXCOORD0; // Texture coordinates
#endif
float4 position : TEXCOORD1; // position + hemi
float3 M1 : TEXCOORD2; // nmap 2 eye - 1
float3 M2 : TEXCOORD3; // nmap 2 eye - 2
float3 M3 : TEXCOORD4; // nmap 2 eye - 3
#ifdef USE_TDETAIL
float2 tcdbump : TEXCOORD5; // d-bump
#ifdef USE_LM_HEMI
float2 lmh : TEXCOORD6; // lm-hemi
#endif
#else
#ifdef USE_LM_HEMI
float2 lmh : TEXCOORD5; // lm-hemi
#endif
#endif
};
//////////////////////////////////////////////////////////////////////////////////////////
struct p_flat
{
float4 hpos : POSITION;
#if defined(USE_R2_STATIC_SUN) && !defined(USE_LM_HEMI)
float4 tcdh : TEXCOORD0; // Texture coordinates, w=sun_occlusion
#else
float2 tcdh : TEXCOORD0; // Texture coordinates
#endif
float4 position : TEXCOORD1; // position + hemi
float3 N : TEXCOORD2; // Eye-space normal (for lighting)
#ifdef USE_TDETAIL
float2 tcdbump : TEXCOORD3; // d-bump
#ifdef USE_LM_HEMI
float2 lmh : TEXCOORD4; // lm-hemi
#endif
#else
#ifdef USE_LM_HEMI
float2 lmh : TEXCOORD3; // lm-hemi
#endif
#endif
};
//////////////////////////////////////////////////////////////////////////////////////////
// struct f_deffer {
// float4 position : COLOR0; // px,py,pz, m-id
// float4 Ne : COLOR1; // nx,ny,nz, hemi
// float4 C : COLOR2; // r, g, b, gloss
// };
struct f_deffer
{
float4 P : COLOR0;
float4 N : COLOR1;
float4 C : COLOR2;
};
struct f_forward
{
float4 Color : COLOR0;
};
struct p_shadow
{
float2 tc0 : TEXCOORD0;
float4 hpos : POSITION;
};
//////////////////////////////////////////////////////////////////////////////////////////
struct p_screen
{
float4 hpos : POSITION;
float2 tc0 : TEXCOORD0;
};
//////////////////////////////////////////////////////////////////////////////////////////
// Geometry phase / deferring //
uniform sampler2D s_base; //
uniform sampler2D s_bump; //
uniform sampler2D s_bumpX; //
uniform sampler2D s_detail; //
uniform sampler2D s_detailBump; //
uniform sampler2D s_detailBumpX; // Error for bump detail
uniform sampler2D s_bumpD; //
uniform sampler2D s_hemi; //
uniform sampler2D s_mask; //
uniform sampler2D s_dt_r; //
uniform sampler2D s_dt_g; //
uniform sampler2D s_dt_b; //
uniform sampler2D s_dt_a; //
uniform sampler2D s_dn_r; //
uniform sampler2D s_dn_g; //
uniform sampler2D s_dn_b; //
uniform sampler2D s_dn_a; //
//////////////////////////////////////////////////////////////////////////////////////////
// Lighting/shadowing phase //
uniform sampler2D s_depth; //
uniform sampler2D s_position; //
uniform sampler2D s_normal; //
uniform sampler s_lmap; // 2D/cube projector lightmap
uniform sampler3D s_material; //
uniform sampler1D s_attenuate; //
//////////////////////////////////////////////////////////////////////////////////////////
// Combine phase //
uniform sampler2D s_diffuse; // rgb.a = diffuse.gloss
uniform sampler2D s_accumulator; // rgb.a = diffuse.specular
uniform sampler2D s_generic; //
uniform sampler2D s_bloom; //
uniform sampler s_image; // used in various post-processing
uniform sampler2D s_tonemap; // actually MidleGray / exp(Lw + eps)
#define def_gloss float(4.0f / 255.0f)
#define def_dbumph float(0.333f)
#define def_virtualh float(0.05f)
#define def_distort float(0.05f)
#define def_hdr float(9.0f)
#define def_hdr_clip float(0.75f)
#define LUMINANCE_VECTOR float3(0.3f, 0.38f, 0.22f)
float3 tonemap(float3 rgb, float scale)
{
rgb = rgb * scale;
const float fWhiteIntensity = 1.7f;
const float fWhiteIntensitySQR = fWhiteIntensity * fWhiteIntensity;
return rgb * (1.0f + rgb / fWhiteIntensitySQR) / (rgb + 1.0f);
}
float4 combine_bloom(float3 low, float4 high)
{
return float4(low + high * high.a, 1.0f);
}
float3 v_hemi(float3 n)
{
return L_hemi_color * (.5f + .5f * n.y);
}
float3 v_hemi_wrap(float3 n, float w)
{
return L_hemi_color * (w + (1 - w) * n.y);
}
float3 v_sun(float3 n)
{
return L_sun_color * dot(n, -L_sun_dir_w);
}
float3 v_sun_wrap(float3 n, float w)
{
return L_sun_color * (w + (1 - w) * dot(n, -L_sun_dir_w));
}
float3 p_hemi(float2 tc)
{
// float3 t_lmh = tex2D (s_hemi, tc);
// return dot (t_lmh,1.h/4.h);
float4 t_lmh = tex2D(s_hemi, tc);
return t_lmh.a;
}
float get_hemi(float4 lmh)
{
return lmh.a;
}
float get_sun(float4 lmh)
{
return lmh.g;
}
// contrast function
float Contrast(float Input, float ContrastPower)
{
// piecewise contrast function
bool IsAbovefloat = Input > 0.5f;
float ToRaise = saturate(2.0f * (IsAbovefloat ? 1.0f - Input : Input));
float Output = 0.5f * pow(ToRaise, ContrastPower);
Output = IsAbovefloat ? 1.0f - Output : Output;
return Output;
}
f_deffer pack_gbuffer(float4 Normal, float4 Point, float4 Color)
{
f_deffer Output;
Output.N = Normal;
Output.P = Point;
Output.C = Color;
return Output;
}
#define FXPS \
technique _render \
{ \
pass _code \
{ \
PixelShader = compile ps_3_0 main(); \
} \
}
#define FXVS \
technique _render \
{ \
pass _code \
{ \
VertexShader = compile vs_3_0 main(); \
} \
}
#endif