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

47 lines
1.4 KiB
HLSL

#ifndef HMODEL_H
#define HMODEL_H
#include "common.hlsli"
uniform samplerCUBE env_s0;
uniform samplerCUBE env_s1;
uniform samplerCUBE sky_s0;
uniform samplerCUBE sky_s1;
void hmodel(out float3 hdiffuse, out float3 hspecular,
float m, float h, float s, float3 Pnt, float3 normal)
{
// hscale - something like diffuse reflection
float3 nw = mul(m_invV, normal);
float hscale = h;
#ifdef USE_GAMMA_22
hscale = (hscale * hscale); // make it more linear
#endif
// reflection vector
float3 v2PntL = normalize(Pnt);
float3 v2Pnt = mul(m_invV, v2PntL);
float3 vreflect = reflect(v2Pnt, nw);
float hspec = .5h + .5h * dot(vreflect, v2Pnt);
// material
float4 light = tex3D(s_material, float3(hscale, hspec, m)).xxxy;
// diffuse color
float3 e0d = texCUBElod(env_s0, float4(nw, 0.0f));
float3 e1d = texCUBElod(env_s1, float4(nw, 0.0f));
float3 env_d = L_hemi_color.xyz * lerp(e0d, e1d, L_hemi_color.w);
env_d *= env_d; // contrast
hdiffuse = env_d * light.xyz + L_ambient.rgb;
// specular color
vreflect.y = vreflect.y * 2 - 1;
float3 e0s = texCUBElod(env_s0, float4(vreflect, 0.0f));
float3 e1s = texCUBElod(env_s1, float4(vreflect, 0.0f));
float3 env_s = L_hemi_color.xyz * lerp(e0s, e1s, L_hemi_color.w);
env_s *= env_s;
hspecular = env_s * light.w * s;
}
#endif