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gamedata/shaders/r1/common.hlsli
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gamedata/shaders/r1/common.hlsli
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#ifndef COMMON_H
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#define COMMON_H
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#include "shared\common.hlsli"
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uniform float4 L_dynamic_props; // per object, xyz=sun,w=hemi
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uniform float4 L_dynamic_color; // dynamic light color (rgb1) - spot/point
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uniform float4 L_dynamic_pos; // dynamic light pos+1/range(w) - spot/point
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uniform float4x4 L_dynamic_xform;
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uniform float4x4 m_plmap_xform;
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uniform float4 m_plmap_clamp[2]; // 0.w = factor
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float calc_fogging(float4 w_pos)
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{
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return saturate(dot(w_pos, fog_plane));
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}
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float2 calc_detail(float3 w_pos)
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{
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float dtl = distance(w_pos, eye_position) * dt_params.w;
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dtl = min(dtl * dtl, 1.0f);
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float dt_mul = 1.0f - dtl; // dt* [1 .. 0 ]
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float dt_add = 0.5f * dtl; // dt+ [0 .. 0.5]
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return float2(dt_mul, dt_add);
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}
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float3 calc_reflection(float3 pos_w, float3 norm_w)
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{
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return reflect(normalize(pos_w - eye_position), norm_w);
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}
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float4 calc_spot(out float4 tc_lmap, out float2 tc_att, float4 w_pos, float3 w_norm)
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{
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float4 s_pos = mul(L_dynamic_xform, w_pos);
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tc_lmap = s_pos.xyww; // projected in ps/ttf
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tc_att = s_pos.z; // z=distance * (1/range)
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float3 L_dir_n = normalize(w_pos - L_dynamic_pos.xyz);
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float L_scale = dot(w_norm, -L_dir_n);
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return L_dynamic_color * L_scale * saturate(calc_fogging(w_pos));
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}
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float4 calc_point(out float2 tc_att0, out float2 tc_att1, float4 w_pos, float3 w_norm)
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{
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float3 L_dir_n = normalize(w_pos - L_dynamic_pos.xyz);
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float L_scale = dot(w_norm, -L_dir_n);
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float3 L_tc = (w_pos - L_dynamic_pos.xyz) * L_dynamic_pos.w + .5f; // tc coords
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tc_att0 = L_tc.xz;
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tc_att1 = L_tc.xy;
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return L_dynamic_color * L_scale * saturate(calc_fogging(w_pos));
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}
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float3 calc_sun(float3 norm_w)
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{
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return L_sun_color * max(dot((norm_w), -L_sun_dir_w), 0);
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}
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float3 calc_model_hemi(float3 norm_w)
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{
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return (norm_w.y * 0.5 + 0.5) * L_dynamic_props.w * L_hemi_color;
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}
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float3 calc_model_lq_lighting(float3 norm_w)
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{
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return calc_model_hemi(norm_w) + L_ambient + L_dynamic_props.xyz * calc_sun(norm_w);
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}
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float3 _calc_model_hemi(float3 norm_w)
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{
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return max(0, norm_w.y) * .2 * L_hemi_color;
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}
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float3 _calc_model_lq_lighting(float3 norm_w)
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{
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return calc_model_hemi(norm_w) + L_ambient + .5 * calc_sun(norm_w);
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}
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float4 calc_model_lmap(float3 pos_w)
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{
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float3 pos_wc = clamp(pos_w, m_plmap_clamp[0], m_plmap_clamp[1]); // clamp to BBox
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float4 pos_w4c = float4(pos_wc, 1);
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float4 plmap = mul(m_plmap_xform, pos_w4c); // calc plmap tc
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return plmap.xyww;
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}
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struct v_lmap
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{
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float4 P : POSITION; // (float,float,float,1)
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float4 N : NORMAL; // (nx,ny,nz,hemi occlusion)
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float4 T : TANGENT;
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float4 B : BINORMAL;
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float2 uv0 : TEXCOORD0; // (base)
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float2 uv1 : TEXCOORD1; // (lmap/compressed)
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};
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struct v_vert
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{
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float4 P : POSITION; // (float,float,float,1)
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float4 N : NORMAL; // (nx,ny,nz,hemi occlusion)
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float4 T : TANGENT;
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float4 B : BINORMAL;
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float4 color : COLOR0; // (r,g,b,dir-occlusion)
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float2 uv : TEXCOORD0; // (u0,v0)
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};
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struct v_model
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{
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float4 pos : POSITION; // (float,float,float,1)
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float3 norm : NORMAL; // (nx,ny,nz)
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float3 T : TANGENT; // (nx,ny,nz)
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float3 B : BINORMAL; // (nx,ny,nz)
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float2 tc : TEXCOORD0; // (u,v)
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#ifdef SKIN_COLOR
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float3 rgb_tint;
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#endif
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};
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struct v_detail
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{
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float4 pos : POSITION; // (float,float,float,1)
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int4 misc : TEXCOORD0; // (u(Q),v(Q),frac,matrix-id)
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};
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struct vf_spot
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{
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float4 hpos : POSITION;
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float2 tc0 : TEXCOORD0; // base
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float4 tc1 : TEXCOORD1; // lmap, projected
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float2 tc2 : TEXCOORD2; // att + clipper
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float4 color : COLOR0;
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};
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struct vf_point
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{
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float4 hpos : POSITION;
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float2 tc0 : TEXCOORD0; // base
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float2 tc1 : TEXCOORD1; // att1 + clipper
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float2 tc2 : TEXCOORD2; // att2 + clipper
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float4 color : COLOR0;
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};
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uniform sampler2D s_base;
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uniform samplerCUBE s_env;
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uniform sampler2D s_lmap;
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uniform sampler2D s_hemi;
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uniform sampler2D s_att;
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uniform sampler2D s_detail;
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#define def_distort float(0.05f) // we get -0.5 .. 0.5 range, this is -512 .. 512 for 1024, so scale it
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float3 v_hemi(float3 n)
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{
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return L_hemi_color /* *(.5f + .5f*n.y) */;
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}
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float3 v_hemi_wrap(float3 n, float w)
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{
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return L_hemi_color /* *(w + (1-w)*n.y) */;
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}
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float3 v_sun(float3 n)
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{
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return L_sun_color * max(0, dot(n, -L_sun_dir_w));
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}
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float3 v_sun_wrap(float3 n, float w)
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{
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return L_sun_color * (w + (1 - w) * dot(n, -L_sun_dir_w));
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}
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float3 p_hemi(float2 tc)
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{
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// float3 t_lmh = tex2D (s_hemi, tc);
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// return dot (t_lmh,1.h/3.h);
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float4 t_lmh = tex2D(s_hemi, tc);
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return t_lmh.a;
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}
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#endif // COMMON_H
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