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gamedata/shaders/r2/hmodel_f.hlsli
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65
gamedata/shaders/r2/hmodel_f.hlsli
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#ifndef HMODEL_H
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#define HMODEL_H
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#include "common.hlsli"
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uniform samplerCUBE env_s0;
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uniform samplerCUBE env_s1;
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uniform float4 env_color; // color.w = lerp factor
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uniform float3x4 m_v2w;
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void hmodel(out float3 hdiffuse, out float3 hspecular, float m, float h, float s, float3 _point, float3 normal)
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{
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// hscale - something like diffuse reflection
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float3 nw = mul(m_v2w, normal);
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float hscale = h; //. * (.5h + .5h*nw.y);
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#ifdef USE_GAMMA_22
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hscale = (hscale * hscale); // make it more linear
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#endif
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// reflection vector
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float3 v2point = mul(m_v2w, normalize(_point));
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float3 vreflect = reflect(v2point, nw);
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float hspec = .5h + .5h * dot(vreflect, v2point);
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// material
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float4 light = tex3D(s_material, float3(hscale, hspec, m)); // sample material
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// diffuse color
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float3 e0d = texCUBE(env_s0, nw);
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float3 e1d = texCUBE(env_s1, nw);
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float3 env_d = env_color.xyz * lerp(e0d, e1d, env_color.w);
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hdiffuse = env_d * light.xyz + L_ambient.rgb;
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// specular color
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float3 e0s = texCUBE(env_s0, vreflect);
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float3 e1s = texCUBE(env_s1, vreflect);
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float3 env_s = env_color.xyz * lerp(e0s, e1s, env_color.w);
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hspecular = env_s * light.w * s;
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}
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void hmodel_table(out float3 hdiffuse, out float3 hspecular, float m, float h, float s, float3 _point, float3 normal)
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{
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// hscale - something like diffuse reflection
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float hscale = h;
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// reflection vector
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float3 v2point = normalize(_point);
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float3 vreflect = reflect(v2point, normal);
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float hspec = .5h + .5h * dot(vreflect, v2point);
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// material
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float4 light = tex3D(s_material, float3(hscale, hspec, m)); // sample material
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// diffuse color
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float3 env_d = texCUBE(env_s0, normal);
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// specular color
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float3 env_s = texCUBE(env_s0, vreflect);
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//
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hdiffuse = env_d * light.xyz + L_ambient.rgb;
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hspecular = env_s * light.w * s;
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}
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#endif
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