#ifndef COMMON_H #define COMMON_H #include "shared\common.h" uniform half4 L_dynamic_props; // per object, xyz=sun,w=hemi uniform half4 L_dynamic_color; // dynamic light color (rgb1) - spot/point uniform half4 L_dynamic_pos; // dynamic light pos+1/range(w) - spot/point uniform float4x4 L_dynamic_xform; uniform float4x4 m_plmap_xform; uniform float4 m_plmap_clamp [2]; // 0.w = factor half calc_fogging (half4 w_pos) { return dot(w_pos,fog_plane); } half2 calc_detail (half3 w_pos) { float dtl = distance(w_pos,eye_position)*dt_params.w; dtl = min(dtl*dtl, 1); half dt_mul = 1 - dtl; // dt* [1 .. 0 ] half dt_add = .5 * dtl; // dt+ [0 .. 0.5] return half2 (dt_mul,dt_add); } float3 calc_reflection (float3 pos_w, float3 norm_w) { return reflect(normalize(pos_w-eye_position), norm_w); } float4 calc_spot (out float4 tc_lmap, out float2 tc_att, float4 w_pos, float3 w_norm) { float4 s_pos = mul (L_dynamic_xform, w_pos); tc_lmap = s_pos.xyww; // projected in ps/ttf tc_att = s_pos.z; // z=distance * (1/range) float3 L_dir_n = normalize (w_pos - L_dynamic_pos.xyz); float L_scale = dot(w_norm,-L_dir_n); return L_dynamic_color*L_scale*saturate(calc_fogging(w_pos)); } float4 calc_point (out float2 tc_att0, out float2 tc_att1, float4 w_pos, float3 w_norm) { float3 L_dir_n = normalize (w_pos - L_dynamic_pos.xyz); float L_scale = dot (w_norm,-L_dir_n); float3 L_tc = (w_pos - L_dynamic_pos.xyz) * L_dynamic_pos.w + .5f; // tc coords tc_att0 = L_tc.xz; tc_att1 = L_tc.xy; return L_dynamic_color*L_scale*saturate(calc_fogging(w_pos)); } float3 calc_sun (float3 norm_w) { return L_sun_color*max(dot((norm_w),-L_sun_dir_w),0); } float3 calc_model_hemi (float3 norm_w) { return (norm_w.y*0.5+0.5)*L_dynamic_props.w*L_hemi_color; } float3 calc_model_lq_lighting (float3 norm_w) { return calc_model_hemi(norm_w) + L_ambient + L_dynamic_props.xyz*calc_sun(norm_w); } float3 _calc_model_hemi (float3 norm_w) { return max(0,norm_w.y)*.2*L_hemi_color; } float3 _calc_model_lq_lighting (float3 norm_w) { return calc_model_hemi(norm_w) + L_ambient + .5*calc_sun(norm_w); } float4 calc_model_lmap (float3 pos_w) { float3 pos_wc = clamp (pos_w,m_plmap_clamp[0],m_plmap_clamp[1]); // clamp to BBox float4 pos_w4c = float4 (pos_wc,1); float4 plmap = mul (m_plmap_xform,pos_w4c); // calc plmap tc return plmap.xyww; } struct v_lmap { float4 P : POSITION; // (float,float,float,1) float4 N : NORMAL; // (nx,ny,nz,hemi occlusion) float4 T : TANGENT; float4 B : BINORMAL; float2 uv0 : TEXCOORD0; // (base) float2 uv1 : TEXCOORD1; // (lmap/compressed) }; struct v_vert { float4 P : POSITION; // (float,float,float,1) float4 N : NORMAL; // (nx,ny,nz,hemi occlusion) float4 T : TANGENT; float4 B : BINORMAL; float4 color : COLOR0; // (r,g,b,dir-occlusion) float2 uv : TEXCOORD0; // (u0,v0) }; struct v_model { float4 pos : POSITION; // (float,float,float,1) float3 norm : NORMAL; // (nx,ny,nz) float3 T : TANGENT; // (nx,ny,nz) float3 B : BINORMAL; // (nx,ny,nz) float2 tc : TEXCOORD0; // (u,v) #ifdef SKIN_COLOR float3 rgb_tint; #endif }; struct v_detail { float4 pos : POSITION; // (float,float,float,1) int4 misc : TEXCOORD0; // (u(Q),v(Q),frac,matrix-id) }; struct vf_spot { float4 hpos : POSITION; float2 tc0 : TEXCOORD0; // base float4 tc1 : TEXCOORD1; // lmap, projected float2 tc2 : TEXCOORD2; // att + clipper float4 color : COLOR0; }; struct vf_point { float4 hpos : POSITION; float2 tc0 : TEXCOORD0; // base float2 tc1 : TEXCOORD1; // att1 + clipper float2 tc2 : TEXCOORD2; // att2 + clipper float4 color : COLOR0; }; ////////////////////////////////////////////////////////////////////////////////////////// uniform sampler2D s_base; uniform samplerCUBE s_env; uniform sampler2D s_lmap; uniform sampler2D s_hemi; uniform sampler2D s_att; uniform sampler2D s_detail; #define def_distort half(0.05f) // we get -0.5 .. 0.5 range, this is -512 .. 512 for 1024, so scale it 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*max(0,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)); } half3 p_hemi (float2 tc) { //half3 t_lmh = tex2D (s_hemi, tc); //return dot (t_lmh,1.h/3.h); half4 t_lmh = tex2D (s_hemi, tc); return t_lmh.a; } #endif // COMMON_H