#include "common.hlsli" #include "sload.hlsli" #ifdef USE_OFFSCREEN_REFLECTIONS #define USE_VIEW_REFLECTIONS #define USE_OLD_VIEW_REFLECTIONS #endif #include "metalic_roughness_light.hlsli" #include "metalic_roughness_ambient.hlsli" void main(p_bumped_new I, out f_forward O) { IXrayMaterial M; M.Depth = I.position.z; M.Sun = I.tcdh.w; M.Hemi = I.tcdh.z; M.Point = I.position.xyz; SloadNew(I, M); #if defined(USE_LENGTH_BUFFER) && defined(USE_AREF) clip(M.Color.w - def_aref); #ifdef USE_DXT1_HACK M.Color.xyz *= rcp(max(0.0001f, M.Color.w)); #endif #endif #if defined(USE_BUMP) || defined(USE_TDETAIL_BUMP) M.Normal = mul(float3x3(I.M1, I.M2, I.M3), M.Normal); #else M.Normal = float3(I.M1.z, I.M2.z, I.M3.z); #endif M.Normal = normalize(M.Normal); #ifdef USE_LM_HEMI float4 hs = s_hemi.Sample(smp_rtlinear, I.tcdh.zw); M.Sun = get_sun(hs); M.Hemi = get_hemi(hs); #endif M.Sun = saturate(M.Sun * 2.0f); M.Color.xyz = PushGamma(saturate(M.Color.xyz)); #ifndef USE_PBR float3 F0 = 0.0f; #else float3 F0 = 0.04f; #endif #ifdef USE_LEGACY_LIGHT #ifndef USE_PBR M.Metalness = L_material.w; #else M.Color.xyz *= M.AO; M.AO = 1.0f; float Specular = M.Metalness * dot(M.Color.xyz, LUMINANCE_VECTOR); M.Color.xyz = lerp(M.Color.xyz, 0.04f, M.Metalness); M.Metalness = 0.5f - M.Roughness * M.Roughness * 0.5f; M.Roughness = Specular; #endif #endif float4 LightColor = float4(L_sun_color.xyz, 0.5f); float ViewLength = length(M.Point); float3 View = M.Point.xyz * rcp(ViewLength); float3 Light = M.Sun * DirectLight(LightColor, mul((float3x3)m_V, L_sun_dir_w.xyz), M.Normal, View, M.Color.xyz, M.Metalness, M.Roughness, F0); float3 Ambient = PushGamma(M.AO) * AmbientLighting(View, M.Normal, M.Color.xyz, M.Metalness, M.Roughness, M.Hemi, F0); #ifdef USE_LENGTH_BUFFER #ifdef USE_LM_HEMI float3 Lmap = s_lmap.Sample(smp_rtlinear, I.tcdh.zw).xyz; #else float3 Lmap = I.lmap; #endif Light += DirectLight(float4(Lmap.xyz * 2.0f, 0.5f), View, M.Normal, View, M.Color.xyz, M.Metalness, M.Roughness, F0); #endif O.Color.xyz = Ambient + Light.xyz; O.Color.w = M.Color.w; float Fog = PushGamma(saturate(ViewLength * fog_params.w + fog_params.x)); O.Color = lerp(O.Color, PushGamma(fog_color), Fog); O.Velocity = I.hpos_curr.xy / I.hpos_curr.w - I.hpos_old.xy / I.hpos_old.w; O.Reactive = O.Color.w * 0.9f; #ifdef USE_LENGTH_BUFFER O.Color.w = ViewLength; O.Color.xyz = saturate(O.Color.xyz * rcp(1.0f + O.Color.xyz)); #endif }