e4s-sdk/gamedata/shaders/d3d11/deffer_base.ps.hlsl
2026-06-17 23:06:51 +03:00

72 lines
1.6 KiB
HLSL

#include "common.hlsli"
#include "sload.hlsli"
void main(p_bumped_new I, out IXrayGbufferPack O)
{
IXrayMaterial M;
M.Depth = I.position.z;
#ifdef USE_CLIP_NEAR_PLANE
clip(I.hpos_curr.z - I.hpos_curr.w * 0.02f);
#endif
M.Sun = I.tcdh.w;
M.Hemi = I.tcdh.z;
M.Point = I.position.xyz;
SloadNew(I, M);
#ifdef USE_AREF
#if defined(USE_HASHED_AREF) && !defined(DETAIL_SHADOW_PASS)
clip(M.Color.w - hashed_alpha_test(M.Point));
#else
clip(M.Color.w - def_aref);
#endif
#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 lm = s_hemi.Sample(smp_rtlinear, I.tcdh.zw);
M.Sun = get_sun(lm);
M.Hemi = get_hemi(lm);
#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
#ifdef IGNORE_SNOW_MASK
M.SnowMask = 0.0f;
#endif
#ifdef USE_AREF
#ifdef USE_TREEWAVE
M.SSS = 1.0f;
#endif
M.SnowMask = 0.0f;
#endif
O.Velocity = I.hpos_curr.xy / I.hpos_curr.w - I.hpos_old.xy / I.hpos_old.w;
GbufferPack(O, M);
}