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

142 lines
3.9 KiB
HLSL

#include "common.hlsli"
#include "sload.hlsli"
#include "lmodel.hlsli"
#include "hmodel.hlsli"
// void main(p_bumped_new I, out f_editor_gbuffer O)
// {
// cotangent_frame(I);
// XrayMaterial M;
// M.Sun = I.tcdh.w;
// M.Hemi = I.tcdh.z;
// M.Point = I.position.xyz;
// SloadNew(I, M);
// #ifdef USE_AREF
// clip(M.Color.w - def_aref);
// #endif
// M.Normal = mul(float3x3(I.M1, I.M2, I.M3), M.Normal);
// M.Normal = normalize(M.Normal);
// M.Sun = saturate(M.Sun * 2.0f);
// M.Color.xyz = saturate(M.Color.xyz);
// float MaterialID = 0.25f;
// float Gloss = 1.0f - M.Roughness;
// #ifndef FORWARD_ONLY
// O.Albedo = float4(M.Color.xyz, Gloss);
// O.Normal = float4(M.Normal.xyz, Gloss);
// O.PointZ = float4(M.Point.xyz, MaterialID);
// #endif
// float4 Light = float4(L_sun_color, 1.0f) * M.Sun * plight_infinity(MaterialID, M.Point, M.Normal, L_sun_dir_e);
// float3 Diffuse, Specular;
// hmodel(Diffuse, Specular, MaterialID, M.Hemi, Gloss, M.Point, M.Normal);
// O.Color = float4(Diffuse + Light.xyz, M.Color.w);
// O.Color.xyz *= M.Color.xyz;
// O.Color.xyz += Light.w * Gloss + Specular;
// float fog = saturate(length(M.Point) * fog_params.w + fog_params.x);
// O.Color = lerp(O.Color, fog_color, fog);
// }
uniform sampler2D s_mask;
uniform sampler2D s_dt_r;
uniform sampler2D s_dt_g;
uniform sampler2D s_dt_b;
uniform sampler2D s_dt_a;
uniform sampler2D s_dn_r;
uniform sampler2D s_dn_g;
uniform sampler2D s_dn_b;
uniform sampler2D s_dn_a;
void main(p_bumped_new I, out f_editor_gbuffer O)
{
if(is_lighting_enable.x < 0.5f) {
O.Color = tex2D(s_base, I.tcdh.xy);
float2 tcdbump = I.tcdh.xy * dt_params.xy;
float4 Detail = tex2D(s_detail, tcdbump);
O.Color.xyz *= Detail.xyz * 2.0f;
#ifndef FORWARD_ONLY
O.Normal = float4(I.M1.xyz, def_gloss);
O.Albedo = float4(O.Color.xyz, def_gloss);
O.PointZ = float4(I.position.xyz, xmaterial);
#endif
return;
}
cotangent_frame(I);
XrayMaterial M;
M.Sun = I.tcdh.w;
M.Hemi = I.tcdh.z;
M.Point = I.position.xyz;
M.Color = tex2D(s_base, I.tcdh.xy);
float4 Mask = tex2D(s_mask, I.tcdh.xy);
Mask /= dot(Mask, 1.0f);
float2 tcdbump = I.tcdh.xy * dt_params.xy;
float3 Detail_R = tex2D(s_dt_r, tcdbump).xyz * Mask.x;
float3 Detail_G = tex2D(s_dt_g, tcdbump).xyz * Mask.y;
float3 Detail_B = tex2D(s_dt_b, tcdbump).xyz * Mask.z;
float3 Detail_A = tex2D(s_dt_a, tcdbump).xyz * Mask.w;
float3 Detail = Detail_R + Detail_G + Detail_B + Detail_A;
float4 Normal_R = tex2D(s_dn_r, tcdbump) * Mask.x;
float4 Normal_G = tex2D(s_dn_g, tcdbump) * Mask.y;
float4 Normal_B = tex2D(s_dn_b, tcdbump) * Mask.z;
float4 Normal_A = tex2D(s_dn_a, tcdbump) * Mask.w;
float3 Normal = Normal_R.wzy + Normal_G.wzy + Normal_B.wzy + Normal_A.wzy - 0.5;
Normal.z *= 0.5f;
M.Roughness = saturate(1.0f - Normal_R.x + Normal_G.x + Normal_B.x + Normal_A.x);
M.Color.xyz *= Detail * 2.0f;
M.Metalness = 0.0f;
M.SSS = 0.0f;
M.AO = 1.0f;
M.Normal = mul(float3x3(I.M1, I.M2, I.M3), Normal);
M.Normal = normalize(M.Normal);
M.Sun = saturate(M.Sun * 2.0f);
M.Color.xyz = saturate(M.Color.xyz);
float MaterialID = 0.25f;
float Gloss = 1.0f - M.Roughness;
#ifndef FORWARD_ONLY
O.Albedo = float4(M.Color.xyz, Gloss);
O.Normal = float4(M.Normal.xyz, Gloss);
O.PointZ = float4(M.Point.xyz, MaterialID);
#endif
float4 Light = float4(L_sun_color, 1.0f) * M.Sun * plight_infinity(MaterialID, M.Point, M.Normal, L_sun_dir_e);
float3 Diffuse, Specular;
hmodel(Diffuse, Specular, MaterialID, M.Hemi, Gloss, M.Point, M.Normal);
O.Color = float4(Diffuse + Light.xyz, M.Color.w);
O.Color.xyz *= M.Color.xyz;
O.Color.xyz += Light.w * Gloss + Specular;
float fog = saturate(length(M.Point) * fog_params.w + fog_params.x);
O.Color = lerp(O.Color, fog_color, fog);
}