e4s-sdk/gamedata/shaders/r2/deffer_impl_flat.ps
2026-06-17 23:06:51 +03:00

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#include "common.h"
#include "sload.h"
#define USE_4_DETAIL
#if defined(USE_TDETAIL) && defined(USE_4_DETAIL)
# define USE_4_BUMP
#endif
#ifdef USE_4_BUMP
f_deffer main ( p_bumped I )
#else
f_deffer main ( p_flat I )
#endif
{
f_deffer O;
// diffuse
half4 D = tbase (I.tcdh); // IN: rgb.a
half4 L = tex2D (s_lmap, I.tcdh);
half G = def_gloss ;
# ifdef USE_TDETAIL
# ifdef USE_4_DETAIL
half4 mask= tex2D (s_mask, I.tcdh);
half mag = dot (mask,1);
mask= mask/mag ;
half3 d_R = tex2D (s_dt_r, I.tcdbump)*mask.r;
half3 d_G = tex2D (s_dt_g, I.tcdbump)*mask.g;
half3 d_B = tex2D (s_dt_b, I.tcdbump)*mask.b;
half3 d_A = tex2D (s_dt_a, I.tcdbump)*mask.a;
half3 dt = d_R+d_G+d_B+d_A;
D.rgb = 2*D.rgb*dt ;
# ifdef USE_4_BUMP
half4 n_Rt = tex2D (s_dn_r, I.tcdbump).wzyx;
half4 n_Gt = tex2D (s_dn_g, I.tcdbump).wzyx;
half4 n_Bt = tex2D (s_dn_b, I.tcdbump).wzyx;
half4 n_At = tex2D (s_dn_a, I.tcdbump).wzyx;
half3 n_R = (n_Rt-0.5)*mask.r; half g_R=n_Rt.w*mask.r;
half3 n_G = (n_Gt-0.5)*mask.g; half g_G=n_Gt.w*mask.g;
half3 n_B = (n_Bt-0.5)*mask.b; half g_B=n_Bt.w*mask.b;
half3 n_A = (n_At-0.5)*mask.a; half g_A=n_At.w*mask.a;
half3 mix = n_R+n_G+n_B+n_A;
mix.z *= 0.5; //. make bump twice as contrast (fake, remove me if possible)
half3 N = mul (half3x3(I.M1, I.M2, I.M3), mix.xyz);
G = g_R+g_G+g_B+g_A;
// G = 0 ;
// G = mix.w ; // gloss
# else
half3 N = I.N.xyz ;
# endif
# else
D.rgb = 2*D.rgb*tex2D (s_detail, I.tcdbump).rgb;
# endif
# else
half3 N = I.N.xyz ;
# endif
// hemi, sun, material
half ms = xmaterial ;
# ifdef USE_R2_STATIC_SUN
ms = L.w ;
# endif
// 2. Standart output
O.Ne = half4 (normalize(N), D.w ); // hemi
O.position = half4 (I.position.xyz + O.Ne.xyz*def_virtualh/2.h, ms ); //
O.C = half4 (D.x, D.y, D.z, G ); // OUT: rgb.gloss
return O;
}