e4s-sdk/gamedata/shaders/r1/common.h
2026-06-17 23:06:51 +03:00

125 lines
4.6 KiB
C

#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