e4s-sdk/gamedata/shaders/r3/sload.h
2026-06-17 23:06:51 +03:00

243 lines
7.2 KiB
C

#ifndef SLOAD_H
#define SLOAD_H
#include "common.h"
#ifdef MSAA_ALPHATEST_DX10_1
#if MSAA_SAMPLES == 2
static const float2 MSAAOffsets[2] = { float2(4,4), float2(-4,-4) };
#endif
#if MSAA_SAMPLES == 4
static const float2 MSAAOffsets[4] = { float2(-2,-6), float2(6,-2), float2(-6,2), float2(2,6) };
#endif
#if MSAA_SAMPLES == 8
static const float2 MSAAOffsets[8] = { float2(1,-3), float2(-1,3), float2(5,1), float2(-3,-5),
float2(-5,5), float2(-7,-1), float2(3,7), float2(7,-7) };
#endif
#endif // MSAA_ALPHATEST_DX10_1
//////////////////////////////////////////////////////////////////////////////////////////
// Bumped surface loader //
//////////////////////////////////////////////////////////////////////////////////////////
struct surface_bumped
{
float4 base;
float3 normal;
float gloss;
float height;
};
float4 tbase( float2 tc )
{
return s_base.Sample( smp_base, tc);
}
#if defined(ALLOW_STEEPPARALLAX) && defined(USE_STEEPPARALLAX)
static const float fParallaxStartFade = 8.0f;
static const float fParallaxStopFade = 12.0f;
void UpdateTC( inout p_bumped I)
{
if (I.position.z < fParallaxStopFade)
{
const float maxSamples = 25;
const float minSamples = 5;
const float fParallaxOffset = -0.013;
float3 eye = mul (float3x3(I.M1.x, I.M2.x, I.M3.x,
I.M1.y, I.M2.y, I.M3.y,
I.M1.z, I.M2.z, I.M3.z), -I.position.xyz);
eye = normalize(eye);
// Calculate number of steps
float nNumSteps = lerp( maxSamples, minSamples, eye.z );
float fStepSize = 1.0 / nNumSteps;
float2 vDelta = eye.xy * fParallaxOffset*1.2;
float2 vTexOffsetPerStep = fStepSize * vDelta;
// Prepare start data for cycle
float2 vTexCurrentOffset = I.tcdh;
float fCurrHeight = 0.0;
float fCurrentBound = 1.0;
for( int i=0; i<nNumSteps; ++i )
{
if (fCurrHeight < fCurrentBound)
{
vTexCurrentOffset += vTexOffsetPerStep;
fCurrHeight = s_bumpX.SampleLevel( smp_base, vTexCurrentOffset.xy, 0 ).a;
fCurrentBound -= fStepSize;
}
}
/*
[unroll(25)] // Doesn't work with [loop]
for( ;fCurrHeight < fCurrentBound; fCurrentBound -= fStepSize )
{
vTexCurrentOffset += vTexOffsetPerStep;
fCurrHeight = s_bumpX.SampleLevel( smp_base, vTexCurrentOffset.xy, 0 ).a;
}
*/
// Reconstruct previouse step's data
vTexCurrentOffset -= vTexOffsetPerStep;
float fPrevHeight = s_bumpX.Sample( smp_base, float3(vTexCurrentOffset.xy,0) ).a;
// Smooth tc position between current and previouse step
float fDelta2 = ((fCurrentBound + fStepSize) - fPrevHeight);
float fDelta1 = (fCurrentBound - fCurrHeight);
float fParallaxAmount = (fCurrentBound * fDelta2 - (fCurrentBound + fStepSize) * fDelta1 ) / ( fDelta2 - fDelta1 );
float fParallaxFade = smoothstep(fParallaxStopFade, fParallaxStartFade, I.position.z);
float2 vParallaxOffset = vDelta * ((1- fParallaxAmount )*fParallaxFade);
float2 vTexCoord = I.tcdh + vParallaxOffset;
// Output the result
I.tcdh = vTexCoord;
#if defined(USE_TDETAIL) && defined(USE_STEEPPARALLAX)
I.tcdbump = vTexCoord * dt_params;
#endif
}
}
#elif defined(USE_PARALLAX) || defined(USE_STEEPPARALLAX)
void UpdateTC( inout p_bumped I)
{
float3 eye = mul (float3x3(I.M1.x, I.M2.x, I.M3.x,
I.M1.y, I.M2.y, I.M3.y,
I.M1.z, I.M2.z, I.M3.z), -I.position.xyz);
float height = s_bumpX.Sample( smp_base, I.tcdh).w; //
//height /= 2;
//height *= 0.8;
height = height*(parallax.x) + (parallax.y); //
float2 new_tc = I.tcdh + height * normalize(eye); //
// Output the result
I.tcdh = new_tc;
}
#else // USE_PARALLAX
void UpdateTC( inout p_bumped I)
{
;
}
#endif // USE_PARALLAX
surface_bumped sload_i( p_bumped I)
{
surface_bumped S;
UpdateTC(I); // All kinds of parallax are applied here.
float4 Nu = s_bump.Sample( smp_base, I.tcdh ); // IN: normal.gloss
float4 NuE = s_bumpX.Sample( smp_base, I.tcdh); // IN: normal_error.height
S.base = tbase(I.tcdh); // IN: rgb.a
S.normal = Nu.wzy + (NuE.xyz - 1.0h); // (Nu.wzyx - .5h) + (E-.5)
S.gloss = Nu.x*Nu.x; // S.gloss = Nu.x*Nu.x;
S.height = NuE.z;
//S.height = 0;
#ifdef USE_TDETAIL
#ifdef USE_TDETAIL_BUMP
float4 NDetail = s_detailBump.Sample( smp_base, I.tcdbump);
float4 NDetailX = s_detailBumpX.Sample( smp_base, I.tcdbump);
S.gloss = S.gloss * NDetail.x * 2;
//S.normal += NDetail.wzy-.5;
S.normal += NDetail.wzy + NDetailX.xyz - 1.0h; // (Nu.wzyx - .5h) + (E-.5)
float4 detail = s_detail.Sample( smp_base, I.tcdbump);
S.base.rgb = S.base.rgb * detail.rgb * 2;
// S.base.rgb = float3(1,0,0);
#else // USE_TDETAIL_BUMP
float4 detail = s_detail.Sample( smp_base, I.tcdbump);
S.base.rgb = S.base.rgb * detail.rgb * 2;
S.gloss = S.gloss * detail.w * 2;
#endif // USE_TDETAIL_BUMP
#endif
return S;
}
surface_bumped sload_i( p_bumped I, float2 pixeloffset )
{
surface_bumped S;
// apply offset
#ifdef MSAA_ALPHATEST_DX10_1
I.tcdh.xy += pixeloffset.x * ddx(I.tcdh.xy) + pixeloffset.y * ddy(I.tcdh.xy);
#endif
UpdateTC(I); // All kinds of parallax are applied here.
float4 Nu = s_bump.Sample( smp_base, I.tcdh ); // IN: normal.gloss
float4 NuE = s_bumpX.Sample( smp_base, I.tcdh); // IN: normal_error.height
S.base = tbase(I.tcdh); // IN: rgb.a
S.normal = Nu.wzyx + (NuE.xyz - 1.0h); // (Nu.wzyx - .5h) + (E-.5)
S.gloss = Nu.x*Nu.x; // S.gloss = Nu.x*Nu.x;
S.height = NuE.z;
//S.height = 0;
#ifdef USE_TDETAIL
#ifdef USE_TDETAIL_BUMP
#ifdef MSAA_ALPHATEST_DX10_1
#if ( (!defined(ALLOW_STEEPPARALLAX) ) && defined(USE_STEEPPARALLAX) )
I.tcdbump.xy += pixeloffset.x * ddx(I.tcdbump.xy) + pixeloffset.y * ddy(I.tcdbump.xy);
#endif
#endif
float4 NDetail = s_detailBump.Sample( smp_base, I.tcdbump);
float4 NDetailX = s_detailBumpX.Sample( smp_base, I.tcdbump);
S.gloss = S.gloss * NDetail.x * 2;
//S.normal += NDetail.wzy-.5;
S.normal += NDetail.wzy + NDetailX.xyz - 1.0h; // (Nu.wzyx - .5h) + (E-.5)
float4 detail = s_detail.Sample( smp_base, I.tcdbump);
S.base.rgb = S.base.rgb * detail.rgb * 2;
// S.base.rgb = float3(1,0,0);
#else // USE_TDETAIL_BUMP
#ifdef MSAA_ALPHATEST_DX10_1
I.tcdbump.xy += pixeloffset.x * ddx(I.tcdbump.xy) + pixeloffset.y * ddy(I.tcdbump.xy);
#endif
float4 detail = s_detail.Sample( smp_base, I.tcdbump);
S.base.rgb = S.base.rgb * detail.rgb * 2;
S.gloss = S.gloss * detail.w * 2;
#endif // USE_TDETAIL_BUMP
#endif
return S;
}
surface_bumped sload ( p_bumped I)
{
surface_bumped S = sload_i (I);
S.normal.z *= 0.5; //. make bump twice as contrast (fake, remove me if possible)
#ifdef GBUFFER_OPTIMIZATION
S.height = 0;
#endif // GBUFFER_OPTIMIZATION
return S;
}
surface_bumped sload ( p_bumped I, float2 pixeloffset )
{
surface_bumped S = sload_i (I, pixeloffset );
S.normal.z *= 0.5; //. make bump twice as contrast (fake, remove me if possible)
#ifdef GBUFFER_OPTIMIZATION
S.height = 0;
#endif // GBUFFER_OPTIMIZATION
return S;
}
#endif