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2026-03-08 15:34:38 -05:00

125 lines
2.8 KiB
HLSL

#include "ShaderConstants.fxh"
struct VS_Input {
float3 position : POSITION;
float4 normal : NORMAL;
float2 texCoords : TEXCOORD_0;
float4 color : COLOR;
#ifdef INSTANCEDSTEREO
uint instanceID : SV_InstanceID;
#endif
};
struct PS_Input {
float4 position : SV_Position;
#ifdef ENABLE_LIGHT
float4 light : LIGHT;
#endif
#ifdef ENABLE_FOG
float4 fogColor : FOG_COLOR;
#endif
#ifndef DISABLE_TINTING
float4 color : COLOR;
#endif
float4 texCoords : TEXCOORD_0_FB_MSAA;
#ifdef GEOMETRY_INSTANCEDSTEREO
uint instanceID : SV_InstanceID;
#endif
#ifdef VERTEXSHADER_INSTANCEDSTEREO
uint renTarget_id : SV_RenderTargetArrayIndex;
#endif
};
static const float AMBIENT = 0.45;
static const float XFAC = -0.1;
static const float ZFAC = 0.1;
float4 TransformRGBA8_SNORM(const float4 RGBA8_SNORM) {
#ifdef R8G8B8A8_SNORM_UNSUPPORTED
return RGBA8_SNORM * float(2.0).xxxx - float(1.0).xxxx;
#else
return RGBA8_SNORM;
#endif
}
float lightIntensity(const float4 position, const float4 normal) {
#ifdef FANCY
#if !defined(INSTANCEDSTEREO)
float3 N = normalize(mul(WORLD, normal)).xyz;
#else
float3 N = normalize(mul(WORLD_STEREO, normal)).xyz;
#endif
N.y *= TILE_LIGHT_COLOR.a;
//take care of double sided polygons on materials without culling
#ifdef FLIP_BACKFACES
#if !defined(INSTANCEDSTEREO)
float3 viewDir = normalize((mul(WORLD, position)).xyz);
#else
float3 viewDir = normalize((mul(WORLD_STEREO, position)).xyz);
#endif
if (dot(N, viewDir) > 0.0) {
N *= -1.0;
}
#endif
float yLight = (1.0 + N.y) * 0.5;
return yLight * (1.0 - AMBIENT) + N.x*N.x * XFAC + N.z*N.z * ZFAC + AMBIENT;
#else
return 1.0;
#endif
}
void main(in VS_Input VSInput, out PS_Input PSInput) {
#ifdef INSTANCEDSTEREO
int i = VSInput.instanceID;
PSInput.position = mul(WORLDVIEWPROJ_STEREO[i], float4(VSInput.position, 1));
#ifdef GEOMETRY_INSTANCEDSTEREO
PSInput.instanceID = i;
#endif
#ifdef VERTEXSHADER_INSTANCEDSTEREO
PSInput.renTarget_id = i;
#endif
#else
PSInput.position = mul(WORLDVIEWPROJ, float4(VSInput.position, 1));
#endif
#ifdef ENABLE_LIGHT
float4 normal = TransformRGBA8_SNORM(VSInput.normal);
float L = lightIntensity(float4(VSInput.position, 1), normal);
PSInput.light = float4(L.xxx * TILE_LIGHT_COLOR.rgb, 1.0);
#endif
int frameIndex = int(VSInput.color.a * 255.0f);
PSInput.texCoords.xy = VSInput.texCoords.xy + BANNER_UV_OFFSETS[frameIndex].xy;
PSInput.texCoords.zw = VSInput.texCoords.xy;
#ifndef DISABLE_TINTING
PSInput.color = BANNER_COLORS[frameIndex];
PSInput.color.a = 1.0f;
if (frameIndex > 0) {
PSInput.color.a = 0.0f;
}
#endif
#ifdef ENABLE_FOG
//fog
PSInput.fogColor.rgb = FOG_COLOR.rgb;
PSInput.fogColor.a = clamp(((PSInput.position.z / RENDER_DISTANCE) - FOG_CONTROL.x) / (FOG_CONTROL.y - FOG_CONTROL.x), 0.0, 1.0);
#endif
}