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

168 lines
4.2 KiB
HLSL

#include "ShaderConstants.fxh"
struct VS_Input {
float3 position : POSITION;
float4 normal : NORMAL;
float2 texCoords : TEXCOORD_0;
#ifdef COLOR_BASED
float4 color : COLOR;
#endif
#ifdef INSTANCEDSTEREO
uint instanceID : SV_InstanceID;
#endif
};
struct PS_Input {
float4 position : SV_Position;
float4 light : LIGHT;
float4 fogColor : FOG_COLOR;
#ifdef GLINT
// there is some alignment issue on the Windows Phone 1320 that causes the position
// to get corrupted if this is two floats and last in the struct memory wise
float4 layerUV : GLINT_UVS;
#endif
#ifdef USE_OVERLAY
float4 overlayColor : OVERLAY_COLOR;
#endif
//#ifdef USE_TEAMCOLOR
float4 teamColor : TEAM_COLOR;
//#endif
#ifdef TINTED_ALPHA_TEST
// With MSAA Enabled, making this field a float results in a DX11 internal compiler error
// We assume it is trying to pack the single float with the centroid-interpolated UV coordinates, which it can't do
float4 alphaTestMultiplier : ALPHA_MULTIPLIER;
#endif
float2 uv : 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 teamColorIntensity(const float3 pos, const float3 normal)
{
return saturate(pos.y / 16.f);
}
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
}
#ifdef GLINT
float2 calculateLayerUV(float2 origUV, float offset, float rotation) {
float2 uv = origUV;
uv -= 0.5;
float rsin = sin(rotation);
float rcos = cos(rotation);
uv = mul(uv, float2x2(rcos, -rsin, rsin, rcos));
uv.x += offset;
uv += 0.5;
return uv * GLINT_UV_SCALE;
}
#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));
#else
PSInput.position = mul(WORLDVIEWPROJ, float4(VSInput.position, 1));
#endif
#ifdef GEOMETRY_INSTANCEDSTEREO
PSInput.instanceID = VSInput.instanceID;
#endif
#ifdef VERTEXSHADER_INSTANCEDSTEREO
PSInput.renTarget_id = VSInput.instanceID;
#endif
float4 normal = TransformRGBA8_SNORM(VSInput.normal);
float L = lightIntensity(float4(VSInput.position, 1), normal);
#ifdef USE_OVERLAY
L += OVERLAY_COLOR.a * 0.35;
PSInput.overlayColor = OVERLAY_COLOR;
#endif
float intensity = teamColorIntensity(VSInput.position, normal);
PSInput.teamColor = float4(TEAM_COLOR.rgb, intensity);
#ifdef TINTED_ALPHA_TEST
PSInput.alphaTestMultiplier = OVERLAY_COLOR.aaaa;
#endif
PSInput.light = float4(L.xxx * TILE_LIGHT_COLOR.rgb, 1.0);
#ifdef COLOR_BASED
PSInput.light *= VSInput.color;
#endif
#if( !defined(NO_TEXTURE) || !defined(COLOR_BASED) || defined(USE_COLOR_BLEND) )
PSInput.uv = VSInput.texCoords;
#endif
#ifdef USE_UV_ANIM
PSInput.uv.xy = UV_ANIM.xy + (PSInput.uv.xy * UV_ANIM.zw);
#endif
#ifdef GLINT
PSInput.layerUV.xy = calculateLayerUV(VSInput.texCoords, UV_OFFSET.x, UV_ROTATION.x);
PSInput.layerUV.zw = calculateLayerUV(VSInput.texCoords, UV_OFFSET.y, UV_ROTATION.y);
#endif
//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);
}